- Directive:
DRF is a re-balancing of Killing Floor to make weapons and perks equally viable as well as leveling the field a bit in terms of difficulty. It was done with the intent of keeping strategies and tactics intact whilst also strengthening theming (Sharps focus on headshotting HVTs, Support carries more grenades but Demo's are stronger, etc). The name comes from the time I first started working on it (after the update with the M99). The game's balance could have been described as a disaster and in need of a response force, if you will. - Notation:
Of note is that much of my focus was on improving teamwork in 6 player HoE games with level 6 perks, so I don't really know how my changes will affect the leveling curve. I also haven't done a lot of testing with multiplayer games so I can't say how co-op game play worked out. - Informations:
Not exactly a good mutator for screenshots but here's the list of changes, straight from the READMEH.Spoiler!====Perks====
Field Medic
* Get proactive on your duties by overhealing teammates!
+ 5/10/15/20/25/30/35% extended magazine size for bought handguns.
+ Syringe and medic guns can overheal up to 150 health.~ Health deteriorates at 1 health/sec whenever above 100 health and below 150 (The latter is only so the medic can ascertain who has been boosted).
~ 15/25/35/45/55/65/75% vomit damage reduction (was 10/25/50/50/50/50/75%).
Commando
* For the vanilla sharpshooter experience, try dual-wielding the MK23s with boosted reload speed!
+ 0/10/20/30/40/50/60% more damage with assault rifles (was 5/10/20/30/40/50/50%).
+ 10/15/20/25/30/35/40% faster reload speed (was 5/10/15/20/25/30/35%).
+ Reload speed bonus now applies to single-shot weapons as well.
~ Spawns with M4 instead of AK47 at lv6.
- Reload speed bonus no longer applies to 9mm.
Firebug
* Try torching everything as your fire significantly slows enemies as well as no longer making them dance around like crazy!
+ Incendiary rounds for bought handguns.+ Light enemies on fire.
- 50% impact damage.
~ Spawns with Flare Revolver instead of MAC10 at lv5.
~ Spawns with MAC10 instead of Flamethrower at lv6.
- No longer spawns with armor.
- 60/65/70/75/80/80/80% fire damage reduction (was 50/60/70/80/90/100/100%)
Support Specialist
* Make sure to conserve your ammo for emergencies. If dealing with trash, try using bought handguns to avoid ammo waste!
+ Fractational rounds for bought handguns.+ 20% more damage per bullet.
+ 160% headshot damage.
~ Fires 3 pellets per bullet.
- Spread is 700.
- Projectile Speed is 4000.
~ Spawns with Combat Shotgun at lv6 (was Hunting Shotgun).
- 5/5/10/10/15/15/20% increased ammo for shotguns (was 0/10/20/25/25/30%).
- Removed penetration bonus.
- Removed grenade damage bonus (retweaked fleshpound resistances so combos still work).
Berserker
* Dont be afraid to get into the fray with your massive melee resistance. If dealing with long range threats, try aiming bought handguns while staying on the move!
+ Double melee speed bonus while aiming bought handguns.
+ 0/20/35/50/65/80/80% reduced sway with bought handguns visually (0/10/20/30/40/50/50% technically).
+ 10/15/20/25/30/40/50% melee damage reduction.
- no longer receives a general damage reduction (was 0/5/10/15/20/30/40%).
- no longer spawns with armor.
- 15/25/35/45/55/65/75% vomit damage reduction (was 10/25/35/50/65/75/80%).
Sharpshooter
* Skilled players can clip the heads off almost anything near-instantaeneously, but watch your reloads!
+ 5/10/20/30/40/50/60% headshot damage with offperk weapons (was 5/10/20/30/40/50/50%)
+ 0/10/20/30/40/50/60% faster firing speed on all perked weapons (was ignoring M14).
+ 0/0/1/2/3/4/5 penetrations with LAR/Musket/M14.
+ 10/20/30/40/50/60/70% discount on all perked weapons (was ignoring LAR and xbow).
~ Spawns with Single Piston Longmusket at lv6 (was Crossbow).
- Removed handguns from perk bonuses.
- Removed reload speed bonus.
- Removed ammo discount.
- No longer increases headshot damage with 9mm.
Demolitions
* Buy handguns cheaply to better deal with trash!
+ 0/0/10/20/30/40/50% discount on bought handguns.
+ throws HE grenades-* Same as normal grenades except can kill hoe6p fleshpounds with:
1 HE nade + 3 nades from m79/m32/m4203/orca.
2 HE nades + 2 nades from m79/m32/m4203/orca.
2 HE nades + 1 LAW rocket.
1 HE nade + 1 pipe bomb.
~ Spawns with ORCA instead of pipe bombs at lv5.
~ Spawns with M79 instead of M79/pipe bombs at lv6.
- Removed grenade capacity bonus.
====Weapons====
Grenades
+ Removed a few smoke emitters to promote better vision.
~ Replaced Commando icon with Demolitions icon.
9mm
~ Removed Sharpshooter icon.
9mm Custom
~ Customize the 9mm to receive perk bonuses for only 100 dosh!
Dual 9mms
~ Removed Sharpshooter icon.
- Increased price to 200 (was 150).
MK23
+ Reduced price to 250 (was 500)
~ Removed Sharpshooter icon.
~ Increased BobDamping to 5.0 (was 4.5).
- Removed penetration.
Dual MK23s
+ Reduced price to 500 (was 1000).
~ Removed Sharpshooter icon.
~ Increased BobDamping to 5.0 (was 3.8).
- Removed penetration.
44
+ Reduced price to 350 (was 450).
+ Increased damage after penetration to 75% (was 50%).
~ Removed Sharpshooter icon.
Dual 44s
+ Reduced price to 700 (was 900).
+ Increased damage after penetration to 75% (was 50%).
~ Removed Sharpshooter icon.
Handcannon
~ Removed Sharpshooter icon.
- Increased price to 550 (was 500).
- Reduced penetrations to 1 (was 3).
Dual HC
~ Removed Sharpshooter icon.
- Increased price to 1100 (was 1000).
- Reduced penetrations to 1 (was 3).
BlowerThrower
+ All Firebug bonuses apply to this weapon (Where applicable).
+ Increased ammo pickup amount to 50 (was 25).
+ Increased initial ammo to 200 (was 150).
- Increased price to 2500 unperked (was 1000).
Bullpup
+ Reduced weight to 5 (was 6).
- Reduced damage to 24 unperked (was 26).
- Reduced MaxAmmo to 320 unperked (was 400).
Tommy Gun
+ Reduced price to 600 unperked (was 900).
+ Increased MaxAmmo to 336 (was 300).
+ Reduced reload speed to 3.0 (was 3.6).
~ Removed 'KFHighROFFire'- No longer shoots twice per burst, but uses more memory.
~ Increased bob damping to 6 (was 4).
~ Increased ReloadAnimRate to 1.25 to account for reload speed changes (was 1.0).
- Reduced magazine size to 24 unperked (was 30).
- Reduced damage to 25 unperked (was 40).
M4
+ Increased magazine size to 32 unperked (was 30).
+ Reduced price to 900 unperked (was 1000).
~ Removed 'KFHighROFFire'- No longer shoots twice per burst, but uses more memory.
- Reduced damage to 33 unperked (was 35).
- Reduced MaxAmmo to 320 unperked (was 400).
MKb42
+ Reduced price to 1000 unperked (was 1100).
+ Increased MaxAmmo to 308 (was 300).
+ Decreased reload speed to 2.7 (was 3.0).
~ Increased ReloadAnimRate to 1.2 to account for reload speed changes (was 1.0).
- Reduced damage to 36 unperked (was 45).
- Reduced magazine size to 28 unperked (was 30).
Thompson Drum SMG
+ Increased MaxAmmo to 320 (was 300).
~ Renamed to Drum Tommy Gun.
- Increased price to 1200 (was 975).
- Decreased magazine size to 40 unperked (was 50).
AK47
+ Increased MaxAmmo to 308 (was 300).
= (Hidden positive: only commando weapon to not receive damage reduction)
~ Reduced ReloadAnimRate to 0.9 to account for reload speed changes (was 1.0).
- Increased price to 1600 unperked (was 1000).
- Reduced magazine size to 28 unperked (was 30).
- Increased reload speed to 3.3 (was 3.0).
FN FAL ACOG
+ Penetrates once.
+ Increased headshot multiplier to 1.7 (was 1.1).
~ Removed 'KFHighROFFire'- No longer shoots twice per burst, but uses more memory.
- Reduced damage to 55 unperked (was 65).
- Reduced MaxAmmo to 200 unperked (was 300).
SCARMK17
+ Penetrates once.
- Reduced damage to 63 unperked (was 65).
Dr. T's Lead Delivery System
+ Increased damage to 45 unperked (was 40).
+ Increased magazine size to 48 unperked (was 40).
+ Increased maxammo to 336 (was 300).
~ Moved to inventory group 4 ('Special weapons').
~ Removed 'KFHighROFFire'- No longer shoots twice per burst, but uses more memory.
~ Renamed to Dr. T's SMG.
- Increased price to 2250 unperked (was 950).
- Increased fire rate to 0.12 (was 0.0857).
- Increased max ver/hor recoil to 240/180 (was 140/100).
- Increased spread to 0.014 (was 0.009)
Flare Revolver
+ Reduced fire rate to 0.35 (was 0.4).
- Reduced damage to 55 (was 125).
- Reduced ammo pickup amount to 12 (was 18).
- Reduced maximum ammo to 96 (was 128).
- Reduced initial ammo to 36 (was 64).
Mac10
+ Receives Firebug bonus for impact damage (did not before).
+ Decreased reload speed to 2.75 (was 3.0).
~ Increased reload anim rate to 1.25 to account for reload speed changes (was 1.0).
~ Removed 'KFHighROFFire'- No longer shoots twice per burst, but uses more memory.
- Reduced damage to 25 (was 35).
- Increased price to 750 unperked (was 500).
Trenchgun
+ All support bonuses apply to this weapon (Where applicable).
+ Receives Firebug bonus for impact damage (did not before).
~ Moved to inventory group 4 ('Special weapons').
~ Reduced reload anim rate to 0.7 to account for reload speed changes (was 1.0).
- Increased spread to 2000 (was 1125)
- Reduced impact damage to 14 (was 18).
- Increased price to 3000 unperked (was 1250).
- Increased reload speed to 0.9 (was 0.7).
- Reduced MaxAmmo to 40 (was 48).
Flamethrower
~ Moved to inventory group 4 ('Special weapons').
~ Changed damagetype to 'KFMod.DamTypeFlamethrower' (was 'KFMod.DamTypeBurned').
- Reduced damage to 8 (was 12).
- Increased price to 1850 unperked (was 750).
- Reduced initial ammo to 250 (was 400).
Husk Fireball Launcher
+ Increased capacity to 188 unperked (was 150).
Shotgun
+ Increased PenDamageReduction to 0.65 (was 0.5).
- Increased price to 650 unperked (was 500).
- Reduced MaxAmmo to 47 (was 48).
HSG-1
+ Decreased price to 900 unperked (was 1250).
~ Alt fire now switches between "Buck shot" (wide spread) and "Slug".
~ Slug damage set to 246 unperked.
~ Slug MaxPenetrations set to 4.
~ Slug Headshot multiplier set to 2.0 (can stun scrakes, although only with headshots as lv4+ support specialist).
~ Slug spread is 600.
- Increased weight to 8 (was 6).
- Reduced MaxAmmo to 47 (was 48).
Combat Shotgun
+ Inherits changes to PenDamageReduction from Shotgun.
+ Decreased price to 1500 unperked (was 2500).
- Reduced MaxAmmo to 35 (was 48).
Vlad the Impaler
+ Increased fire rate to 0.2 (was 0.5).
+ Increased magazine capacity to 8 (was 6).
~ Fires automatically.
~ Reduced ReloadAnimRate to 0.88 to adjust for reload speed changes (was 1.0).
- Increased reload speed to 3.2 (was 2.6).
- Increased price to 2000 unperked (was 1500).
- Reduced MaxAmmo to 47 (was 48).
Zed Thrower
~ Renamed to Jackhammer.
- Increased spread to 2000 (was 1500).
Hunting Shotgun
- Increased price to 2500 unperked (was 750).
- Reduced MaxAmmo to 30 unperked (was 48).
- Reduced InitialAmount to 12 unperked (was 24).[/COLOR]
AA12
+ Increased MaxAmmo to 84 unperked (was 80).
Scythe
+ Reduced primary hit angle to 0.6 (was 0.65).
+ Reduced alt hit angle to 0.55 (was 0.60).
- Reduced primary damage to 210 unperked (was 260).
- Reduced headshot multiplier to 1.1 (was 1.25).
Claymore
+ Increased primary damage to 260 unperked (was 210).
- Increased primary hit angle to 0.7 (was 0.65).
- Increased primary hit angle to 0.65 (was 0.60).
Chainsaw
+ Increased primary damage to 31 (was 19).
+ Increased headshot multiplier to 1.25 (was 1.0).
+ Increased range to 80.0 for both primary and alt (was 70.0).
- Increased weight to 9.0 (was 8.0).
- Increased price to 4000 (was 2750).
Buzzsaw Bow
- Decreased damage to 350 unperked (was 500).
Lever Action Rifle
+ Increased headshot multiplier to 3.5 (was 2.0).
+ Decreased reload rate to 0.566667 (was 0.666667).
~ Increased reload anim rate to 1.40 (was 1.00).
- Decreased damage to 80 (was 140).
- Increased price to 700 unperked (was 200).
Single Piston Longmusket
+ Increased headshot multiplier to 5.0 (was 2.0).
+ Decreased reload rate to 2.466 (was 2.866).
~ Decreased fire anim rate to 0.75 unperked (was 1.0).
~ Increased reload anim rate to 1.07 (was 1.00).
~ Renamed to Longmusket.
- Reduced damage to 90 (was 180).
- Decreased capacity to 7 (was 10).
- Increased fire rate to 1.35 unperked (was 0.94).
M14 EBR
+ Reduced reload speed to 3.0 (was 3.366).
+ Reduced price to 2000 unperked (was 2500).
~ Incresased reload anim rate to 1.1 (was 1.0).
- Increased fire rate to 0.35 unperked (was 0.25).
Crossbow
+ Decreased ammo price to 11 (was 20).
- Increased price to 2500 unperked (was 800).
M99
+ Decreased weight to 12.0 (was 13.0).
+ Decreased ammo cost to 100 (was 250).
+ Decreased fire speed to 2.43 (was 3.03).
+ Increased projectiles per fire to 2 (was 1).
~ Increased fire animation rate to 1.2 (was 1.0).
- Decreased damage to 336 (was 675).
- Can only fire while aiming down sights.
ORCA
+ Reduced price to 950 unperked (was 1250).
M79
+ Removed a few smoke emitters to promote better vision.
M32
+ Removed a few smoke emitters to promote better vision.
M4203
+ All commando bonuses apply to this weapon (Where applicable).
+ Fixed ammo glitches related to being extended from the M4.
+ Removed a few smoke emitters to promote better vision.
~ Removed 'KFHighROFFire'- No longer shoots twice per burst, but uses more memory.
- Inherits reduced damage from M4.
LAW
+ Reduced weight to 12.0 (was 13.0).
ZED Gun
+ Reduced price to 1500 unperked (was 2000).
ZED Gun MKII
- Increased price to 1150 unperked (was 750).
====Specimens====
***CHANGES ONLY APPLY TO INSTANCES WHERE ENEMIES SPAWN VIA SQUADS-***
***TESTMAP DOES NOT CURRENTLY WORK WITH THESE CHANGES-***
All
+ Fire now reduces movement speed by 35% except when fleshpound or scrake rages (was 20%, and only worked sometimes even then).
~ Burning zeds now use the damage type 'DamTypeBurned' (previously inherited this from which weapon initiated the burn).
~ Burning zeds now receive damage starting at 11, incrementing in amounts of 11-14 (previously also inherited this from burning weapon).
- Non-Mac10 fire damage no longer receives a 150% bonus.
Bloat
+ Increased fire damage weakness to 300% (was 150%).
+ Weak to all fire-based weaponry (previously only weak to flamethrower).
+ Doesn't asplode on death from fire-based weaponry.
Husk
+ Reduced fire damage resistance to 40/50/60/70/70% (was 50/75/75/81.25/87.5%).
- Resists all fire-based weaponry (previously only resisted flamethrower).
Scrake
+ Has 150% weakness to Pump Shotgun/HSG-1 Shotgun (Buckshot)/Combat Shotgun/Nailgun/Zed Thrower/Hunting Shotgun/AA12 (preserves support's combos).
Fleshpound
+ Reduced nail gun/ hunting shotgun resistance to 25% (was part of the generic 50%).
+ Reduced crossbow resistance to 60% (was 65%).
+ Has a 420% weakness to Demolitions' HE grenades (preserves demo's combos).
TL;DR,
Medics can overheal,
handguns are no longer part of the sharpshooter perk but each perk affects them in some way (the handgun you spawn with is the exception but you can upgrade it),
flame weapons do low damage but they slow enemies who no longer flail wildly (charging scrakes/fleshies don't slow),
the HSG can switch between buckshot and slugs- the latter can stun scrakes with the right level and headshots,
Sharpshooter weapons gain penetrations with levels- husks, sirens, and other zeds hiding behind the clot swarm beware.
M99 can only fire while aiming and no longer stuns scrakes with bodyshots (though it still effectively does the same damage),
chainsaw can stun scrakes and counter leaping crawlers- the latter with some proper technique,
Vlad was modified before the steampunk weapon pack was released and I kinda inadvertedly made it much like the Zed Thrower though it does work well as a lower-tier AA12 still capable of taking on scrakes/fleshies,
explosions can be seen through,
a few weapons have been hybridized- more than one perk gives them bonuses but their stats are somewhat mediocre and they're expensive
and the other changes are mostly small tweaks. - Download (Version 1):
http://ift.tt/TcF21v
jeudi 19 juin 2014
[Mutator] Vanilla KF Rebalance Mutator; DRF
- Directive:
DRF is a re-balancing of Killing Floor to make weapons and perks equally viable as well as leveling the field a bit in terms of difficulty. It was done with the intent of keeping strategies and tactics intact whilst also strengthening theming (Sharps focus on headshotting HVTs, Support carries more grenades but Demo's are stronger, etc). The name comes from the time I first started working on it (after the update with the M99). The game's balance could have been described as a disaster and in need of a response force, if you will. - Notation:
Of note is that much of my focus was on improving teamwork in 6 player HoE games with level 6 perks, so I don't really know how my changes will affect the leveling curve. I also haven't done a lot of testing with multiplayer games so I can't say how co-op game play worked out. - Informations:
Not exactly a good mutator for screenshots but here's the list of changes, straight from the READMEH.Spoiler!
TL;DR,
Medics can overheal,
handguns are no longer part of the sharpshooter perk but each perk affects them in some way (the handgun you spawn with is the exception but you can upgrade it),
flame weapons do low damage but they slow enemies who no longer flail wildly (charging scrakes/fleshies don't slow),
the HSG can switch between buckshot and slugs- the latter can stun scrakes with the right level and headshots,
Sharpshooter weapons gain penetrations with levels- husks, sirens, and other zeds hiding behind the clot swarm beware.
M99 can only fire while aiming and no longer stuns scrakes with bodyshots (though it still effectively does the same damage),
chainsaw can stun scrakes and counter leaping crawlers- the latter with some proper technique,
Vlad was modified before the steampunk weapon pack was released and I kinda inadvertedly made it much like the Zed Thrower though it does work well as a lower-tier AA12 still capable of taking on scrakes/fleshies,
explosions can be seen through,
a few weapons have been hybridized- more than one perk gives them bonuses but their stats are somewhat mediocre and they're expensive
and the other changes are mostly small tweaks. - Download (Version 1):
http://ift.tt/TcF21v
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