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Gilza - Weapon and skill rebalance
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Downloads1,558
Views13,188
Publish Date3 years ago
Last Updated2 months ago by
Version2.4.10
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just wondering, would it be better to make the Viper grenades deal the default poison damage that the shurikens and kunai do (being around like 200 damage) ?
i mean it could make sense in case you want the Viper to be more focused on killing the enemies
anndd if u want it to be more balanced, i would say, increase the damage that the poison deal, but decrease the explosion damage so it's more focused on dealing damage through the poison instead of the explosion

but u dont need to do that if u dont want to mate, im just giving some ideas pwp
oh btw, loved the mod, feels good to be able to read how much dmg the grenades and throwables can actually do isntead of just guessing or having to test it

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(Owner)3 years ago(Edited)

Gas nades actually deal more damage - around 300-400, but it takes 30 seconds untill all of it is applied. As mentioned in the specials tab (under gl's) their rebalance focus is now more on slowing down enemies that are further away and keeping perk regens up. In vanilla, they take 200(or more) impact damage, then 200-300 over 3 seconds while beeing stunned, and then they either die or come to you at really low health. In gilza, they will receive about 100 impact damage + 3 seconds of stun but with only a tiny bit of poison damage, and over next 27 second will still be damaged for about 400 damage total. Damage tick rate (how many times a second they get damaged from gas) is tiny bit faster then in vanilla as well. So crowd control and perk regen is almost on par with vanilla, but you kill count won't go as high if you dont finish those enemies off with another weapon.

As for the difference between throwable and grenade launcher nades: throwable one has 2x longer duration on the gas cloud and it's also bigger(30%ish), damage is kept the same.

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@irbizzelus ohh i see now, thanks for the info mate, now i can see a better difference between the Vanilla and the mod

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