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[Mutator] Total Game Balance + Gunslinger Perk (ScrN Balance)

Suggestions for the M79M:
Make it shoot impact explosives like the others, and not grenades. The grenades idea, I'm guessing, was just a quick fix, and that making the impact version would have taken a bit more time and you wanted to release ASAP. This would also fix the problem that I've been having where the grenade can take a long time to activate.

Maybe make it have a wider radius than the grenades with more damage/healing and less linger time. Result: Wider effected radius and slightly more total healing/damage quicker in comparison to grenades.

Take the total ammo down by two (down to six), but make Medic get one more max grenade per level (up to twelve at rank 6).

Other suggestion:
Do the thing you did with Firebug getting extra grenades, but with Medic?

Make the Claymore deal cleaving (multiple targets hit) strikes like the Scythe, but with a tighter cone (slightly wider than that (but still less than Scythe) for secondary)?

Slightly longer reach on the Scythe?

Less accuracy and more damage on the Tommy Gun?

Slightly lower rate of fire, slightly higher damage, a slightly higher headshot multiplier and a higher price on the MkB42?

Increase single flare gun weight by one (up to three)?

Decrease Mk23 weight by one (down to two again)?

With another class getting special grenades, why not give Support Specialist back his grenade damage boost, and HE Grenades that deal more damage than regular grenades but with a smaller radius and more knockback?

I also second the suggestion (and only that suggestion, to be honest) that Dr. Killjoy brought up: remove extra movement speed decrease (make it the same as the others), but reduce syringe recharge for all classes.
Maybe (or not! Medic already recharges more than fast enough to continuously heal by at least rank 5) increase Medic's syringe recharge rate to compensate?

Increase the Tommy Gun's maximum ammo? I mean, it is only pistol rounds. The Bullpup gets 600+ rifle rounds!
 
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Version 4.10 is out ( workshopped).

Added New weapon - M4-203M Medic Gun.

WEAPON BALANCE:
- Restored regular hand nades for Medic. He needs to buy medic GL to launch healing nades.

M79M:
- Medic nades are only healing now - no damage to the enemies.
- Zeds stopped fear them.
- Increased medic nade throwing speed - now can be thrown at greater distance
- Medic nade immediatly explodes when touching a player (except instigator)
- Reduced healing value: 6 healings every second, 8hp each (down from 9x10). Level 6 Medic with one nade can restore up to 84hp for each player. In original game - 157.
- Since zeds aren't afraid of medic nades anymore, Siren can easily destroy them with her scream, immediately stopping healing process.

As it for another balance tweak of new weapons - thank you guys for a feedback, but lets wait until this event ends, gain more gaming experience with those guns and them I'll get to balance job. Maybe in the next update Tripwire guys will fix something by themselves.

About reducing syringe recharge: I already made test version of Berserker, who has up to 200hp, but has no damage resistance. In that case he'll require double time to restore his health.
 
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Version 4.30 is out ( workshopped).

Fixed M4 fire sound in 3-bullet fixed burst mode (including M4-203 and M4-203M).

Changed Medic grenade behavior. Detonation timer has been set to 5 seconds (up from 2), but it will immediately detonates when touching any of players including the instigator. When nade stops flying, it will start searching for any wounded players in healing radius and detonates, if founds any (like a pipebomb).

Flare pistol's headshot multiplier set to default x1.1 (down from x1.5) and removed Firebug's damage bonus on the impact damage. Before you start to blame me and wish me to burn in hell, listen to this:
  • 1 headshot still decapitates small-head zeds and kills them fast
  • 1 bodyshot kills up to the Siren on 6p HoE game (level 6 FB)
  • New, unique feature added - Incremental Damage over Time (IncDoT). The more flares you shoot into the zed the more DoT he'll receive.
 
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  • New, unique feature added - Incremental Damage over Time (IncDoT). The more flares you shoot into the zed the more DoT he'll receive.
I'm afraid that's just gonna be insanely overpowered. Set a Scrake on Fire, wait until it panics, then spam the crap out of it with the Flare Guns.
I also think the Patriarch would be too vulnerable to this (6 Firebugs all using Flare Guns = GG for the Patriarch :D)

EDIT: Hey, got some minor new ideas btw :)

* Hunting Shotgun primary fire: Reduced spread on this firemode, to give it an actual use :) Say, 2000 spread, instead of 3000?
* Hunting Rifle (you have it added?): Make it benefit from the Sharpshooter's hidden rate of fire bonus as well. That'd make it not so incredibly slow to use.

Will add some more suggestions for the other new weapons later.
 
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Flare DoT doesn't grow linearly - each next shot added less damage. Here is a formula:
Code:
DoT = DoT + (FlareDamage / (1.0 + FlareCount * 0.5));
FlareCount is a number of flares already burning inside the zed, excluding the current one.
Initial fire damage is raised to 30 (up from 25), so
2-nd shot adds 20dp to the DoT (30/1.5), DoT = 50,
3-rd - 15 (30/2.0), DoT = 65,
4-th - 12 (30/2.5), DoT = 77,
5-th - 10 (30/3.0), DoT = 87,
6-th - 8 (30/3.5), DoT = 95,
etc.
Please consider that Alternate Burning Mechanism has lower tick count (8) than in original (10), first 2 ticks are ignition and remaining 6 tick is a full burning. Each next fire damage delivered continues burning max to 6 ticks. So zed stops burning after 8 seconds of the ignition or after 6 seconds after last fire damage received.

For example, if you shoot 6 flares in a row into the Scrake, in vanilla game he will receive 6*100*1.6 = 960 impact damage (up to 1440, if you make headshots) + 6*25*1.5*1.6 = 360 fire damage + 988-1116 DoT. 2308- 2436 damage in total. 2788 - 2916, if you made headshots.
Firebug doesn't have impact damage bonus in ScrN Balance, so Flare Revolver will make only 600 impact damage points (6*100). Direct fire damage will be 6*30*1.5*1.6 = 432. Flare Revolver takes 0.4s per shot, 2.4s to quickly fire all 6 rounds.
In first second, 2 flares are shot, i.e. 50 points of DoT will be made in first tick. +6dp burning increase bonus. 56 in total.
Before second tick 4 shots are made, i.e. 77 points of DoT +12dp burning bonus. 89 in total.
Before 3rd tick all 6 shots are made, increasing DoT to 95 + 18dp burning bonus = 113.
There is no incremental bonus in Alternate Burning Mechanism, so each tick from 3 to 8 will do constant damage.
Total DoT = 56 + 89 + 113*6 = 823. * 1.5 * 1.6 = 1975.
Total damage = 600 + 432 + 1975 = 3007 (3067 for headshots). Not a big difference after all. And you can't flinch-lock Scrake because of lower impact damage.
 
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Version 4.35 is out ( workshopped).

- Restored Firebug's damage bonus for Flare Revolver.
- Flare Revolver's burn damage set to original 25 (down from 30), incremental DoT still persists.
- Removed secondary attack from Scythe, weight lowered down to 5.
- Added 40% buzzsaw damage resistance to Scrake's body on Sui-HoE. Scrake can't be body-stunned anymore with buzzsaw, but if you make headshots, it still requires only 2 to kill him

Also changed dual pistol weight and ammo policy:
  • If dual pistols weight double than single one, they have double total ammo amount;
  • If dual pistols weight x1.5 comparing to a single one, both dual and single have the same amount of ammo.
Dual Magnums .44 and MK23s now have the same total ammo value - 144.
Magnum .44 weight changed back to 2, but ammo count lowered twice - 72.
Single Flare Revolver's max ammo = 60, dual - 120.
HC and MK23 total ammo amount is the same for single and duals, because duals weight only x1.5 more than singles (HC 4->6, MK23 3->4).

Also fixed a bug, when selling one pistol from duals gave you extra ammo.
 
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Sorry, forgot to update forums thread.

Version 4.38 is released ( workshopped).

Changelog:
- SHOW DAMAGE [configurable] - now you can see how much damage you deal to the zeds on your HUD.
- M99 ammo cost raised to $50 (up from 40). SS still gets as discount in it.
- Slowered M99 fire rate from 3.03s down to 3.6s. Now M99 and xbow DPS are the same: M99 deals double damage, but shoots twice slower.
- HandCannon's penetration damage reduction lowered down to 35% (from 50%)
- [Probably] Fixed broken Pipebomb bug
- Fixed Pipebomb sell exploit, when players could sell 1 pipe by a price of 2. Now pipebombs' sell value is scaling by numbers of pipes player has.
- Pipebombs now are selling by 1. So if you have $750, you can buy 1 pipe.
- Medic nade made slower (again), and fixed [probably] [again ;)] bug, when t didn't detonate. Explosion timer set to 3s (down from 5)

Btw, if you see mutator update in workshop, but no change log posted here, you can always track latest changes here.

@Zemedy
Unfortunately KF always downloads and overwrites all files from the workshop, including .ini filees, no matter the file was changed or not on server or client side. I'm sorry, but your .ini files are lost and now we can't do anything to fix it :( In the future I suggest you to always make a backup up .ini files.
 
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- SHOW DAMAGE [configurable] - now you can see how much damage you deal to the zeds on your HUD.
- Fixed Pipebomb sell exploit, when players could sell 1 pipe by a price of 2. Now pipebombs' sell value is scaling by numbers of pipes player has.
- Pipebombs now are selling by 1. So if you have $750, you can buy 1 pipe.
Hey may I ask how you did these? I don't know how you make a configurable setting for the client like that and also how did you fix the pipebomb selling trick thingy? I have tried to sort it out but it usually consists of altering the main price of it.
 
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