#Arti's Gun Rebalance

1 messages · Page 1 of 1 (latest)

carmine estuary
#

You accidentally repeated the first paragraph of that description

stoic moth
#

Oop

#

Fixed

carmine estuary
#

Hmm, your interpretation of gun balance is a bit different from mine heh

stoic moth
#

Yeah, but this is a first draft. I'm open to feedback!

carmine estuary
# stoic moth Yeah, but this is a first draft. I'm open to feedback!

My interpretation goes like...

Light rifles (.223/5.56) should have the highest base accuracy but low raw damage, so they need critical hits. Aiming skill drastically increases crit chances

Shotguns - Big, heavy, low crit... but easy to use and does hefty damage. Same drawbacks as in vanilla, mainly shotguns and shells are heavy

Heavy rifles (.308) have less base accuracy but inflict a lot of damage. Moderate crit and accuracy growth.

Small handguns (.38, 9mm, .45) should be pathetic across the board: low accuracy, low damage, low crit. But all stats have drastic growths with Aiming skill. The main advantage of handguns is light weight.

Handcannons (.44) have the lowest base accuracy out of all the guns, but if it connects, it does hefty damage. Aiming skill drastically increases accuracy

In the end (Aiming 10), all guns must be able to consistently one-shot kill the zombies

stoic moth
#

Currently looking at increasing .44 crit growth, M14 damage, and decreasing MSR788s accuracy growth

gilded osprey
#

Why ⅓ projectile count for shotgun instead of doing an additional ⅓ to damage?

#

For reference her changes (she posted in the normal b42 chat)

#

Btw from code readability perspective I’d personally rename gun to gunName (or gunId or gunKey) and newgun to gun FrierenInnocent

#

It’s really great you do it like this now, very update resistent like this

gilded osprey
stoic moth
#

seemed more elegant, and means if they fix it in the future I don't have to scramble to change my fix

also it makes it so that people using the shotguns who have a mod to see weapon stats in-game aren't caught off guard by seeing a gun that deals like 0.15-0.2 damage

gilded osprey
#

That makes sense. But I think it’s sad if it reduces its multi-hit capability 🙈

stoic moth
gilded osprey
#

I guess you mean best gun "per shot", right? Because with the shooting time and reload time assault rifle should be easily better if you give headshots left and right (I mean with normal shotgun values at least, not what is going on in 42.12 vanilla right now lol)

strong oak
#

An interesting approach indeed 👌
Is there a reason why you didnt include stats like Min/MaxRange and Sound Radius/Volume?

stoic moth
stoic moth
gray cedar
#

So far, these versions of the guns feel juuuust the right level of "mid, but not totally useless" at Aim 0, or Aim3+panic

#

Maaaybe the M9 feels a smidge weak at early levels, and could be more frontloaded?
I mean, pistols are not the easiest gun type for an amateur to wield, but it's not even doing a great job "nearly at point blank when shooting to be able to constantly land critical headshots", a philosophy I generally agree with

gilded osprey
stoic moth
stoic moth
gilded osprey
#

It’s the same damage if you aim your shot properly and all pellets hit the same zombie. But when you don’t give your char time to aim, and panic, and low aiming level etc., especially with chance to hit, you can just do a single graze pellet with like 2 damage lol (2 damage as in 0.02 damage)

#

And if you aim more properly it feels more like a shotgun since more pellets

#

You can hit 3-4 zombies with low damage if you shoot far away with 9 pallets

stoic moth
#

Alright, cool!

Has anyone tried out the bolt actions yet?

Unironically, I think I might have buffed them too much

gray cedar
stoic moth
#

also, the .44 handguns, I intended for them to kinda overcome their lack of crits with just having really high base damage, but I'm not sure if that's working out

gray cedar
stoic moth
#

I think I need to nerf the msr788s aim growth, 13 is just too much

gray cedar
#

I will say, forgetting about numbers and just thinking about this as an end user?
The bolt actions feel slightly, but noticeably more fun than vanilla's weapons! 👍
Like, I'm a pretty huge mod purist but I might actually...add this into my core list. panic

stoic moth
# gray cedar I will say, forgetting about numbers and just thinking about this as an end user...

I still want them to be good at their job, but I think the msr788 is just a bit too strong right now

it's supposed to be the less accurate, more powerful rifle, but right now it actually passes the MSR700 at aiming 2

this is because previously the msr700 had 75 base accuracy, but 25 aim growth, which resulted in this:

https://cdn.discordapp.com/attachments/136501320340209664/1422302398969417779/Untitled_video_-_Made_with_Clipchamp_27.mp4?ex=68dd7f55&is=68dc2dd5&hm=fb9c1b9be5424b154ddf1af62db7327fd66fc3adf51e58f46cdac05f55de4c5d&

#

I'm really really happy to hear that you like the mod though!

gray cedar
#

Yeah, its way better than the MSR700 as a sniper, at any medium/high Aiming lvs it seems

stoic moth
#

that's the intention, but I want it to fully eclipse the msr700 around aiming 4 or 5, right before the M14 comes online, so there's some choice in the matter on where you want to spend your .308 ammo

speaking of though, the m14 just feels bad right now. I think I was too conservative with its damage numbers, so it doesn't always 1 shot headshot

gilded osprey
#

I think I’m the only one who feels like not every gun always needs to 1-shot, even at 10 aiming, especially when you use tough enemies (the max HP possible)

#

I think it’s okay if Assasult Rifles and normal pistols don’t always 1-shot tough enemies, even at 10 aiming. Normal Pistols are the lowest tier weapon and Assault Rifles are automatic for a reason

#

Altho wait, you said the M14 is too weak, which isn’t auto, hmm

carmine estuary
#

M16 full auto is garbage

carmine estuary
#

Why should I use a guns if it still needs 2-5 shots to kill zombies, when Long Blade, Spear, and even Axe can one-shot Z's consistently?

#

"No exertion" is also not an advantage especially if the guns cannot kill hordes of zombies

stoic moth
#

Updated to version 2!

Increased M14 base damage from 2,2.5 to 2.5,3
Lowered MSR788 aim growth from 13 to 5
Increased Deagle and Magnum crit growth from 6 to 8
Lowered M9 crit growth from 12 to 10
Increased base M9 crit from 20 to 30
Reduced shotgun damage by 1/3rd, increased amount of pellets from 3 to 9 (same as vanilla)

stoic moth
gilded osprey
#

You’re both right, after thinking about it for a bit, I’m very biased to how guns work in other games, but in the context of project zomboid I think this makes the most sense

stoic moth
#

The mod hit 100 subscribers today! PartyCones

gilded osprey
#

Saw this on reddit (they’re filling it day by day now) and had to think of this mod

gilded osprey
#

(I meant in a positive way, since this mod fixes the issue of the bolt-action rifles being useless)

stoic moth
#

considering nerfing the m9s crit growth a bit

it feels good at aiming 3, but by the time you hit aiming 5 nearly every shot is going to be a killshot up close due to critical headshots, and I don't want the M9 to be able to do that, since it's already the second most accurate pistol in the mod

gilded osprey
#

Sounds good

#

There also need to be some reason to level your aiming further :D

stoic moth
#

Woah!

I didn't check the stats for a while, and it's over 400 now!

pallid mural
#

Can I just remove the B41 gun damage mod and replace it with this one?

stoic moth
pallid mural
#

alright

#

thanks

stoic moth
#

V3 will be out shortly

Hunting Rifle: decreased base damage from 2.5,3.25 to 2.2,3
M9 Pistol: lowered crit growth from 10 to 6
Deagle: increased base aim from 20 to 30
Magnum: decreased base damage from 2.4,3 to 2.4,2.7

spark robin
#

Guns? In b42?

#

Nice to see someone is working on bringing guns back into the spotlight, I feel like indie stone obliterated them from their power in B41

gilded osprey
gray cedar
#

I'm gonna actually help feedback this version again. Honestly, just looking at the numbers I feel this has put the M9 in a perfect spot, but we'll see how it plays out

gray cedar
#

I had to go tend to some stuff before I could anything like proper testing, but with the initial stuff I did at Aiming lvs 0/3/5:

the Magnum still feels reallystrong at Aim 3. Maybe still too strong. Even with mid levels of panic active, you can click on heads and pretty reliably get 3.3-3.5dmg

stoic moth
gilded osprey
#

Are you satisfied with the values now or will the Magnum need a nerf?

#

I can finally start my playthrough

stoic moth
#

I'm torn, because it's definitely too strong currently, but also, .44 ammo is rare and only comes in boxes of 20, so does it really need a nerf, or should I just let it be fun?

gilded osprey
#

I think it’s justified to have Magnum (and Deagle) be super strong pistols

#

But I think it would be fair if Magnum/Deagle would need a bit higher aiming level than other weaker pistols to have the same hitchance

#

(Not sure if this isn’t already the case with the mod)

stoic moth
#

v4
Decreased Deagle base aim from 30 to 25, and aim growth from 12 to 10
Decreased Magnum aim growth from 12 to 10

stoic moth
#

I think I might be insane but it seems like PZ is using three seperate systems for decreasing aim over range

#

which is applied directly to the aim penalty

#

gotta love this boolean being made and then promptly ignored by a function that does the same thing

#

Why the hell do some of these functions exist???

#

like this one

#

why is the aim delay aim penalty being affected by distance?

gilded osprey
#

I can tell you, it is not your ability to read code, it is really the pz code base

#

So you are probably very sane, and the codebase is insane

gray cedar
gray cedar
#

Uhhhm, I think no further notes from me!
Everything feels like it's in kind of a great spot, in my subjective opinion

stoic moth
stoic moth
#

Wait

#

did they remove the ability for shotguns to headshot in 42.12.3

#

I think they did

stoic moth
#

I think they need to be buffed now because of that, but I'm not sure by how much, or what I should buff sagumethink

carmine estuary
vernal flint
stoic moth
gilded osprey
#

This is still a great (and needed) mod

stoic moth
#

out out a new version, should help with the shotgun issues some people were reporting

don't know why this would change anything, logically it shouldn't, but in testing it went from shotguns not killing on headshot to doing so

gilded osprey
stoic moth
#

. . .

#

You've gotta be kidding me

#

Well that explains why setting the ProjectileCount from 9 to 9 increases the damage lol

gray cedar
#

I was all "whoah, why are the handguns actually doing any damage at Aiming 0-1? Shouldn't it be like 1 kill per magazine" before I remembered I had this 😅

gilded osprey
stoic moth
#

They'll one shot on headshot, but not on bodyshot (unless you crit)

gilded osprey
cursive orchid
gilded osprey
cursive orchid
#

At a glance, looks like it does ignore case -- from cursory tests, the damage from a shotgun blast deals the same vanilla damage when the property string is properly capitalized or not, though I'm happy to put it forward if it's a PITA for modders for whatever reason

stoic moth
#

Maybe I got things wrong in my own testing then- I've been busy so didn't test things as thoroughly as I should have

But I swear I was getting different results with setting it to 9 manually in the mod vs not editing it

stoic moth
gilded osprey
gilded osprey
#

I guess your mod works yet again without changes due to the good surgical coding?

stoic moth
#

yep, works with zero changes yet again

gilded osprey
#

new update dropped, new guns

stoic moth
#

Yep!

Chance to damage is still 100% accurate though