About this mod
a gamy rebalance of the weapons of Cyberpunk 2077
- Requirements
- Permissions and credits
- Changelogs
This mod started out as an attempt to solve that problem. However, it quickly became clear that this wasn't always possible without reworking some weapons to exaggerate their unique personality.
This mod is a work in progress!
I'm trying to make every weapon worth using, but that means finding and using every weapon with every build.
You can help me get your personal play style balanced faster by telling me what you think about the weapons of this game and my changes here. I'll also take any ideas or advice. But no promises.
Overview of the Changes
- Snipers are large calibre weapons. They don't need crits to drop a fly. In exchange, I'll leave their, quite frankly, terrible fire rate untouched). Their smaller and more agile sibling, the precision rifles, rely on crits. They, too, can do a snipers job now, but at a lower range and with more... well, precision.
- HMGs are a more limited, stronger power trip now.
- Liberty has a quick burst now. It didn't really stand out much against the unity.
- The Nova now shoots 6 pellets. It felt like a worse Overture.
- The Overture can now equip muzzle brakes.
- The Tactician got buffed substantially. Let's be real, double barrels don't need to be the only good shotties in the game to be cool.
- The Kolac should now be available as a rare drop and is sold at gunshops rarely. (confirmation required) It also fires full auto now.
- HMGs can be equiped with rifle scopes.
- Silencers now provide stealth bonuses for a moment after detection. Because SMGs and ARs are stealth weapons too! :D
The Deets
Kyubi
It seems weirdly weak whenever I use it.
DPS increased from 55 to 69 (nice)
I feel like it should be able to be used as a stealth weapon, shouldn't it?
Headshot mult increased from 125% to 150%
Kyubi x-MOD2
DPS increased from 55 to 69
Headshot mult increased form 150 to 175%
Hawk (Kyubi Mayers)
Headshot mult increased form +175% to 200%
DPS increased from 53 to 66
Chinook
DPS increased from 55 to 69
Headshot mult increased form 100 to 125%
Ajax (as well as Pitbul and Moron Labe)
Why use any other weapon when the Ajax is so good?
DPS decreased from 58 to 53.
Copperhead
It competes with the Umbra. But there is a niche for low firerate rifles
As the Copperhead can equip scopes, incentivizing headshots seems a fair tradeoff. That also stands in for the small buff it deserves.
Firerate decreased from 10 to 8.3 rounds per second
Headshot mult increased from 100% to 125%
Hansons Variant Firerate decreased from 12.5 to 9 rps
Psalm 11:6
Firerate decreased from 10 to 8.3 rounds per second
Headshot mult increased from 100% to 125%
Umbra (and x-MOD2, Carmen)
this one is a high firerate rifle and no scope. It's still a bit similar to the copperhead, so let's double down on its spray n' prayability
Firerate increased from 12.5 to 14.3 rps
DPS increased from 57 to 60
Giving it no armour pen makes it feel more like an SMG, let's change that
Armour pen decreased from 25% to 0%
Guillotine (and x-Mod2)
more DPS than I feel comfi with
DPS reduced from 70 to 68
Saratoga (and Fenrir)
Weirdly enough, I don't find a reason to use other SMGs. Nerf it.
DPS reduced from 63 to 58
Problem Solver (Saratoga Variant)
DPS reduced from 75 to 70
Shigure
Technically just a Saratoga variant defined by a high firerate and tac look. Let's double down on the firerate.
Firerate increased from 16.6 to 20 rounds per second
Need to reduce stamina cost to counteract this change
Stamina Cost reduced by 30%
Pulsar
ok, to be quite frank, this is a "no thoughts, brain empty" change but with that long of a barrel I just expect it to act more like an assault rifle
Range increased from 21 to 24 (meters?)
armour pen increased from 0% to 25%
it's also weirdly weak
increased DPS from 71 to 75
Defender (and Wild Dog)
LMGs are weirdly weak in vanilla. So both get a good bööf
DPS increased from 65 to 73
It can also equip rifle scopes now!
MA70 (and x-MOD2)
for reason see above
DPS increased from 60 to 69
HMG
In vanilla it feels like just an LMG. I feel like it has to be an actual powertrip to be worth picking up in combat.
DPS increased from 133 to 233
Ammo decreased from 200 to 50
Brief but umpfy.
Liberty (also affects variants)
This feels like a reskin of the unity. And while realism says longer barrel = more muzzle energy (+range +dmg) I like the role the unity has in vanilla.
Instead there is a niche in burst power weapons for it to fill.
To keep it capable of being used from stealth, it's fire rate during a burst is incredibly high.
Trigger Mode is a 2 round Burst
Burst Firerate is set to 200 RPS
DPS decreased, but it doesn't take bursts into account, so the realworld DPS has been increased.
Chao
Why are all smart guns trash in vanilla? Heavy DPS buff.
DPS increased from 25 to 38
This is a volley gun, I want to express that in gameplay so
Burst Firerate increased from 10rps to 100rps
another pure realism change, but
magazine size increased from 21 to 24
and
burst count increased from 3 to 4
so each barrel is equally evolved.
Ogou (Chao Iconic)
DPS increased from 25 to 38 (needs testing)
Nova
So, this one felt like a less cool variant of the Overture. It's looks and lore are totally wasted with the games base mechanics. But I also know we can't just turn it into a monster without wrecking the balance. Instead, I turned it into a shotgun
Pellet Count increased from 1 to 6
accuracy decreased in several aspects (... idk man)
Headshot damage multiplier reduced from +200% to +85%
DPS increased from 45 to 83.
Weapon Class remains Revolver. Cuz perk+weapon interactions are where build crafting happens.
Increased Vehicle Damage by 30%
Doom Doom (Iconic Nova)
Pellet Count increased from 3 to 8 (not sure if I should keep that)
Headshot damage mult reduced from +150% to +85%
Mancinella (Iconic Nova)
Pellet Count increased from 1 to 6
DPS increased from 41 to 48
Overture
Can equip Muzzlebreaks
Tactician
This thing has meh damage 0 range and the spread of an entire arsenal in vanilla. On top of that it takes an entire encounter to reload. No. Just no.
DPS increased from 81 to 91
Spread decreased considerably
Kolac
A bit of a let-down not to get the base variant, like ever.
Now used (and dropped) by the rare Scav Snipers (1 in 5 should use it)
Militech, 6th Street and Barghest may use (and drop) it from time to time.
Shops will carry it rarely.
It is now full auto.
Headshot damage mult increased from +150% to +300%
Hypercritical
Headshot damage mult increased from +250% ot +400%
SOR, Achilles and Variants
Precision Rifles can still kill most enemies in 1 or 2 shots, but their high fire rate compared to Snipers makes snipers extremely niche weapons in vanilla.
Instead, we double down on headshots for precision rifles. That allows precision rifles to do the stereotypical snipers job and turns snipers into classic heavy weapons that just umpf enemies by default.
Headshot damage mult increased from +150% to +300%
A note on snipers
These weapons in vanilla are more punishing, less reliable and more rewarding precision rifles. I don't really see a reason to use any of these in regular gameplay. So I let them fill the niche of "heavy" weapons by reducing their headshot mult, increasing DPS greatly and giving each an AMAZING armour pen.
This definitely needs your feedback!
All snipers (includes modded)
Headshot damage has been reduced from 200% to 100%
DPS has been increased by 300%
Armour pen increased by 25%
Finetuning will come as soon as I get the energy to playtest these ^^
Nekomata (Breakthrought, Foxhound, Rasetsu)
Tech snipers feel like the perfect spot to make the go-too anti armour weapon. I keep tech weapon pierce in general high for similar reasons, but I do feel like bringing one of these to the chimera should shift the balance in your favour.
Armour Pen increased from 75% to 90%
Ospre
This feels particularly like an anti-material rifle, so I wanted to double down on that nature. Sadly, I don't get the feel of it going through armour all that well, so I'm only buffing it's vehicle damage :p
Vehicle Damage Increased by 30%
Silencers
It feels weird how weak smgs are in stealth, doesn't it? Well, not anymore! All silencers now provide 0.5 seconds of "stealth" hits after detection.
So basically what the Mancinella or headhunter level 55 do, except it should only work for the burst that broke stealth.
Balance Recommendations (aka some plugs 😅)
I certainly advise buffing the player damage output for the first few quality tiers. My own Weapon Damage Scaling Rebalance or the more widely used Damage Scaling and Balance can do that.
You should also shorten the Lock on/Charge timers for smart and tech weapons if you're planning to play at high difficulties. That'll make them less situational and keep combat snappy. (Let me quickly advertise my own mod here: Configurable Tech and Smart Gun Timers)