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File credits
Credits go to the creator(s) and maintainers of the Frosty Tools suite. Iakona83, without I likely would not have known that contrary to the description, incendiary ammo does not apply a damage boost
Special Thanks to uBSN user kallas, who pushed me to (rightfully) give the Revenant more damage and recoil and also rethink my stance on weapon weight.
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Changelogs
Version 1.4
Added Pathfinder Elite Weapons - This mode now REQUIRES the Preorder Weapons!
Standart impact and projectile changes for preorder weapons; Fixed Weapon tiers; Increased number of Augmentation slots from 2 (3 with cryo perk) to 3 (4); Fixed incorrect incorrect ignores for firetype augments;
Pioneer: Damage from 63-103 to 63-107; Decreased burstfire delay from 0.35s to 0.25s;
Deep Impact: Increased Damage from 51-83 to 70-119; Gets shotgun anti-shield bonus (no previous anti-armour bonus);
Ranger: Decreased Damage from 24-39 to 23-39; Increased spare ammo count from 225-281 to 600-750; Increased RoundsPerBurst size from 3 to 5;
Observer: Damage from 190-311 to 190-323; Add innate 10% bonus against weak points; Add 10% chance to generate a research point of the target's faction when shooting enemies; Did *not* change projectiles gravity or fallof as they are already less than other snipers.
Most Weapons: Fixed incorrect headshot bonuses;
Replaced edits to GunModStats with edits to the actual gun mods.
Version 1.3d
Fix Revenant Rank 4 still using the vanilla Rate of Fire.
Version 1.3c
Increased the Crusader's aimed accuracy to the same levels as the Viper sniper rifle. Also changed the reticule to the sniper version.
Version 1.3b
Sniper Rifle Ultra Light Materials mod: Increased weight reduction of rank 9 and 10 mods from 13% and 14% to 14% and 15%.
Version 1.3a
Cyclone, Soned, X5 Ghost, Charger and N7 Hurricane: Altered the number of Burst fire rounds
Phalanx: Increased Damage from 75-128 to 80-136, Decreased RoF from 260 to 250
N7 Piranha: Decreased Rof from 165 to 150
Incisor: Decreased ZoomedShake-Pitch Amplitude from 0.7 to 0.4
Sticky Grenade Augment: Fixed incorrect 80% penalty to Clip size
Version 1.3
Beam Augment: Set innate anti-shield bonus to alienweapon-bonus (25%); Fixed Several inconsistencies in applied damage, damagetype, and force; Added incendiary ammo bonus damage to armor;
Grenade Augment: Removed 0.5s delay between possible damage applications; Fixed inconsistend damage bonus calculations; Added incendiary ammo bonus damage to armor; Fixed Impact effect when using special ammo;
Electrical Conduit: Increased anti shield scalar from 150% to 200%; Decreased damage against Armour to 50% of base damage; Fixed missing or incorrect AreaOfEffect AreaShape for special ammo; Fixed inconsistend damage bonus calculations; Added incendiary ammo bonus damage to armor; Fixed Impact effect when using special ammo;
Plasma Charge Augment: Fixed inconsistend damage bonus calculations; Added incendiary ammo bonus damage to armor;
Sticky Grenade Augment: Removed 0.5s delay between possible damage applications; Fixed inconsistend damage bonus calculations; Added incendiary ammo bonus damage to armor;
Reegar: Increased anti shield bonus from 50% to 100%; Decreased damage against Armour to 50%; Fixed missing AreaOfEffect AreaShape for special ammo;
Overwrote the 'floatprovider_currentweapondamage' to link directly to the weapons' ('if'-floatprovider) weapondamage instead of the exeldataimport file.
Version 1.2b
X5 Ghost: Increased number of Augmentation slots from 2 (3 with cryo perk) to 3 (4)
Version 1.2
Assault Rifles:
Sweeper Increased damage from 70-119 to 72-122
Shotguns:
N7 Piranha Decreased damage from 40-68 to 37-63;
Scattershot Decreased damage from 35-59.4 to 32-54.4; Re-enabled its seeking ability that seems to have gone sometime between patch 1.07 and 1.10;
SMGs:
N7 Hurricane Increased recoil, zoomedrecoil, and blindfire recoil multipliers from 1.0-0.5 to 1.2-0.7 (+0.2);
Equalizer Decreased damage from 36-61 to 33-56;
Sniper Rifles:
M-90 Indra Shake and ZoomedShake: Durations decreased from 0.3s to 0.1s, changed Pitch Amplitudes from 0.4 to 0.3 and Pitch Phases from 0.1 to 0.5;
Isharay Increased damage from 645-1097 to 653-1110; Increased weight from 0.6-0.3 to 0.65-0.33;
Widow Increased damage from 560-952 to 588-1000; Decreased weight from 0.65-0.33 to 0.6-0.3;
Version 1.1
V1.1 -First Nexus release
Weapon damage increase from rank 1 to rank 10 is now +70% for all weapons. Was somewhere between 1.53 and 1.71 (depending on weapon) before.
All weapons now receive a 25% + consumable effectiveness damage increase to armor, when using incendiary ammo.
Removed the anti armour bonus from pellet firing shotguns.
Increased alien weapon bonus against shields from 15% to 25%; Set the anti armor bonus for pellet firing guns to 0% (was 25%), instead they gain an 10% anti shield bonus when not affected by the alienweapon bonus.
Increased the shotgun barrel-mod damage stats to match those of other weapon types.
RoF = rate of fire; Dmg = damage; Stats given in A-B state that this stat is scaling from A at rank 1 to B at rank 10
Changes compared to base Game:
Type/WeaponName: Changes:
Assault Rifles:
M-8 Avenger Decreased weight from 0.25-0.13 to 0.2-0.1
Soned Increased damage from 32-49 to 41-70
X5 Ghost Damage from 40-63 to 40-68; Increased weight from 0.2-0.1 to 0.3-0.15
Zalkin Nerfed damage from 70-115 to 66-112
Cyclone Damage from 28-46 to 29-49
M-37 Falcon Damage from 255-404 to 255-433.5; Increased force from 300 to base Dmg*1.2; Dmg Radius increased from 3m to 4m; Decreased magazine size from 6 to 4
M-96 Mattock Buffed damage from 54-88 to 63-107; Increased RoF from 405 to 450; Decreased magazine size from 20 to 16; Fixed projectile force
L-89 Halberd Buffed damage from 81-133 to 84-142.8; Increased spare heat sink capacity from 84-105 to 120-150 (75% of the Mattock)
P.A.W. Buffed damage from 35-54 to 38-64.6; Increased magazine size from 25-37 to 28-42
Revenant Buffed damage from 34-54 to 41-70; Increased RoF from 620 to 650; Increased recoil, zoomedrecoil, and blindfire recoil multipliers from 1.0-0.5 to 3-1.5 (x3); Increased shake, zoomedshake, and blindfire shake multipliers from 1.1 to 1.6 (+0.5)
Sandstorm Damage from 148-234 to 145-246.5; Decreased RoF from 210 to 180
Sweeper Damage from 76-12 to 70-119
Thokin Damage from 44-70 to 44-74.8
N7 Valkyrie Nerfed damage from 106-163 to 90-153; Increased Rof from 500 to 600; Decreased burstfire delay from 0.35s to 0.25s; Decreased magazine size from 20 to 16; Increased weight from 0.2-0.1 to 0.25-0.13
Pistols:
M-3 Predator Increased damage from 34-58 to 42-71
Carnifex Damage from 190-311 to 190-323; Decreased magazine size from 8 to 6
N-7 Eagle Increased damage from 57-88 to 59-100
M-5 Phalanx Decreased damage from 86-141 to 75-128
Scorpion Damage from 278-440 to 278-473; Fixed missing explosion radius when using incendiary or cryo ammo; Increased radius for explosion *cylinder* from 2m to 3m
Sidewinder Damage from 99-157 to 99-168
Talon Damage from 45-71 to 55-94; Reduced number of pellets from 7 to 6; Decreased AimError [min/max] from [9.3/12] to [3.6/6]; Decreased zoomed AimError from [5.2/7.8] to [1.5/3.6]; Decreased blindfire AimError from [18.3/24] to [7.2/12]; Increased AccuracyPenaltyDelays from 0.2s to 1.0s. Decreased weight from 0.3-0.15 to 0.2-0.1
Ushior Damage from 500-769 to 500-850
Shotguns:
M-23 Katana Decreased damage from 46-78 to 38-64.5; Increased number of pellets from 7 to 8; Decreased RoF from 75 to 60; Decreased weight from 0.4-0.2 to 0.3-0.15
N7 Crusader Increased damage from 360-554 to 370-629; Added 0.5m innate cover penetration distance, new penetration damage is 0.5*(1+rest_of_penetration_reduction_boni)
Dhan Decreased damage from 614-945 to 556-945
Disciple Decreased damage from 54-88 to 38-64.5; Increased force from 16 to 64; Decreased RoF from 85 to 75; Decreased magazine size from 6 to 4; Decreased roundsperburst modifier for burstfire augments from 3 to 2; Tightened spread pattern by 20%; Decreased AimError [min/max] from [9/14] to [7.2/11.2]; Decreased zoomed AimError from [6/8] to [4.8/6.4]; Decreased blindfire AimError from [18/28] to [14.4/24.4]; Decreased weight from 0.35-0.18 to 0.25-0.13
Hesh Decreased damage from 52-82 to 42-71.4
N7 Piranha Damage from 41-63 to 40-68
Reegar Carbine Damage from 52-82 to 52-88; Decreased magazine size from 36 to 22
Ruzad Increased damage from 71-116 to 93-158; Decreased RoF from 70 to 50 (that thing has an innate melee bonus of 10%)
Scattershot Increased damage from 27-43 to 35-59.4
Venom Increased damage from 233-369 to 280-476; Decreased magazine size from 5 to 4
SMGs:
Charger Increased damage from 19-32 to 24-41
N7 Hurricane Damage from 24-37 to 24-41; Increased RoF from 925 to 1200
Equalizer Damage from 36-57 to 36-61
M-25 Hornet Decreased damage from 55-87 to 34-58; Increased RecoilMultiplier from 1.0-0.5 to 2.4-1.9 (+1.4)
Rozerad Increased damage from 17-26 to 30-51; Increased FinalRateOfFirePercent from 3 to 5; Increased Ramp up time from 1s to 3s;
Sniper Rifles: Removed general 50% hipfire penalty; (Increased MaxEffectiveRange from 100m to 2000m; Increased MaxRange from 2000m to 3000m; Increased FallOfSegmentLength from 25 to 80 - but these won't have much effect on gameplay as stuff only spawns at a couple hundret meters distance.)
Viper Decreased damage from 249-423 to 220-374; Increased magazine size from 3 to 6; Decreased weight from 0.5-0.25 to 0.4-0.2
Black Widow Damage from 465-715 to 465-791; Decreased RoF from 65 to 60; Added 0.75m innate cover penetration at 25% of damage (added the 25% flat to 'statmod_penetrationdamagepenalty_sniperrifles' upon equippin BW, so it is cumulative to other boni)
Incisor Decreased damage from 82-134 to 73-124; Increased RoF from 585 to 600
M-90 Indra Damage from 48-76 to 48-82
Inferno Decreased damage from 198-305 to 175-298; Increased tracer speed from 400 to 1200; Decreased gravity scalar to 0.3
Isharay Increased damage from 615-974 to 645-1097
Lanat Increased damage from 260-412 to 280-476; Decreased the divisor for the charged shots bonus from 2 to 1.6 - a fully charged shot should now do 2.25 times the normal shot damage instead of 2 times.
Naladen Increased damage from 288-443 to 300-510
Raptor Damage from 49-80 to 49-83
Shadow Decreased damage from 64-101 to 37-63; Increased beam range from 90m to 1000m
N7 Valiant Damage from 295-454 to 295-502; Decreased RoF from 125 to 100; Decreased magazine size from 5 to 3; Decreased reload time from 2s to 1.3s
Vanquisher Decreased damage from 278-440 to 259-440
Widow Increased damage from 495-810 to 560-952; Added 1m innate cover penetration distance, new penetration damage is 0.5*(1+rest_of_penetration_reduction_boni)
Requirements: Version 1.4 Requires the Deluxe DLC! If you don't have that installed, then stick to the previous version found under old files. Version 1.4 Requires Frosty 1.0.6.2 or newer, the previous version requires Frosty 1.0.5.9 There is now an optional textpack available for english or german, which requires the mod's text language to be selectable in the game.
Origins / Motivation: I had certain problems with certain ME:A weapons stats and progression. While it is in general way better balanced than ME:3, there are enough odd decisions that break my expectations of how things should behave in the single player. These are in no particular order:
In Vanilla ME:A the balancing is all over the place, some uncommon weapons do more DPS than certain ultra rare ones, and the overall most powerful weapon is probably the rare Hesh shotgun.
Furthermore, some weapons increase their damage from rank one to ten by 71%, while others only gain 53%. So weapons do not scale uniformly with rank, shifting their relative effectiveness when compared to others with each rank.
The behaviour of certain Milky Way weapons is drastically different from their trilogy one, e.g., the 6-shot Carnifex suddenly has 8 shots in Andromeda, anti shield shotguns gain an anti armour damage bonus, 8- or 6- Pellet weapons shoot 7 pellets, etc.
So I did way too much number crunching in a messy spreadsheet and a little bit of play-testing and came up with a balancing mod that fits a bit better to my own expectations. I changed aspects of all guns available in the SP and some augments.
What this (main) mod does:
Weapon damage increase from rank 1 to rank 10 is now +70% for all weapons. Most weapons at rank 10 are now stronger than they were before, even when their rank 1 (what I use as base stat) damage was not buffed.
All weapons now receive a 25% + consumable effectiveness damage increase to armour, when using incendiary ammo. If you already use the Ammo Primers and Combos Fixed mod by iakona83, let this mod overwrite it (the rebalance mod must be below the ammo primers mod in the FMM mod list). Otherwise many changes and fixes of this mod will not apply.
Removed the anti armour bonus from pellet firing shotguns. Increased alien weapon bonus against shields from 15% to 25%; Set the anti armour bonus for pellet firing guns to 0% (was 25%), instead they gain an 10% anti shield bonus when not affected by the alienweapon bonus. The reason for this is that per ME:2 lore fast firing and multi pellet weapons do more damage to shields.
Increased the shotgun barrel-mod damage stats to match those of other weapon types.
Removed general 50% hip-fire penalty to sniper-rifle damage
Fixed missing scorpion explosion radius when using special ammo and included the Mattock Force Fix
Please note that several changes will also affect MP matches when hosting! As such it is best to disable the mod (and the optional MP weapons mod) when playing online.
The full list of changes for the main file can be found in the readme, which is also contained in the zip file(s) for the mod(s)
A note on personal tinkering with weapon stats: The changes of this mod affect (for the most part) only the weapon files and impact files themselves, instead of the unified exeldataimport files. So you can create weapon mods that alter individual weapons themselves and let that mod overwrite this rebalancing mod (your mod sitting lower in the mod list). You do not have to alter this mod and redo the changes on each update. The only important thing is, that as of v1.3 the 'floatprovider_currentweapondamage' (which is responsible for weapon damage when using beam or grenade augments) links directly to the weapons 'if'-floatprovider under 'HeldbaseStats'[0]. So when altering weapon damage, leave this if-provider intact and only change the values under true/false. This holds true also for MP weapons and the Pathfinder DLC weapons.
This mod was planned as a private rebalance mod, the beta was previously made available over uBSN. I am open to further suggestions but don't know how much time i can dedicated into this in the future. Personally I'm pretty pleased with most weapons as of now, but there are still some that don't quite make sense to me because they are either still way too powerful (mostly shotguns) while others feel a bit too weak despite being exactly right according to my numbers.
Compatibility and Loadorder: (with list order the mods at the bottom override most at the top in the mod manager)