Neon Chrome
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Rewired

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Illamasqua

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About this mod

Regular weapons standardized; exotics improved; some cyberware and specials slightly revised

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Changelogs
Installation instructions are in the .zip (nice and easy to follow). PS: make sure to delete (or repack) data.pak after installation, forgot to mention that in instructions ;P

Changelog:

Weapons
- Standardized basic weapon unlocks (Assault, Burst, Shotgun, SMG): unlock ion types on level 2 (office), plasma on level 3 (warehouse), laser on level 4 (residential) *incidentally, this arranges weapons in purchase screen much more neatly/intuitively 
- Assault Rifles, Burst Rifles, Shotguns, SMGs performance standardized better (by which I mean: laser is fast and accurate at the cost of crit and smaller clipsize, conventional ballistics is good all-around, ion is slower but good VS robotics/bosses; and plasma is slower still but melts organics)
**most weapons below balanced with Heavy Rifle as the baseline/gold standard
- Electron: 200% dmg buff (22 > 44); movement penalty decreased (80 > 90)
- Gauss Gun: 200% dmg buff (100 > 200); charge-up time reduced by 25% (1.10 > 0.825); gained movement penalty (100 > 90)
- Minigun: 200% dmg buff (2 > 4); reload speed reduced by 33% (4.0 > 2.68); crit slightly buffed (0.1% > 0.2%); gained: pierces enemies
- Rocket Launcher: 200% dmg buff (80 > 160); blast radius increased by ~45% (110 > 160); projectile speed +25% (800 > 1000); *semi-auto restriction removed
- Grenade Launcher: 140% dmg buff (60 > 84); movement penalty slightly reduced (90 > 95), *semi-auto restriction removed; **single clip reload > full magazine reload (y'know, like every other gun in the game; unsure if dev oversight)
- Crossbow: 120% dmg buff (80 > 96); movement penalty removed (90 > 100) *to really make it "ultralight" as described and help bring out its silent/stealth playstyle better
- Blowtorch: dmg buffed by 200% (2 > 4); gained small movement bonus (100 > 105)
- Predator: got scraped (practically indistinguishable from conventional Assault Rifle in almost every respect; what was even the point of this gun if not an exercise in redundancy?)
- Space Pistol: dmg NERFED by 25% (20 > 15) *it already had highest crit + movement bonus in game

Specials
- (x) Antioch Grenades: doubled explosion dmg (200 > 400)
- (5) Psycho Darts: reduced cost by 50% (30 > 15); doubled conversion duration (6 > 12)
- (5) Plasma Burst: doubled number of projectiles (3 > 6) **dmg was just too weak, now kills twice as fast
- (1) Grenade Launcher: scraped from the game **too redundant w/homonymous weapon counterpart 
- (3) Rockets: idem **unless I turned it into a WOMD it just couldn't compete with Micro Missiles in any way (homing projectiles are way better than firing in a straight line hoping for an impact)
- (1) Blast Grenades : energy cost reduced (28 > 25)
- (3) Cluster Grenades: energy cost reduced (40 > 35)
- (2) Mines : energy cost reduced (21 > 20)
- (3) Sonic Pulse: energy cost reduced (28 > 25)
- (4) EMP Pulse: energy cost reduced (28 > 25)

Cyberware
- (5) Chiphow Gun Mechanix: rate of fire doubled (20% > 40%) *was worse than earlier unlockables: (2) Neurocore Skillwires & (3) ChipHow Weapon Master
- (x) Duramax Wall Smasher: added: 100% melee dmg + 20% dmg reduction
- (1) Omnitech Personal Guard: added: +20% energy increase; renamed "Omnitech ZapCharge"
- (2) Mediplus Nanites: added: double energy cell collection (therefore double energy-to-health conversion)
- (1) Omnitech Instant Credits: 3000 creds -> 10,000

Assets
- Corporate Soldier: dmg bonus increased by ~33% (15% > 20%); added: +20% HP (like Cyber Psycho) **Corp Soldier was just underwhelming compared to the other classes; this should help make it feel more heavy/tanky

In-Depth Spreadsheet Coming Soon (Maybe)™

Text Fixes
- NanoEdge Symbiote: "increases health, and energy capacity by 20% and speed by 10%." --> "increases health and energy capacity by 20%, and speed by 10%." (it matters where the coma goes!)
- Electron: "Pierces enemies and walls" --> "Pierces enemies {line break} and walls" (splitting it in 2 lines makes the font larger, improving readability)
Omnitech Energy Capacitor: "increases Energy Capacity by 40%" --> "increases energy capacity by 40%" (this is in line with mentions in other descriptions)
ChipHow Weapon Master: --> Chiphow (this is in line with other items)
MediPlus Medical Amplifier: --> Mediplus (idem)
Nanoedge Chameleon Skin: --> NanoEdge (idem)

Unimplemented (Hardcoded)
🔲 Omnitech Personal Guard: make zap scale with dmg since it's fixed (and therefore useless on higher OS levels) and/or extend its radius + number of targets... or just give zap chance to stun instead ;)
🔲 Mediplus Nanites: energy-to-health conversion 15% > 30%
🔲 NanoEdge Shadow Blend: remove disabling of reinforcements perk (make Assassin less OP to start with and NanoEdge Chamaleon Skin more exclusive)
🔲 Duramax Riot Shield: buff frontal dmg reduction from 25% to 30% (make Corp Soldier less underwhelming)
🔲 Omnitech Instant Credits: multiply by OS level (currently 3000 flat, which is useless once you're swimming in cash)
🔲 Omnitech Floor Bonus: same as above
🔲 Armocore Explodz: double barrel/biotanks explosion dmg (in addition to 20% radius)
🔲 Explosive weapon crits: currently only Rocket Launcher may crit, but it'd make Grenade Launcher and Crossbow fall way behind (can't implement it without throwing off balance)
🔲 Riot Guards: breakable shields?
🔲 Nano Clouds: cut HP in half?
🔲 Grenadiers: 70% explosion reduction?