Neon Chrome

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Reloaded

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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). Any questions, ask in a comment!

- 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: conventional ballistics is good all-around, ion is slower but good VS robotics/bosses; plasma is slower still but melts organics; and laser is faster/more accurate than conventional ballistics but harder to find/drop)
**most weapons below balanced with Heavy Rifle as the baseline/gold standard
- Electron: 300% dmg buff (22 > 66); crit buff (0.4% > 0.6%, same as Heavy Rifle); 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); gained: pierces enemies
- Rocket Launcher: 200% dmg buff (80 > 160); blast radius increased by ~36% (110 > 140); projectile speed +25% (800 > 1000); *semi-auto restriction removed; loot chance increased 1 > 2 (same as all other exotics); projectile dmg 15 > 40; crit 0 > 0.1
- Grenade Launcher: 160% dmg buff (60 > 96); 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); now hits like a missile on impact (no more bounce or fuse time); projectile dmg 15 > 30; crit 0 > 0.1; range cut 1800 > 600 (to compensate for lack of timer)
- Crossbow: movement penalty removed (90 > 100) *to really make it "ultralight" as described and help bring out its silent/stealth playstyle better; now hits like a missile on impact (no more sticky bombs); projectile dmg 15 > 20; crit 0 > 0.1; range cut 1200 > 900 (same as most weapons); changed bullet trail style to be more visible
- Blowtorch: gained small movement bonus (100 > 105); now lootable (lowest chance, 0 > 1)
Gauss Gun: now lootable (lowest chance, 0 > 1); plus changed firing/projectile effect to give it more "oomph" (purely cosmetic)
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?)
Explosive scaling: 3.0 > 4.0 (compare to 6.0 for non-explosive weapons) *note this value affects explosive Specials too, making explosive options less weak in higher OS levels

SPECIALS
- (5) Psycho Darts: doubled conversion duration (6 > 12); energy cost reduced by half (30 > 15)
- (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 W.O.M.D. 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 > 20)
(2) Frag Grenades: energy cost reduced (30 > 25); blast radius 130 > 150
- (3) Cluster Grenades: energy cost reduced (40 > 30)
(3) Flame Grenades: energy cost NERFED slightly (30 > 35)
(1) Micro Missiles: energy cost reduced (35 > 30); dmg 85 > 96
- (2) Mines: energy cost reduced (21 > 15)
(1) Laser Pulse: energy cost reduced (15 > 10)
- (3) Sonic Pulse: energy cost reduced (28 > 20)
- (4) EMP Pulse: energy cost reduced (28 > 20)
(x) C-4: explosion dmg *1.33 (150 > 200); energy cost reduced (40 > 35)
(x) Antioch Grenades: explosion dmg *2.5 (200 > 500); energy cost reduced (60 > 40)

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 (meaning: double energy-to-health conversion)
(1) Omnitech Instant Credits: 3000 creds > 10,000
- (1) NanoEdge Crisis Protocol: double dmg under 25% HP > 30%
(5) Armocore Explodz: unlock in Chapter 5 > 1 (useful early, useless later)

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
Hacker (Arena): comes with Mines instead of Explosive Bolts (since they've been removed from campaign too)

ENEMIES
Shotgun Soldier: projectiles per shot 9 > 5 (it was a little too strong)
Nanocloud: HP cut by 33% (75 > 50) *super hard to deal with in higher OS levels
- Fixed weapon drops: random drops instead (Soldier's Rocket Launcher, Elite's Railgun, Cyborg's Rocket Launcher & Minigun) 

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)
ChipHow Achilles Targeting: --> Chiphow (idem)
MediPlus Medical Amplifier: --> Mediplus (idem)
Nanoedge Chameleon Skin: --> NanoEdge (idem)
Nanoedge Shadow Blend: --> 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)