武装突袭3

武装突袭3

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Selkie Platoon Unofficial OPTRE Rebalance
   
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Data Type: Mod
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3 月 16 日 下午 9:45
10 月 28 日 下午 2:41
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Selkie Platoon Unofficial OPTRE Rebalance

描述
A collection of balance changes and fixes in use by the Selkie Platoon ODST unit. Intended to create an experience close to the Halo games, while keeping the simulation environment of Arma in mind. The changes go beyond just what's here, I've just been slacking on updating the description tbh.

Current Changes
Recoil
- Fixed recoil of M7 SMG, bringing it down to controllable levels
- Added recoil to the M6D Carbine, because a 40 round drum firing .50ae in full auto should kick at least a little
- Slightly reduced MA37 and MA5 recoil, to extend its effective range slightly
- Changed BR55 recoil to be more consistent and vertical, to enable an easier time landing bursts on target
- Changed BR55HB recoil to be even more consistent, to match its reduced fire rate
- Increased vertical recoil of DMR and variants, to reduce its effectiveness rapid-firing at close range
- Increased recoil of M73, to encourage deploying and firing in bursts
- Decreased recoil of M247, to match its cartridge size and barrel length
- Matched recoil of M247a1 to the regular M247
- Changed M739 SAW recoil to be similar to M73, with the foregrip decreasing it slightly
- Heavily increased M250 recoil to match the fact that it's a .50

Damage
Performed a sweeping ammo pass, hitting nearly every UNSC weapon with the following goals:
- Lower penetration to reduce overpenetration on rounds that are intended to be effective against unarmoured/less armoured targets
- Lower damage numbers in places where overpenetration is reduced, since Arma's damage formula no longer needs to be compensated for
- Shift damage values to bring guns closer to their roles/feelings on Heroic, and to add more distinction between weapons while keeping a similar TTK
To be specific:
- Decreased .30-06 penetration
- Gave the Commando values closer to actual 6.5 Creedmoor
- Decreased base 7.62 penetration
- Increased DMR ammo damage
- Decreased 9.5mm penetration, increased damage
- Decreased shotgun pellet penetration
- Majorly reduced shotgun pellet spread, to make them effective to approximately 100m
- Increased 40mm buckshot pellet spread
- Decreased 14.5 APFSDS damage and increased penetration, and decreased 14.5 HVAP penetration and damage
- Changed Stanchion APFSDS rounds to fill more of an anti-vehicle niche by increasing their caliber and managing damage. They still one-shot humanoids, more consistently than before if anything.
- Increased 12.7x40mm (M6 Magnum) ammo damage, and decreased penetration, to match the profile of other guns while also making it feel more in line with the Halo magnums (somewhere between CE and 3: ODST)
- Changed shredder ammo to deploy sooner and have a tighter spread, making it. Actually useful
- Changed SLAP ammo to be faster and fly flatter, making it more of an option useful at range
- Added SLAP and shredder rounds to MA5C/MA37, BR55, and M73 to increase versatility of those rifles in their roles, and add interest to the M73
The guns should feel relatively similar to before, with the exception of the HMG-38 and Commando, which had wildly inappropriate stats for what they were, and the DMR, which will no longer be overshadowed by the AR and BR at ranges of 300m+

Fixes/Other Changes
- Massively increased Sangheili armour values to make them a proper threat. Be advised that if using ACE, you need to enable the 'Custom Armor Penetration' setting to get this effect. Not checking that may result in weird behaviour.
- Massively increased Jiralhanae armour values to make them a proper threat. Same advice as the above with Elites.
- Decreased Kig-Yar armour values to make them more along the line of fodder enemies to contrast with the strengthened Sangheili/Jiralhanae
- Increased the damage and penetration values of Covenant weapons.
- Corrected Wraith Commander turret turning angle; no longer allowing it to fire backwards through the tank
- Lowered number of flares available to Covenant aircraft
- Increased Ghost component HP so that it no longer can be killed by one DMR round or a handful of AR rounds
- Increased Wraith component HP so it doesn't die upon being dropped from the vehicle drop, or get disabled by one 9mm round to the engine
- Removed ace cookoff from the Ghost, Wraith, and Spectre
- Lowered fire rate of shade turret, bringing it down to feel more like the games
- Added hyperburst mechanic to M73 and BR55/HB
- Fixed MA5K only accepting underwater mags
- Limited attachments for certain guns, to avoid mismatched/clipping attachments
- New loading blurbs for Arcadia, Blood Gulch, Iberius, and Gridlock. Arcadia's blurbs are canon, the rest are fun
- Edited covenant plasma effects to unify between OPTRE and WK weapons Temporarily removed for causing desync issues on some servers
- Increased MA5C fire rate, to give it a distinction from the MA32/37/40 series of rifles, and bring it closer to the MA5B
- Increased MA5K fire rate, making it more like the MA5K in Halo: Infinite
- Decreased highest possible fire rate of the DMR, to avoid being able to magdump and kill almost anything instantly, especially after the damage increase
- Set the BR55 and ARs to start on the expected fire mode (Burst and Full auto respectively) and removed full auto from the BR55
- Increased DMR magazine mass so you aren't carrying 50 of them in your pockets
- Increased SRS and DMR muzzle velocity to make landing shots feel closer to the games
- Changed jackal shields to no longer be impenetrable walls, they have HP values and will be deleted! As of now, this only applies to shields shot by the player, player held shields will still be invulnerable.
- Fixed several flashlights to no longer be literally AS BRIGHT AS THE SUN.



Coming Soon!
- Refinements to the jackal shields going down
- Fixes to WBK melee instakilling every time
- Fix AT mine to only detonate from tanks
- Fix intensity of the remaining flashlights
- Limit remainder of attachments on OPTRE guns

If you like what's here, why not take a look at Selkie Platoon's other mods?
Aux Mod
Sound Mod
AFL - Selkie Medical
18 条留言
Stellarynn  [作者] 10 月 29 日 下午 5:00 
Ok just for posterity, the issues with autorifles and marksmen missing mags is resolved. I updated the original mags to not show up in the arsenal (and gave those mags new names and the updated ammo where applicable) so they'll still show up on UNSC and Innies, and appear to be the same as the updated mags that are visible in the arsenal. I could've done this from the beginning, but I wanted the classnames to reflect the ammo properly where I could.
In a similar vein, if you'd like an upgraded UNSC faction mod, using all of the tweaks I've made here to their fullest potential, check out the [Selkie Factions: UNSC Armed Forces] (https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3561065352) mod
Nathan the Dwarven Shark 9 月 13 日 上午 11:27 
Plasma damage tweaks? Oooo
Nathan the Dwarven Shark 9 月 7 日 下午 4:45 
Ah! That makes a lot of sense, in hindsight, "MA" really should have been obvious to mean "Misriah Armory" to me considering that is another big Halo mod lol
Stellarynn  [作者] 9 月 7 日 下午 4:11 
@Nathan the Dwarven Shark it's from Misriah Armory (https://psteamcommunity.yuanyoumao.com/workshop/filedetails/?id=2901732103) . I was working on overriding a script from there to add a turn on/off noise, but never got around to it so it's kinda superfluous. I've removed that and it'll be fixed for the next update :3
Nathan the Dwarven Shark 9 月 4 日 上午 7:46 
Hiya! Really like the mods changes, but what is "MA_hud"? It mentions missing the addon when launching the game
Garuda XIII 8 月 29 日 下午 9:04 
Hey @Stellarynn ! No worries! Thank you so much! I really appreciate it. There might be more units missing mags and stuff, but I'm not so sure.

Thank you!
Stellarynn  [作者] 8 月 29 日 上午 11:10 
@Helljumper Apologies on getting back to you so late I wish Steam was better at giving notifications for comments ;-;
Right though, that makes sense because I've redefined the magwells of those guns. I'll reassign the mags to those units to make sure they're using the correct ones! My bad, Selkie uses custom factions so I totally forgot the effect it'd have on the default ones. I'll get those fixed up by this weekend!
Garuda XIII 8 月 25 日 上午 4:29 
OPTRE and Innie Autoriflemen don't have any magazines anymore.
Garuda XIII 8 月 23 日 上午 9:49 
UNSC and Innie marksmen that use DMRs lose their magazines. I think that's a bug?
myra 7 月 6 日 下午 5:37 
@Stellarynn how about woman adjacent things? :3