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adamjmac

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adamjmac

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Balanced weapon/ammo damage and recoil to improve consistency.

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This is a patch mod requiring my patch utility to install, so that it is compatible with other mods that also modify weapon and ammo tables.
https://www.nexusmods.com/intotheradiusvr/mods/408

All these values are in text files, so you are free to modify them as you see fit. You can also remove lines to leave those items unchanged. I will also provide the spreadsheet so you can see all the data in a more readable format, and in context of the other weapons in their category.

The base game recoil is a bit all over the place, with inconsistency for near identical weapons, and in some cases none at all. I tried to tweak the values to fit a curve which better represents the actual energy and weight so all feel as they should.

With full auto the recoil pushes the gun back into your face... I tweaked that a bit.

Pistols have more recoil. You'll need to slow down and shoot at a reasonable pace. There's currently no way to permanently shift the point of aim every time you fire, so the gun will automatically come back to the exact same point after a certain amount of time, which is unrealistic but that's how it works. So I just made it take a little more time so you can't rapid fire at long range so easily.

For damage, I normalized sniper damage quite a bit to keep the challenge there and other weapons viable. SCAR, VAL, M9 also shifted a little more in line with similar choices. There's more of a steady progression now, without changing most of them, just fixing the outliers.

Baseline AP is 50-60% instead of 30-40%, so FMJ is not quite so useless against armor, in a pinch. +P damage is 1.5x instead of 2x. It's still the best, but not so ridiculously amazing. The idea is a shot of +P should feel like a rifle, not so much more. Bringing the wrong ammo is expensive and inefficient, but not a death sentence, and low end pistols can still be used later on to conserve rifle ammo if you so choose.

I play scavenger, no-shop, so I collect many different types of ammo and want to conserve it for the right time. I was finding myself having to stop and unload / load for every enemy I come across, because ammo is so hard to come by and I don't want to waste the good stuff if I don't need it. The strategy and choice is still there, but it's not so overwhelming and you can just use what you have if you have to. Maybe you have plenty of 9mm FMJ to spare, it will be more challenging to take down armor, but not impossible, so if you decide it's worth using 2x the ammo and a bit more risk to save the AP for later, you should have the choice to do that.

Subsonic, CHP, AP balancing for rifles into line a bit more consistently. 5.56 is faster so it has a slight AP advantage, 7.62 is heavy. I'm trying to promote tradeoffs and choices that are more intuitive and realistic.