潜行者2:切尔诺贝利之心

潜行者2:切尔诺贝利之心

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Better Ballistics Mutant Rebalanced
   
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6 月 26 日 上午 7:32
10 月 14 日 下午 3:09
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Better Ballistics Mutant Rebalanced

在 Ace 的 1 个合集中
Ace's Re-imagined ZONE
21 件物品
描述
REQUIRED MOD
This mod IS MADE to be USED with Better Ballistics - Hardcore Gunplay Overhaul[www.nexusmods.com] to function PROPERLY, it can be installed by itself, but I can't guarantee a balanced experience.This mod is specifically designed to enhance and rebalance the mutant combat for players using Better Ballistics, as mutants can feel too easy with that mod alone.


Now featuring better compat. wth other mods via bpatch injection

Mod Description
This mod functions to make Better Ballistics have more engaging and tougher combat against mutants. It merges the excellent concepts from AniHVX's Modular Hard Mod[www.nexusmods.com] with his abilities and balance changes to ensure mutants are a credible threat. I just ported and tweaked it for 1.5, and to work with Better Ballistics. The majority of mutants are no longer simple pushovers.

They have improved damage, new abilities, and rebalanced health pools that encourage tactical gameplay. If you felt mutants went down too easily with your enhanced ballistics, this mod restores the danger and provides a proper challenge. It might be wise to bring stimulants with you... just in case.
Mutant Rebalance Summary
  • Chimera: Slower and less erratic, encouraging direct, tactical fights. It's less armored but has more health, rewarding headshots with hollow-point rounds.
  • Controller: A potent psychic threat whose attacks now knock you down and are used more often. Less armored but tougher, making it a high-priority target.
  • Burer: Its telekinesis is rebalanced; it shields more often and throws more weapons. Less armored overall, making headshots critical.
  • Pseudogiant: Throws a larger barrage of objects and its ground stomp now excels at piercing armor. Vulnerable to direct fire, especially headshots.
  • Poltergeist: Now a master of telekinetic bombardment, throwing many more objects that can knock you down. Less durable but has more health.
  • Pseudodog: Less annoying psy-clones. Faster and more dangerous, especially on higher difficulties, deals massive damage. Make Sure to get his clones quick.
  • Bloodsucker: More unpredictable, now flanks you with armor-piercing attacks that cause heavy bleeding. Faster and less predictable than before.
  • Cat (Bayun): No longer a minor pest. Its attacks deal significantly more damage and cause severe bleeding. It is much faster and more durable.
  • Blind Dog: A greater threat in packs, moving considerably faster and hitting harder.
  • Boar: Faster, tougher, and can now knock you down with both charge and running attacks, making it a serious physical threat.
  • Flesh: Minorly buffed with more health, speed, and armor penetration to remain a threat in the mid-to-late game.
  • Deer: More aggressive with its charge attack. Its armored body is highly resilient, making headshots the only viable tactic.
  • Snork: Faster and more agile pack hunters. Their attacks pierce armor more effectively, but they are more vulnerable to gunfire.
  • Rodent (Tushkano): A major bleed threat. While their direct damage is low, their frequent, armor-piercing bites can quickly drain your health.

Improved Loot Pools
You can now expect to get much more loot drops from mutants, making them a worthwhile fight.
29 条留言
Killswitch 10 月 26 日 下午 2:51 
I want to make it clear i wasn't blaming you for the spawn system sorry i i made it seem that way.
Was trying to convey my frustration at having encountered so many of this type of enemy and how OP /broken they feel.
But having played some more ( and readin your comment ) i realise its nothing to do with your mod and everything to do with the Vanilla spawn-system not working right atm.
Thanks for your sweet Mods ( i love tacticool )
Schulz 10 月 25 日 上午 1:45 
Thanks Ace :whiteward::saradomin:
Ace  [作者] 10 月 25 日 上午 12:59 
My mod doesn't mess with spawns at all. I've made burers much weaker since last patch. Also I reverted their shield to almost vanilla values and nerfed it a bit.
Killswitch 10 月 23 日 下午 5:15 
So i just played a session and in that 1 session i came across 7 Burers ( all in the Garbage as thats where my Main quest is )
Not all at once but every Mutant spawn that i came across was a Burer our in the open with barely any cover and they can attack grab your gun while keeping the shield up almost nonstop all at the same time ..
It didnt feel challenging after the 4th encounter just tedious cuz they take too long to fight with such constant shield uptime.
I like alot of your other mods and most of what this mod does but Burer's feels bad to fight they can do too many things while completely invulnerable and if they grab a gun the damage is FAR more than what that gun can do normally.
Schulz 10 月 13 日 上午 5:09 
Overall love this mod! It really goes perfectly with the realistic balistic! please take my silly steam points :pray:
Some quest though, since they are poorly designed the mod tends to make them 10x times worse. Ex: The overall quest around the chimera chase. Dunno how to fix :/
Schulz 10 月 13 日 上午 5:05 
Controllers seem a bit OP. I did the infamous chimera main quest and dealing with the controller on the tower before it was a massive pain. Had to cheese my way all the way. They have too much vision distance, and they can see through foliage (i know the second is vanillas fault). Maybe some rebalance could be applied here?
Also the Cat (Bayun) seems a bit too strong at applying bleedings. I might be wrong but I feel it should not have much armour penetration as base and more of a overall flesh threat
chowderFlapjack 9 月 25 日 上午 9:29 
:)
Ace  [作者] 9 月 25 日 上午 9:28 
Yes
chowderFlapjack 9 月 25 日 上午 8:31 
is this still working properly with 1.6?
Inflated_chair 8 月 17 日 下午 6:30 
ill reinstall and do all that thanks