Wasteland 2

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ss7877

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ss7877

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About this mod

Balance fixes of heavy/energy weapons, shotguns and SMGs in Wasteland 2: the Director's Cut.
The purpose is to make these weapons sufficiently effective to use as a primary weapon from the beginning to the end-game.

Permissions and credits
Donations
Install instructions:

1) Extract ZIP-archive to the game's folder (usually "C:\Steam\steamapps\common\Wasteland 2 Director's Cut")
2) Say "Yes" to the offer to overwrite game files

I offer the mod with the balance fixes of heavy & energy weapons in Wasteland 2: the Director's Cut. The purpose - make these weapons sufficiently effective to use as a primary weapon. This is achieved in 2 different ways.

  • For energy weapons increased damage to targets in non-conductive armor due to perks.
  • For heavy weapons - reduced number of Rounds per Burst with a corresponding increased base damage (damage per round). As a result, the total damage of each machine gun does not change, but the required number of expensive and quite rare in the early stages of the game ammunition is reduced by more than twice.

During the testing the initial goal was expanded, and now the mod also contains fixes for all ranged weapons (see changelog below).

v 1.0.7

- Handguns rebalance to reduce an efficiency gap between them and other ranged weapons
- Revolvers can use Barrel mod
- The Mailinator Critical Multiplier 1.2 -> 1.5
- Damage boost of G3
- Rebalance of M41A (the same Total Damage but 2 Rounds per Burst and +1 Armor Penetration)
- Rebalance of The 3 (boost of Base Damage & reduction of Critical Multiplier)
- Unique Pistol of Malediction Mayweather, Kymri's Warrior, now can be found on his dead body
- Kymri's Warrior can use Pistol mods
- Mad-Money Mike (a trader at Seal Beach) now sells The Obliterator (unique revolver)
- Rebalance of The Obliterator. It is no more "The Best Gun for Cheaters" - just best & balanced Handgun
- Update of XDELTA patch v0.9.4k

v1.0.6

- Jean Rambeau (Hollywood trader) now can sell The Mailinator (It fixes the problem when you can't get The Mailinator because of game bug in Hollywood Sewers)
- Some damage boost of The Mailinator to make it a good intermediate variant between Minigun and The 3
- AR-Short .45 (SMG) now can use Scope mod (because AR-Short is an assault rifle rechambered for the .45 pistol round)
- +1 Armor Penetration to top-tier machine guns to reduce an efficiency gap between them and assault rifles
- Update of XDELTA patch v0.9.4j

ver 1.05

 - Critical Update of XDELTA patch v0.9.4h (No more extra damage from Critical Hits of enemies)
 - Fixed combat log error, when COTC Riflemen was displayed as COTC Gunner [bug from inXile]
 - Perk Zeroed (Handguns) received an additional effect "+1 Armor Penetration"
 - Damage boost of Arctic Sniper

v1.04

- "Armor-Piercing Bullets" - new lvl 8 perk for SMGs (+1 Armor Penetration)
- Rebalance of Photon Cannon and FN-FAL to make these weapons more useful

v1.03

- Heavy Weapons now can use Magazine and Barrel mods
- Shotguns now can use UnderBarrel mods

- Perk Gunner (Assault Rifles) now works only with Assault Rifles (No more false hints about this perk effect for Sniper Rifles, Shtotguns, etc.)
- Some balance changes of Shotguns to reduce an efficiency gap between them and assault/sniper rifles (especially in California)

ver 1.02
Some love to Shotguns:

- Perk Obliterator received an additional effect "+1 Armor Penetration"
- Improved mod choke now has bonus "+6 maximum range" (old value "+2m maximum range")
- Computer-assisted choke now has bonus "+8 maximum range" (old value "+6m maximum range")

ver 1.01
- Critical Update of XDELTA patch v0.9.4g (Correct damage calculation for Energy Weapons against Conductive Armor and other weapons, when Armor Penetration greater of equal Armor of target)
- Some balance changes of Energy Weapons tier 4.2-6.2 to reduce the efficiency gap between them and assault/sniper rifles tier 4.2-6.2

ver 1.00
Details for Energy Weapon Perks:

Overcharge (lvl 3, +0.1 Non-Conductive Multiplier) -> (lvl2, +0.6 Non-Conductive Multiplier)
Overload (lvl 5, +0.2 Non-Conductive Multiplier) -> (lvl4, +0.8 Non-Conductive Multiplier)
Atomize (lvl 7, +0.3 Non-Conductive Multiplier) -> (lvl6, +1.0 Non-Conductive Multiplier)

Example without Atomize -> with old Atomize -> with new Atomize (Conductive/ Non-Conductive Multiplier)
Phase Blaster     2.5x/0.4x -> 2.5x/0.7x -> 2.5x/1.4x
Pulse Rifle     2.2x/0.6x -> 2.2x/0.9x -> 2.2x/1.6x
Death Ray     2.5x/0.7x -> 2.5x/1.0x -> 2.5x/1.7x


Details for Heavy Weapon:

6 Rounds per Burst with 1.0x Dmg. Per Round -> 3 Rounds per Burst with 2.0x Dmg. Per Round
7 Rounds per Burst with 1.0x Dmg. Per Round -> 3 Rounds per Burst with 2.33x Dmg. Per Round
9 Rounds per Burst with 1.0x Dmg. Per Round -> 4 Rounds per Burst with 2.25x Dmg. Per Round
10 Rounds per Burst with 1.0x Dmg. Per Round -> 4 Rounds per Burst with 2.5x Dmg. Per Round

Example for Big Betty
Dmg.29-34/6 Rounds per Burst/Total Dmg. 174-204 -> Dmg. 58-68/3 Rounds per Burst/ Total Dmg. 174-204

Example for The Mailinator
Dmg. 36-42/10 Rounds per Burst/Total Dmg. 360-420 -> Dmg. 90-105/4 Rounds per Burst/ Total Dmg. 360-420

Perk changes:

Battering Fire: lvl 5 -> lvl 3
Overwhelming Fire: lvl 7 -> lvl 5
Devastating Fire: lvl 9 -> lvl 7
Bullet-Ridden: lvl 10 -> lvl 9