So I've decided to "fix" the weapon balance (At least, to my personal preference.)
Mind you, this is WIP. I haven't really touched the melee weapons, due to the sheer volume of them and the difficulty of actually balancing them in a meaningful way. (Melee weapons don't consume ammo and only fall into 3 "weapon speed" categories, so ultimately the only thing that separates them is raw damage. So some are inevitably just better than the others.) I also havent played extensively with these changes and sometimes it takes a lot of use to really get a feel for balance.
Changes:
Updates:
- (0.2) Tweaked Bren damage so that enemies spawning with it shouldn't deal as much damage. Lowered the base damage, but increased
how much damage is increased by receiver mods to balance it out.
- (0.2) Dardick given lower AP costs, now costs less AP than .32 pistol to further incentivize/reward crafting rounds and using it.
- (0.2) Implemented subamba's fix for the Chinese Pistol MK3 receivers not being considered "Rifles" by the game.
Heavy Weapons
Heavy Machine Gun (MG-42)
- Greatly increased damage
- 303 Conversion now gives greater damage boost.
- Lowered Damage of explosive rounds.
- Added Fire Damage to incendiary rounds.
Reasoning:
The explosive rounds, especially post-buff, were incredibly OP. For whatever reason, the explosive bullet intended for non-player characters (mainly enemy turrets) was applied, which is much stronger than even the legendary explosive effect. The new explosion now does less damage than the legendary effect, making a legendary variant actually worthwhile. (I haven't tested to see if they stack, but they should not as both effects override the projectile.)
Light Machine Gun (Bren)
- Increased Damage
- Increased Damage bonus from Receiver Omods.
Lewis Gun
- Increased Damage
Flamer
- Increased Damage for base flamers, lowered for Angel Flamer.
Crude Launcher
- Enhanced Barrel now boosts damage like its description implies.
- Semi-Auto barrel now increases ammo capacity to 3 (Animations for this barrel are broken, however.)
Ballistic Pistols, Shotguns and Rifles
Tround Gun
- Increased Damage
- Lowered AP Cost
- .38 Trounds can now be crafted at Ammunition Benches
- Simplex Trounds now cost more steel to be crafted
Reasoning
Outside the 15 you receive when you first get the gun, Trounds actually cannot be obtained in-game. Meanwhile, the superior Simplex Rounds, can be crafted. (Fun fact, these are not shotgun rounds, this functions like the two-shot legendary, tripling your damage. They are surprisingly strong!) So now you can craft normal .38 Trounds.
Covert Pistol (Welrod)
- Changed Ammo Capacity to 8
- Calibrated Barrel now converts the weapon to 9mm and lowers ammo capacity to 6
- Golden Barrel now converts the weapon to .455 and lowers ammo capacity to 5
Reasoning:
The last change might be controversial, but despite the drawbacks of the Welrod, 120 damage without perks, is insanely high for .32 (and Range doesn't really stop you from using the glow sights and "sniping" with the weapon to one-shot kill just about anyone). In my personal playthrough I killed a Mirelurk Queen, in one shot using this weapon. I figured at the very least it should be using .455 (which the mod treats like .44 magnum despite being less powerful than .45 ACP, but I'm just here to balance things, not argue the damage of bullet calibers, its an RPG not a Milsim)
Service Revolver (Webley Revolver)
- Lowered Damage of Explosive Rounds
- Lowered Damage of Manstopper Rounds
- Increased Range Bonus of Wadcutter Rounds
Reasoning:
I tried to make the wadcutter rounds somewhat worthwhile but I don't think they actually work correctly (it shows my accuracy stat drop to 7 with them) and frankly I just gave up as I can't think of anyone using them over the damage boosting rounds as the gun already has a very high range stat to begin with.
Service Pistol (Webley Pistol)
- Increased Damage
Chinese Pistol (Mauser)
- MK3 Receiver Mods should now be considered "Rifles" by the game and apply perk damage bonuses appropriately
Ferryman's Friend
- Slight Damage Increase
Bulldog
- Big Damage Increase
Reasoning
Iron Curtain
- Increased Damage
Crude Revolver
- Increased Damage of Shotgun Receiver
Double Barrel Shotgun
- Increased Damage Slightly
Reasoning:
Firelance Shotgun
- Increased Damage to match Double Barrel
Service Rifle (Lee Enfield)
- Increased Damage
- Electric Boogaloo - Changed Ammo back to 303, Added Energy Damage to receiver mod.
- Added Legendary Effects to Unique Lee Enfields found throughout the game. (Redcoat: Steadfast, Redleaf: Hitmans, Brazilian Real: Quickdraw, Noah Woodwards Service Rifle: Deadeye)
Reasoning
The Electric Boogaloo changes might be controversial. My main reason for changing it back to 303 is that 1) The reload animation and bullet models were left unchanged, so it looks weird unlike other ammo conversions. and 2) There is already 2 sniper rifles in the game that fire fusion cells and both do it better, why do we need a third? Meanwhile there is no Plasma Rifle in the game (only a pistol) so there is still a niche for a split-damage rifle. As for the damage, the energy damage of the original was applied incorrectly, likely originally intended to convert the weapon fully to energy damage, but instead setting the energy damage to 0. Now I've opted that the gun is firing "charged" 303 rounds, doing split damage. This is now the most damaging receiver for the Enfield (Fun fact, you can remove it and put it on other Enfields, which is the main reason why I didn't also give it a legendary effect on top of its existing effects)
Legendary Guns:
I tried to make the effects fit the weapon.
For Redcoat, I chose Steadfast because of how the line infantry it is named after would fight.
For Brazilian Real, I chose quickdraw as it seemed fitting for an explorers weapon, meant to react fast to threats.
For Redleaf, I chose hitman's because of Canada's history of outstanding marksmen. (Shame they didn't have any rifles capable of bringing down T-51b.)
For Noah Woodwards Service Rifle (Its just called Service Rifle, I think its meant to be named "Barbie" because there is an unused weapon by that name in the file) I chose Deadeye based on the flavor text of being very accurate.
Crude Rifle (Homemade Anti-Material Rifle)
- Added .50 receiver
- .50HE can now be crafted at ammunition benches (Only 5 per craft)
- Shotgun and 303 conversions do more damage.
Reasoning:
In addition the explosive .50 rounds for the original mod were crafted at a chemistry bench, obviously the FOLON team removed this since ammo is crafted at the ammunition bench in FOLON, but neglected to actually make .50HE craftable at the bench, outside of the test room and console commands, there was no way to obtain .50HE in FOLON.
Box SMG
- Increased Damage
Ramshackle SMG
- Increased Damage
- Semi-Automatic now increases damage.
Reasoning:
Submachine Gun (Sten)
- Semi-Automatic now increases damage.
Angel SMG
- Increased Damage
Viper SMG
- Increased Damage
- Reworked mods to increase damage instead of lowering it.
Crude Gun (Crude Blowback)
- Replaced redundant .32 conversion with a damage buffing automatic receiver
- Semi-Auto Receiver now actually boosts damage
- Rapid Receiver has lower damage penalty
- 303 conversions do more damage.
Battle Rifle (FNFAL)
- Full-Auto fire mode now applies a damage penalty.
- .303 conversion now gives a greater damage boost.
- Amadeus/The Garrison has had its damage reduced to match the Battle Rifle, but given the Powerful Legendary Effect instead.
Combat Rifle (EM-2)
- Increased Damage
Energy Weapons
Honestly the energy weapons in this mod have so far all passed the sniff test. None feel under powered and the only ones I've found to be overpowered are too funny to nerf as I'd feel like a huge buzzkill.
Upton Burke Class C Rifle
- Changed Amp muzzle to apply energy damage instead of ballistic damage.
Feel free to comment with any feedback and other weapons you feel need to be tweaked.