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Gilza - Weapon and skill rebalance
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Downloads1,491
Views12,626
Publish Date3 years ago
Last Updated2 weeks ago by
Version2.4.10
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I must have a skill issue because I struggle on very hard now when in base game I could easily complete overkill. I consider myself a casual player though, maybe this mod isn't for me. Would be nice to see a health scaler option perhaps? Enemies are a bit tanky in my opinion

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Health scaling would just make this mod too easy on lower difficulties, since it's main drawback is ammo economy if user is inaccurate. While playing on lower difficulties you generally have less enemies, so your ammo reserves should be easier to maintain. As for time to kill - its similar and actually frequently slightly faster, then base game Death Wish difficulty, but if you compare to overkill, then yes, enemies are tankier.

I can recommend using shotguns, since they are more effective then base game's version of them, but at the end of it all, this might just not be a mod for you. This rebalance is more about new skills and more flattened out weapon balance, so that you can use any gun you want on mayhem+ difficulties. If you are usually playing on overkill and bellow you probably don't feel like some guns are unusable in vanilla, since health pools are so low.

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@irbizzelus
I never really liked the weapon balancing in vanilla, which is why I like this rebalance. Even though you probably could use almost any weapon you wanted to even on vanilla overkill, there were still a select variety of guns that were actually viable to use without having to unload a notable portion of your magazine just to kill one guy (which I view as a major problem in terms of gun balancing, which gilza fixes).

I do hit most of my shots (maybe I actually don't lol) and it seems I am always getting overwhelmed because I have to focus fire on one guy for too long, allowing the 6 other guys that see me to lay fire into me. Like I said, I'm a casual player, but there's a difference between being good and being sweaty; and I feel in order to succeed in this rebalance you have to be sweaty.

I have played mayhem a fair amount and it isn't anywhere close to gilza. There's just no feasible way to survive when enemies take so long to kill and ammo runs dry too fast. A glaring difference between vanilla and gilza is headshot instakills, which obviously makes vanilla way easier (and also something I view as a problem with game balance). If headshots are less effective, enemies need to have less health overall, but not so much less that it would suffer from the same problem as vanilla. -- Side clarification here, In my post I was meaning a health scaler that is lower overall for all difficulties, like mayhem default values on all difficulties, not normal has normal values, overkill has overkill values, death wish has death wish values, etc.

Not trying to argue with you, just sharing my thoughts. You've most likely thought of all these things and took them into consideration and adjusted accordingly. I'm likely not the target audience here, but gilza fixes so many problems vanilla has that I find hard to live without. I admire your clear vision on how the game should play and feel :)

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@gabexx546
Headshots do deal less damage, but that actually makes this mod easier because bodyshots are more effective:
In vanilla, a weapon that deals 128 damage will 1 shot-headshot a light swat, but would need 4 bodyshots to kill them. With Gilza, similar damage profile is 250 - it one taps lights in the head, but takes only 2 bodyshots to kill.

Damage breakpoints are balanced around mayhem/death wish/death sentence, so they will feel tankier for you, if you are used to vanilla PD2 enemy health scaling, and play on overkill.
And as i said before, lower difficulties are in general are balanced by having less enemies and specials, which means you need less ammo to fight them all. Also, using melee weapons is much easier, since getting close to enemies is less risky, cause they deal less damage. And melee with this mod is also better on average, but that's probably just for higher difficulties.

If you never played on higher difficulties, i can spoil it a bit for you: 90% of players just stack damage skills like crits, berserk, overkill, body expertise, and don't use much else. If you add to that vanilla damage to ammo pick up rates, they practically never run out of ammo, and near insta-kill everything. This is the issue this mod is trying to deal with. You are not forced to use any damage skills, because your average time to kill without damage skills is faster (with any gun), but those skills are also a bit worse. I myself usually use damage skills for lower damaging weapons to make my damage to ammo pick up rate better, or i just run ammo bags. If you are playing heists that can be done <10 minutes, you usually don't need either of these things with Gilza, if your aim is good. Maybe one refill from a bough asset bag, if it's really bad.

And yes i am a sweaty player since i usually play on higher difficulties, so my perspective is probably different from yours. Maybe if you play for long enough you will understand what i was going for, or maybe you will disagree and say that vanilla is better, who knows, tho if i were you, i'd stick to whatever is fun. Higher difficulties are only fun when you are trying to intentionally break the game by abusing damage breakpoints and/or skills you get in vanilla, to get endless ammo builds and similar stuff.

Also sorry for late reply i was sorta busy :P

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