Inspired by IREnFIST.
General philosophy for this mod:
- Make ALL weapons equally viable across all difficulties
- Nerf/update damage related skills to make players rely on them less
- Provide fun new, or updated old skills, to increase build variety
Gilza is not trying to achieve realism by basing weapon stats off of weapon caliber/real life performance, and it's not trying to make every weapon deal same DPS as a bulletstorm RPG either. One and only thing this mod is trying to do, is make all guns viable, so you can pick whichever one you want, be it because of how it looks, sounds or whatever else.
TLDR
Description bellow this part notes every single change made by this mod, including reasons/ideas for some of the changes. It is VERY long, and that's the intention. It's unrealistic for you to remember everything, so having this "guide" will be useful.
Going through all the changes might not be a good idea if you are here for the first time however, so you can check out this summary:
Mod re-balance summary:
Spoiler!
For info on exact values check descriptions bellow.
General changes:
All enemies have same amount of health on all difficulties, and it's roughly the same as it is on vanilla Death Wish difficulty.
Headshots now only deal 2x damage. A few special enemies are exceptions to this rule. This makes bodyshots more effective.
Melee rework:
Melee weapons now deal % damage. If your melee has 35 damage, it will deal 35% of enemy's health in one hit. Some enemies are exceptions to this rule.
Perks:
Neutral card #6 now allows you to pick up grenades, but at a lower rate then "Fully loaded" skill.
Some perks received minor buffs, and a new 'Brawler' perk was added.
Skills:
There is no way for me to make a summary here, you can check the "Skills Legend" picture on top of the skills tab. It summarizes info on all skills like if a skill was updated or not, if it was overall buffed/nerfed in power, and how much different it is from it's vanilla version. Check out whatever you think might be interesting :)
Weapon Changes:
Damage and ammo:
All guns are now categorized under a "damage class" - so most weapons will have a strict base damage value without fluctuation like 66.3 vs 65.7.
Ammo pick up is now dependent only on weapon damage class. Ammo pick up is also much much worse. You HAVE to use both of your weapons, and even then you can still run out, especially on lengthy heists.
Recoil:
Most guns will feel like they have more recoil.
Recoil compensation is almost completely removed (this refers to your camera going back down after you held down the trigger for long).
Horizontal recoil is much less random, but is a bit stronger.
Weapon recoil now depends on your base stability: weapons with low base stability will have extremely high recoil, and vice versa. If you modify 2 weapons with different base stability values to the same stability with attachments/skills, they WILL feel different.
Handling:
Weapon accuracy and stability are no longer affected if you: crouch, jump, walk or sprint. However, both accuracy and stability have a penalty* if you are firing from the hip. Aiming down sights removes this penalty.
All weapons have a 25% accuracy penalty* if used in full-auto fire mode. If you use the select fire keybind to switch weapon to single-fire mode, it will gain it's full accuracy.
* - This penalty is applied after your weapon stats, which means that even with 100 accuracy and/or stability, your weapon will still not have perfect accuracy/lowest recoil.
Other:
DMR kits and some long barrels were converted into "AP kits" that can penetrate shields, body armor and walls.
More weapon mods have descriptions now, and with more details. This includes all throwables, gadgets, underbarrel ammo, grenade launcher ammo and AP kits.
Shotguns:
Every shotgun will now deal a minimal % of it's damage with every shot. % depends on the shotgun type.
With all of that, you might be able figure out if you like this rebalance or not.
If you do, note some things:
- FrenchyAU's 'tacticool' weapon attachment packs are STRONGLY recommended to use alongside Gilza - they all received stat updates with Gilza, and some weapons might potentially be worse, without Frenchy's packs. Check Gilza's dependencies & Instructions tab for links.
- Install other required mods, located under dependencies & instructions tab. Without 'Auto fire sound fix' some weapons will have mismatching full-auto fire sounds, due to updated weapon's firing speed. And "The fixes" mod is only mandatory when you install and uninstall this mod, just to make the process a bit more safe for you.
- More Weapon Stats is also recommended if you are a stat nerd, and want to see all weapon stats in game by yourself.
General changes
Spoiler!
- All enemies have same amount of health on all difficulties, and it's roughly the same as it is on vanilla Death Wish difficulty. (Bulldozers on DS still have 2x health)
- Headshots now only deal 2x damage. Exceptions: Cloakers (2.8x), Bulldozers(6.5x), Captain Winters and his shields(4x), and 'Crude Awakening' heist boss (1x)
- Vehicle FOV was changed from base 75 to 90 - you can change it in mod options in game
Important for sections bellow: Right click on images to view them in full size by opening them in a new tab.
Perks
Global/neutral perk deck cards
Spoiler!
COMMON CARD #2
Getting a headshot multiplier from perk decks creates a weird disbalance towards beginning players, and also doesn't make much sense. So skill from common card#8 was moved here instead
COMMON CARD #6
You can now pick up throwables from ammo boxes without investing into "Fully Loaded" skill. This should increase variety in weapon and perk choices. To compensate, throwable pick ups now depend on your chosen throwable. Also, pickup chances overall are much lower then the "Fully Loaded" skill.
COMMON CARD #8
Random 5% damage increase in vanilla PD2. Why?
Now you receive more movement speed from basic parkour and bag throwing bonus from basic transporter. Those skills were adjusted accordingly.
Individual Perk updates
Spoiler!
SOCIOPATH/INFILTRATOR CARD #1
Damage increase was changed due to melee rework. Hidden infiltrator duration buff was reworked, so now both decks have an increased window for follow up hits of 4 seconds.
SICARIO CARD #1
Smoke bomb cooldown was reduced from 60 to 40 seconds. That's it.
GAMBLER CARD #1
Gambler overall is a niche deck that can rarely work well, and it's health regen feels really inconsistent, especially if your teammates run builds with berserker and are always on low health. Instead of providing 20% extra health per teammate, it now provides 40% extra health if at least 1 teammate has more heath. This should eliminate berserker teammates issue, but your max possible burst healing is reduced.
ROGUE CARD #9
Ever since the introduction of COPYCAT perk deck, rogue became obsolete. If we assume that ricochet, weapon swap and auto reload from copycat are on par with rouge's AP chance and weapon swap speed, then it's safe to say that you practically sacrifice 5% overall dodge chance to get health regen and health invulnerability when using copycat instead of rogue. To balance this out, rogue now gets slightly more dodge, mobility and a more consistent AP chance. If pared with certain skills, this should provide a really fun 'run and gun' experience.
New 'Brawler' Perk
Spoiler!
Deck with a hard focus on melee weapons' usage.
Note: damage resistances are applied before skills, and are not multiplicative/additive. Whenever you are shot, brawler skill reduces damage first, and then the leftover damage is reduced by your skills. So if you are shot by an enemy from 20m away for 200 damage, a 9/9 Brawler, while player is under 50% health, will reduce the damage to 30, and then your skills will reduce that 30 damage by however much.
Skill changes
Some skills had their icons and names updated to match new functionality better.
Mastermind
Spoiler!
I - INSPIRE
Basic version of inspire is barely used, unless you specifically enjoy listening to shouting voice lines, or a teammate is carrying a heavy objective bag. With this change you should be incentivized to use it more often.
II - STABLE SHOT
This skill only provides accuracy bonuses now
III - DESIGNATED MARKSMAN
Similar to old version, provides bonuses while ADS'ing. Includes some new changes.
IV - SLOW AND STEADY
Buffs LMG's if you use them with bipods, and provides an alternative defensive playstyle for them.
V - AGGRESSIVE RELOAD
Basic version's value was increased from 15% to 20% and was fixed to actually apply a 20% bonus. In vanilla PD2, bonus was slightly lower due to some code oversights.
VI - GRAZE
Amount of damage that is dealt in the radius is no longer affected by current HP of the target that was hit - now always deals 33%/66% of your sniper's damage in the radius on both bodyshots and headshots. This damage can only be increased with other damage related skills. Also now requires a minimal trigger distance to incentivize sniping. This change should provide a more consistent experience while using graze, while also reducing it's effectiveness.
Enforcer
Spoiler!
I - SHOTGUN CQB
ADS speed bonus was moved to "Shotgun Expert"
II - SHOTGUN EXPERT
Increased damage is no longer needed. Now provides extra stability and ADS speed instead.
III - BLAST AWAY
Magazine increasing skill from previously named "Close By" aced skill, was reworked into this one, to let any shotgun get benefits from it. Bonus itself is lower, but this skill now also prevents you from using ammo on a successful roll.
IV - FEARMONGER
Aced version now provides a similar effect to "Saw Massacre" while using Shotguns. It can also stack with Sociopath's panic skill. Boost for killing a panicking enemy can be received with any weapon. Note that not every panicking enemy will trigger the boost, but only a specific "full panic" animation. I recommend using the pop up notification to figure out how it looks, after that you can disable it.
V - OVERKILL
This skill ss not required anymore to use shotguns effectively, so the bonus damage was reduced. Reload speed bonus should make non-magazine shotguns better with this skill, and increased duration should make aced version of the skill better.
VI - TRANSPORTER
Throwing power bonus was moved to a general perk deck card. Aced version was moved to the base version, and new Aced functionality was implemented. It's really fun, but requires a hefty skill point investment.
VII - SAW MASSACRE
Aced version now provides ammo pick up for the saw, making it more viable.
VIII - FULLY LOADED
Since you now can pick up grenades without this skill, nade pick up was increased compared to vanilla PD2.
Technician
Spoiler!
I - STEADY GRIP
This skill only provides stability bonuses now
II - HEAVY IMPACT
This skill is more beneficial if used with high rate of fire weapons. Most high rate of fire weapons in Gilza have lower damage compared to slower rate of fire weapons. With this change, this skill should now be equally viable on all weapons.
III - FIRE CONTROL
This skill was previously improving your hip-fire weapon handling. Now it does the same thing, but works specifically with new Gilza weapon handling penalties. For more info on new penalties check the weapons tab.
IV - SUREFIRE
Aced version now has a 50% damage penalty when dealing damage through body armor. This is a compensation for new weapon effectiveness with bodyshots. Can stack with new "Body Expertise" basic.
V - BODY EXPERTISE
Basic version now provides armor piercing at a reduced damage rate, like "Surefire". Both basic and aced versions of this skill now also cut your total ammo pick up, since you don't have to go for headshots anymore (except for Bulldozers) which helps your overall accuracy to go up.
Ghost
Spoiler!
I - INSIDE MAN
Insider assets like keycards and better getaway driver are viable for loud, not just stealth, so if you want to run it for loud builds, it's now cheaper at 4 skill points instead of 7. This skill is the only one in this tree that is viable in loud now.
II - CLEANER
Overall left untouched, other then some skills were moved around. Bodybag asset and civilian cleaner costs were moved here to make it more "logical". If you were going for full stealth build, you would get shinobi tree as a whole anyway, so it should not affect stealth that much.
III - AWARENESS
Overall left untouched, other then some skills were moved around. Spotter and spycam assets were moved here to make it more "logical". If you were going for full stealth build, you would get shinobi tree as a whole anyway, so it should not affect stealth that much.
IV - PARKOUR
Basic version's 10% movement speed was moved to general perk cards, so the "sprint in any direction" bonus was moved from aced to basic. This skill might be buffed in future updates, if i figure out what i can add to it.
Fugitive
Spoiler!
I - GUN NUT
Magazine capacity was removed, to avoid confusion when using revolvers. Rate of fire effect is smaller, compensating for pistol ROF adjustments - more info under pistols tab. Reload speed moved from skill previously known as "Desperado" to here.
II - TRIGGER HAPPY
Now combines effects of skills previously known as "Trigger Happy" and "Desperado" into one skill, to make left side of this tree focused on pistols. Effectiveness is slightly reduced compared to vanilla PD2.
III - DOUBLE TROUBLE
Now provides new bonuses to akimbo weapons, to make right side of this tree focused on akimbo weapons.
IV - BOTTOMLESS POCKETS
Now provides increased ammo capacity for small-caliber weapons, and can help both sides of the tree.
V - UP YOU GO
In vanilla PD2, "Up You Go" aced provides you 40% more health when revived. However, this bonus is applied to the health bonus that is set per difficulty, so to the 10% health you get on mayhem and above. Because of that, you would only receive 14% health when revived with this skill instead of the expected 50%. New version provides a flat 25%, so on mayhem+ you receive 35% health when revived. 7 skill points for 4% extra health is dumb, thus the change.
VI - SWAN SONG
Whenever a teammate goes down you will now move at a normal movement speed for 3 seconds, to help you get to your teammate and revive them. Duration was increased to 9 seconds, because 6 is not enough. Infinite ammo was swapped however, to prevent players from abusing this skill to kill enemies at a cost of 0 bullets fired. Damage was increased to compensate the ammo change.
VII - BLOODTHIRST
Only the base version was updated, specifically the numerical values, to match the new melee rework damage.
VIII - MARTIAL ARTS
New skill to make your melee's feel better.
IX - COUNTERSTRIKE
Whenever you counterstrike an enemy you will also deal damage to them, if you are looking at them. Otherwise you would damage whatever is in front of you.
X - BERSERKER
Instead of providing a damage increase at all times, now provides a temporary boost that gets triggered when your armor is broken and your health is below 50%. This is an overall nerf that makes this skill not as reliable. But, as an upside, you can now use healing skills to keep your health at 30% with frenzy or more without it, to avoid being killed by snipers. Also due to the nature of anarchist perk deck and it's armor gating, you could upkeep this skill for the majority of your game with it, especially on higher difficulties.
Visual screen flash preview: (Color, size, and how exactly it flashes, can be adjusted in Gilza mod options.) Preview link without downloading.
Weapon changes
Weapon Recoil
Spoiler!
Recoil tweaks
All weapons' recoil was overall increased. However, first 5 bullets fired from your weapon will have reduced recoil, so firing in short controlled burst is beneficial, especially at longer ranges. Reduced recoil for first 5 bullets does not apply to Shotguns, Snipers, and single shot fire mode Pistols.
Amount of recoil now depends on your weapon's base stability value - stability value that you see whenever you purchase a weapon, before skills/weapon attachments were applied. Lower base stability means higher overall recoil. Because of these changes, 2 weapons with identical stability values after skills/attachments will feel different, if their base stability is different.
Horizontal recoil will now always favor weapons into a certain pre-defined direction - either left or right. Horizontal recoil will never jump from left to right (and vice versa), but the pull to whichever direction, is overall stronger then in the base game.
Recoil compensation
Whenever you hold the trigger your weapon's recoil forces your camera to climb up. If you stop holding the trigger, your camera will go down to where-ever you were aiming at the start of the trigger pull. This mechanic is almost completely gone now, because weapons have more overall recoil, and after a lengthy burst your camera would come back down to the floor.
Compensation still exists for weapons with extremely low recoil however, for the first couple of shots. So, if you are using your weapon in single-fire or firing in short bursts, it will feel better to use for longer ranges.
Compensation visuals
Gilza (compensation disabled) | Vanilla PD2 (compensation enabled) |
---|---|
Hip-fire Recoil
Hip-fire now has a 40% recoil penalty. This penalty is applied AFTER your stability value, so if your weapon has 100 stability, it will feel like ~60 stability when you hip-fire your weapon. Technician's "Fire control" skill can remove this penalty.
Weapon Accuracy
Spoiler!
Hip-fire Accuracy
Hip-fire now has a 25% accuracy penalty. This penalty is applied AFTER your accuracy value, so if your weapon has 100 accuracy, it will feel like ~75 accuracy when you hip-fire your weapon. Technician's "Fire control" skill can remove this penalty.
Full-auto Accuracy
Full-auto fire mode now has a 25% accuracy penalty. This penalty is applied AFTER your accuracy value, so if your weapon has 100 accuracy, it will feel like ~75 accuracy when your weapon is switched to full-auto fire mode. Switching your weapon's fire mode during the heist, will negate this penalty, for as long as your weapon's fire mode is set to single-fire.
General weapon updates
Spoiler!
- Weapons' accuracy and stability are no longer affected if you: crouch, jump, walk or sprint
- DMR kits and some long barrels were converted into "AP kits" that can penetrate shields, body armor and walls
- More weapon attachments have descriptions now with more details, like ammo pick up changes, damage values etc.
- A LOT of weapon attachments were rebalanced
- Mag increasing attachments will now slow down your reload speed
- Some attachments like Stocks and Foregrips can now speed up your reload speed
- All scopes don't have accuracy/stability bonuses anymore - you can choose whichever one you like the look of more
- Scopes on Sniper rifles will now have "logical" concealment
Every shotgun will now deal a minimal % of it's damage with every shot. % depends on the shotgun type. For more info check individual shotgun tab.
Melee weapons overhaul:
Spoiler!
Melee weapon damage that you see in your inventory now represents how much % of enemy's HP your weapon will deal with a swing. This includes charged damage as well. So if you have a melee weapon with 25(50) damage, it will kill an enemy in 4(2) hits.
Melee weapons now deal 20%-75% damage per hit.
Some enemies take less melee damage:
- Bulldozers receive 4x less melee damage, so a 50dmg melee would kill dozers in 8 hits
- Most bosses receive 6x less melee damage, so a 50dmg melee would kill bosses in 12 hits
- Winters and his shields receive 2x less melee damage, so a 25dmg melee would kill them in 8 hits
Melee knockdown now depends on weapon's range. More range your melee has, less knockdown it has. It might not always make sense when you look at some melees, but suppress your instincts in the honor of better balance!
Grey swats can now be knocked down by melee weapons.
Almost all melee charge sounds were removed, due to charge time mismatch. It's recommended to use some other (HUD) mod to visually show you your melee charge progress.
"Kazaguruma" and "Lumber Lite L2 chainsaw" melee weapons can now deal chainsaw-like melee damage while holding the weapon in front of you. This feature is directly ported from IREnFIST.
Due to the 30k charachter limit that was introduced to Modworkshop in version 3.0, i can't fit all the changes in here. To checkout all individual (per category) weapon tweaks, you can use this link.
Custom Weapons Support
Spoiler!
This mod will automatically search for custom weapons and convert their damage stats to work with Gilza's health changes. Beware: some custom weapons may have attachments that change damage/ammo pick up or other stats in such a way that it will not match Gilza's values well, making them either too good, or bad. I can't do anything about it, other then manually adding support for every gun individually, and that is just tedious.
Currently supported attachment mods:
All of FrenchyAU's tacticool attachments packs (250+ attachments). Check Gilza's dependencies & Instructions tab for links.
Custom "special" weapons are not supported.
Known issue:
You will crash when entering a heist, while using Jackal SMG or one of the Chimano pistols, with certain attachment combos. This can only happen to weapons modded before installing Gilza. Remove any gadgets from them to prevent this.
Supported languages (depends on your SuperBLT's language):
- English
- Russian - а именно все навыки, перки, описания оружий и элементы меню. Всё остальное может быть на английском.
Enjoy figuring out your new META and please provide feedback if something feels way too powerful.
Good luck, have fun! :D