Wasteland 2
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Phoynix

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Phoynix

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About this mod

Makes changes to the game to bring weaker weapons in line so every type is viable and makes a few changes to perks and adds a new one as well.

Requirements
Permissions and credits
***This mod requires Executors improved modding capabilities***
Executors download thread on official wasteland 2 forums
I included the DLL as a secondary file
Assembly-CSharp.dll
Backup and Replace Assembly-CSharp.dll located in your game directory.
\Wasteland 2 - Director's Cut\WL2_Data\Managed\


Some weapons needed a serious rebalance and some traits tweaking to make them worth taking.
 
DC modified energy weapons into uselessness(even more) and also made a distinct lack of actual conductive armor targets through most of the game and the Perks were a joke, machineguns lack of mods also made them subpar choice for most of the game. Shotguns were good early game then became subpar through most of the game and then decent at the end. While AR/Sniper are still king, and pistols/smg are all viable, now energy/machinegun/shotgun should also be viable all game.

One of the problems with energy weapons is they cant crit, in exchange they can't jam... 5 mins of play and people get mods to make most other weapons stop jamming and Energy weapons get no mods that make them crit. Energy weapons were given a heavy armour bonus in exchange for light armour damage reduction, most other weapons do more damage against heavy armour of the same tier then energy weapons.
Very bad weapon balance between energy weapons and others.

What this mod does.
Makes energy weapons more effective in general and give them a niche, they are now the precision strike weapons of the wasteland getting a significant bonus targeting body parts.
A team member with a energy weapon is useful for disabling foes for the rest of the team even if they cant do as much damage against soft targets.

Makes Machineguns viable all game by giving them the same max damage as their AR tier and ammo counterpart and can use mods while also having single shot modes.(no single shot for miniguns)

Shotguns were almost balanced, to push them that little bit further they can now use grip tape.

Modifies adds small amount of perks.

Change List
Weapon mod changes
Energy weapons can now be modded with grips/scope/under barrel.
Machineguns can now be modded with barrels/scopes/under barrel/grip.
Shotguns can now be modded with choke/grip.


Specific Weapon Changes.

Energy Weapons
All energy weapons non conductive armour damage set to 1.0
Energy weapon damage increased by ~10%
Laser carbine renamed Laser LMG, rounds fired increased to 4 clip, size to 40.
All energy weapons give +1% crit chance.
Energy weapons can now crit, but they have very low crit chance/damage, 1.25 crit damage.

machineguns
M2 Clip increased to 50.
Bren increased to 100
Bar reduced from 24 to 20.
Machinegun Jam chance reduced to 0.5% from 2%

TheMailinator had its burst changed from 10 to 8 to keep it balanced due to damage buff.

Skill Changes
Energy Weapons Percision strikes +30 accuracy if trained in energy weapons at all, this makes a percision chest shot the same accuracy as a normal attack.
Energy Weapons +1 crit chance(total not per level).

Perk Changes
Overcharge +3 range and damage, +10% Non Conductive armour damage.
Overload +6 range and damage, +20% Non Conductive armour damage.
Atomize +9 range and damage, +30% Non Conductive armour damage.
Solar powered 33% chance of not using ammo, +1 damage.


Bug Fix
Energy weapons don't ignore armour despite the fact they are supposed too, their penetration value was still being used in some attacks, penetration values were low, all energy weapons penetration set to 10 behind the scenes. I previously fixed it but in a way that added another bug where energy weapons ignored difficulty damage modifiers.



Perks
Healthy now gives base +10 health on top of +1 per level, its now worth considering taking at low levels.

New Perk Chain
Exceptional(can be taken 4 times)
+1 Attribute point.


Merchants
Citadel Arizona Merchant inventories respawn, they make their own weapons and armour and its referenced repeatedly in conversations so it makes no sense they don't.
Citadel Starting Merchant now sells a laser pistol.


Install into Wasteland 2 - Director's Cut\WL2_Data\Mods\Import\

Please report any bugs/problems/balance issues.