Half-Life 2

Half-Life 2

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(READ DESC.) Re-Balanced Ammo & Damage
   
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type: assets
weapons: pistol, smg1, shotgun
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4 月 17 日 下午 4:18
5 月 18 日 下午 7:34
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(READ DESC.) Re-Balanced Ammo & Damage

描述


"The ULTIMATE ammo count and damage tweaks mod."
(And a fix for automatically setting magazine capacity)

Now I know, this is nothing new. Fact is, this was supposed to be a private mod. (Like, some of these changes are straight up taken from/are similar to other mods, credits down below though) However, I'm publishing it as an anonymous request from a friend while I was figuring out HL2 modding stuff on my own.

Regardless, why re-balanced? I wouldn't exactly call it like that actually. I'm no game designer and I think HL2 on its own is actually really well balanced. But then...

Why?
  • I simply feel like the max reserve ammo count and damage output for some of the base game's weapons is a little lower than they should be.
    You could argue that for the worse ones, they have a higher skill floor and these changes go against their purpose.
    While partially true,
    it's no secret that the average player will prioritize certain weapons over others which they'll leave behind. I made this mod so that pretty much all of them are a solid choice in combat for the casual player, all without changing their values too much (Except for the Pistol which you normally wouldn't use it for anything besides weaker enemies).
  • Other weapons take me out of my "immersionnn..." because their magazine cap is inaccurate in comparison to their real life counterparts.
    And yet, NO MOD has offered a solution to the fact that you, FOR WHATEVER REASON, need to load a save from HL2:EP2 for the weapon scripts to work EXCEPT for this one random mod for crosshairs (Check out credits) which EVEN THEN is an indirect solution that I found out accidentally.
  • Even if it still requires a manual installation, it's still a solution regardless and I even oversimplified it so that you technically no longer require external programs.

So I decided to make the perfect ammo count and damage tweaks mod of my dreams!
(Sorry if my rant sounded selfish or rude idk)

This mod changes skill.cfg as well as the weapon scripts for the Pistol, Shotgun and SMG; and will conflict with any other mods that change them, beware!


Extra Installation Steps:

This mod changes the magazine cap for certain weapons (Pistol, SMG and Shotgun) via Scripts. To apply these changes correctly, you used to need to load a save from Half-Life 2: Episode Two.

If you don't want to go through that hassle EVERYTIME you launch the game, follow these steps:
  1. Download from the following link and extract the zip's contents: https://drive.google.com/file/d/1b9XfOJ34XCeMSQWIj3Rz3vGiiGwj2KEr/view?usp=sharing
  2. Inside the main folder you'll find another two, one of them is a backup for a file you're going to need to replace with the other folder.
  3. Copy the hl2_complete folder inside the main folder.
  4. Go to your HL2 game files in C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 and paste it, replacing everything.
  5. You're done! If done correctly, you should be able to see that the cap from the weapons previously mentioned has changed without needing to load a save from HL2:EP2 as long as you're subscribed to this mod or any other mod that changes the magazine capacity.

And if you wish to revert these changes, just do exactly the same thing except that you copy the hl2_complete from inside the backup folder instead and unsubscribe.

If this mod's weapon scripts still don't work regardless, you can try either re-subscribing (Since subscribing to another mod after using this one breaks it) or set up a custom folder for this mod. For either way, you're still going to need to follow the extra installation steps above.


Changes:

Crowbar



  • Dmg: 10 > 17

Increased damage, you may actually use it for combat a little besides headcrabs, but chances are you won't either way.
However, you can destroy wood without slowing down (Only requiring 1-2 hits).

Pistol (USP Match)



  • Cap: 18 > 15
  • Ammo: 150 > 120
  • Dmg: 5 > 10

Decreased cap for accuracy with real life USP Matches.
Increased damage so it's still somewhat reliable in the late-game. You can actually kill combine soldiers with it as long as you place a few quick shots on their heads without needing a godlike precision with the revolver, which on itself has a delay between shots.
This makes it a solid option along with the revolver for quick kills depending on your skill. In turn, the decreased reserve ammo should make it a tad more fair.

Revolver (.357 Magnum)



  • Ammo: 12 > 18
  • Dmg: 40 > 47

Increased reserve ammo. If you fail too many of your shots, you'll still have some spare ammo, but if you don't, you get a lot more. Slightly increased damage.

SMG (MP7)



  • Cap: 45 > 40
  • Ammo: 225 > 240
  • Dmg: 4 > 6
  • Alt: 3 > 5

Decreased cap for accuracy with real life MP7s (They can also carry 20 and 30, but for the sake of sticking close to vanilla, I've chosen 40). Slightly increased reserve ammo to compensate for the decreased ammo capacity.
Slightly increased damage so combine soldiers won't be complete bullet sponges without being as powerful as the AR2.
Increased reserve alt fire grenades as to differentiate from the AR2's alt fire, as the SMG's is weaker.

Shotgun (SPAS-12)



  • Cap: 6 > 8
  • Ammo: 30 > 32
  • Dmg: 8 > 9

Increased cap for accuracy with real life SPAS-12s. Slightly increased ammo taking in consideration the extra eight cap. Slightly increased damage.

RPG



  • Ammo: 3 > 5

Increased reserve ammo so that you don't need to get rockets from ammo crates repetitively when fending off against striders and gunships.
Rocket crates will still give you three, but you can just shoot one then grab another three and use all of your five rockets uninterruptedly.

All other weapons remain unchanged.


Credits:

Marisa Freeman for part of their feedback down in the comments that helped with some of the mod's updates.

This mod for the file needed to make the weapon scripts work:

Simple HUD Icons, Fixes, and Crosshairs Standalone by 2.5 Bobux; whose solution to the problem was inspired by thatmoodyguy. Though the installation process had to be further simplified by me.

These other mods for inspiration:

Better Ammo Limits by Guicool; you may use this mod's fix to play with it or any similar mod.

Slight Damage and Ammo Tweaks by PlumpZombie; some of the damage changes are taken directly from it.
55 条留言
MNC  [作者] 9 月 20 日 下午 8:26 
Y'know, I would like to keep this mod's whole purpose so I think you'd be better off doing it on your own. These types of mods are common and many possibilities exist (mine at least has that one fix while others are a complete re-balance overhaul), so it would be hard to satisfy everyone's needs.

I could teach you how to do it if you want, it's just that I don't want to make a whole workshop submission for it.
georgegiblets 9 月 20 日 下午 3:24 
Could you make one where the ar2 does like 9.5 or 10 damage :vort:
justdeltaxd 9 月 12 日 上午 11:35 
K
MNC  [作者] 9 月 12 日 上午 11:21 
Just look at it on your browser, "Steam text formatting"
justdeltaxd 9 月 12 日 上午 11:05 
Where is this steam website
MNC  [作者] 9 月 12 日 上午 10:13 
Assuming you already know basic text formatting (for which there's an official Steam website that you can look for), it turns out you can combine header type text (which looks blue) and bold text at the same time.
justdeltaxd 9 月 12 日 上午 9:30 
how did you do the bold blue text?
Smoggerino 9 月 9 日 下午 7:22 
It's ok. To be honest, this issue has been going on for a long while (I eventually got used to it) and I'm only now telling you about this because I wanted to know what was going on.
MNC  [作者] 9 月 9 日 下午 7:18 
Yeah well, don't know what it might be then since that's a new one. If the other weapons work fine then so should the shotgun. At any rate, all I can recommend is just checking if you followed all the steps properly and as a last resort to install it into your custom folder. Sorry for the inconvenience.
Smoggerino 9 月 9 日 下午 7:09 
But i'm not using older saves