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ThinRedPaste

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thinredpaste

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About this mod

Rebalances all the guns, improves effectiveness of shooting from the bike, reworks shop inventory and weapon progression to support the new balance, adds weapons for sale at Copeland's camp, makes weapons share ammo where appropriate.

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Overview:
None of the existing weapon mods hit quite right for me, so I've made my own.  I started by matching the fire rate and mag capacity of the guns to their IRL counterparts, though some deviation ended up being necessary for balance purposes.  Then I went through all of them, tuning accuracy, damage, and recoil values.  I tried to give every weapon something to make it a solid choice within its category, and differentiated certain categories more.  I also made shooting from the bike more effective with all pistols. 

Pistols are generally quicker to fire and have less recoil or spread bloom, with the .45ACP glock 41 added as a middle ground between the SAP9 and the Eliminator.  The Eliminator and sheriff have had damage buffs, and the mayor has been nerfed heavily (the real gun is junk).

SMGs are generally less accurate and less damaging than assault rifles, but are faster and much more controllable, with light recoil and not as much spread bloom.

Assault rifles are harder hitting and accurate, but anything beyond a short burst becomes wildly inaccurate.  They also share ammo pools with the LMGs of the appropriate caliber now.

the M14 (actually an M1A) has been buffed with more damage and high penetration.

Shotguns have standardized damage and are differentiated mostly by action type and spread.  The enemy-carried sawedoff now uses the secondary slot and lil stubby model, while lil stubby now uses the longer model (but still is a secondary)

Sniper rifles are mostly unchanged, except for removing the M40 from shops as part of a bug workaround caused by shared ammo pools.

LMGs now fall into three more defined roles:  the fast one (MG4), the powerful one (MK43), and the middle ground (RPD).

Weapons firing rounds known for high penetration now have that stat adjusted appropriately.  For example: the FN 5-7 and P90 can shoot through several freakers, and anything in any flavor of 7.62 can pierce at least one.


I also set up the shops to sell weapons loosely based around a theme while also keeping some amount of progression in the equipment.  To sum it up:
Copeland's camp sells fudd guns and 'murica.
Hot springs sells mostly foreign weapons
Iron Mike's sells tough guy gear
Diamond Lake sells military stereotypes
Wizard Island sells advanced/exotic stuff, plus a thompson.




Weapon stat bars *ARE* updated to reflect the new stats on all guns, unless I missed something.