Report Mod
Tactical Realism Rebalance Mod.
Version 52 | Last Updated: 01-17-2018, 08:58 AM
Status: Public
Views: 513
Downloads: 117
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Author (Submissions)
Blaze The Fox
Collaborator (Submissions)

The scripts are based on Blaze Weapon Rebalance, credit goes to him, and I'm using it under his permission. Original Blaze Rebalance mod:

So what's new in this rebalance mod? 
First, most weapons' damage are based on their caliber, except a few like sub 2000, peacemaker, winchester....(for gameplay purpose, I have to make them useful without sacrifice their characteristic.) 5.56 weapons have damage scale between 50-58, 7.62x39 now have damage beween 70-76, 9x39 has slightly higher damage than 7.62x39, 7.62x51 now have damage between 80-87, except m14 (now has 20 rounds mag and lower damage, 100.)  45cal will do damage above 60, no higher than 70, and all 9mm weapons will have damage between 38-46. Five Seven now has lower damage (41), but it can still shoot through shield. Pistol also has a new catagory .40 (damage between 50-58) 5.45X39 will be an intermediate round between 5.56 and 762x39, I know it suppose to have the lowest damage, but that will be really wired, so ak12 and ak rifle will share the damage pool around 60. 

Second, all weapons' rate of fire have been corrected to their real life counterparts, except a few that I have to match their rof with firing sounds, for example AKMSU, which has a extremely fast firing sound in game.

Third, reloading time fix. I tweaked lots of weapons' reloading time to match their animation such as mac 10 and ak762. 

Discuss the mod here or in comments.

Third, most weapons' magazine now corrected to their real life counterparts, except PPK, I changed it to 10 rounds because for some reason I don't want to completely replace its original characteristic(high capicity high concelment), and 7 rounds will be really useless. 

Forth, most weapons' ammo pick up rate all have been reworked, some are higher and some are lower, depend on their overall performance, I'm still deciding to change them to fit the best for different difficult levels, if you have any suggestion, let me know. 

Few attachments have been changed, like G3's assault kit, and AK's short barrel. And AMCAR now accept car4's foregrip mods, thanks to the original author Blaze the Fox
Give me feedback, and I promise I will update it when new guns are added. 

New: MP5 10mm kit is now better! Judge now only fires 6 pellets! Various weapon reloading time tweak to match the animation (ak762, galil, mac 10) 

Some recommended mods for more immersion: (sniper ironsights) (Repeater sight tweak) (Static Recoil) (SUB 2000 Fixed sight) (highly recommended) (Repeater hip fire animation removal) (m4 front post and carry handle)

Install: Unzip it and put it under your mods file. 

Cover picture source:

If you want more reference, please check image section. 

2017.10.21: Reworked 7.62 nato LMG to match their stats to other 762 rifles. 
ASVAL has higher damage than 762x39, hope it's not too OP. 
MG42 now has 90 damage, but magazine size has been reduced to 50. 
Fully retweaked sniper rifle damage, ammo pick up, now it has 3 catagories, .338(R93, MSR,etc), .30-06(Winchester 70, M1), 7.62x54r(SVD and Mosin, and they have slightly lower damage, but higher ammo pick up rate)
Fully retweaked shotgun, now Short 870 only holds 4 rounds (in real life it's 2 rounds, and I don't want to turn it to another double barrel), and it has the second highest damage in secondary shotgun. (first is 1887) 
Reduced Judge's damage to 120, but it has a higher ammo pick up rate, and better accuracy and stability. 
Increased all semi-auto shotgun's damage, to achieve the mixture of balance and realism so that they will not fall behind 12 gauge par, but also not become overpowered. 
Tweaked 5.56 rifles' damage, fixed some error that amacr and car 4 has different total magazines. AK5 now has 55 damage same as M16 (Longer barrel)
Increased Galil damage to 80+ to match the par of 762 nato. 
Mac 10 now has lower damage, but higher ammo pick up rate, it's now in 9mm catagory. 
Increased sr2 damage to 45 because its 9x21. 
Decreased Sterling, m45 damage to 40. 
Cobary now has same damage as mac 10 (45, which is incorrect for .380 I know, but it's for balance reason.) 
Lowered tec 9's damage. 
Fixed akimbo deagle's damage. 
Decreased hkp30's damage to be closer to 9mm. 
Luger now has 55 damage just like p14 because it sucks for being a 9mm with only 8 rounds, let's assume it uses hp rounds.
Mateba has 150 damage, lower than .44, but higher ammo pick up. 
Disabled M134 and flamethrower's ammo pick up rate. (People need to use ammo bag anyway, let's keep it classic) 
All grenade launchers now have same damage, no reason to have them differently because they are already balanced (except xm25, but since it's a hidden dlc gun, let's make it a little bit op than others.) 
Reworked ar15 series' magazine attachments to refer their real lfe counterparts. (now pmag tactical mag all +10 bullet, vintage map -10)
Reworked mp5 10mm magazine, now it has +18 damage, and I forget how much reduction in accuracy and stability.) 

2017/10/23: Updated new saiga 12 bullpup stats to match regular saiga 12. (akimbo version got update too) 
Reduce saiga 12's rof to 333 to match in-game firing sound.
Reduce aa12 rof to 300 to match in-game firing sound and real life stats. 
Reduce Six 12, Judge's rof to 300.
Reduce strike 12's rof to 240. 
Reduce saiga 12/bullpup's magazine size to 7 since the in-game model is 7 rounds mag. 
Increased Deagle's damage

10/25: Updated new Colt Defender to 45 damage and 9 rounds (in-game is a 9mm version, the bullet in magazine shows that.)
Updated luger and p114 to 42 and 46 damage for each.

10/28: Rebalaneced most weapons' accuracy, stability

11/1: Reduce m240's fire rate to 800 rounds pre min. 
Reduce m16's rof to 750
Increase para smg's rof to 650. 
Reduce RPK's rof to 700. 
Decrease UZI rof to 650. 
Skropion rof to 850. 

11/3: Newly added pistol ammo pick up rate, differ by 4 different calibers: 9mm, .40, .45 and .44, .50. (Special one includes C96 and peacekeeper, .357)
Now pistols should be more viable in higher difficulties without being OP. 
11/4: HK416 now has 700 rof instead of 750. 
12/2: Increased extend mag for mp7 to 20 rounds
12/10: Fixed mp5 10mm magazine and c96 long slide ammo count. 
12/14: added F2000
12/23: changed galil's rof to 750
12/24: Added new m320 grenade, changed all grenade launchers' damage to 1200. 
Decreased minigun's accuracy. 
12/25: Tweaked ChinaLake's reloading speed and fire rate, so the delay after reloading has been fixed, rof has been reduced to 45. (BTW merry christmas)
12/26: Tweaked Galil's reloading time so it doesn't have delay after empty reload. Reverted M32's fire rate because higher rof will cause rounds not explode. 
1/2: Tweaked AK 762 reloading time. 
P226 now has 13 rounds. 
1/3: Tweaked all pistol magazines count, damage, further rebalanced pistols stats. 
1/8: Mac 10 now uses .45 officially, overkill changed the texture without mentioning in the latest patches (I just found out), and they also fixed the open bolt issue. 
Tweaked accuracy and recoil on some SMG. 
1/11: Increased RPG and M202's damage. 
Decreased Akimbo Shotgun's ammo pickup rate. 
Slightly decreased m14's ammo pick up (from 2,3 to 1, 2.45)
Hotfix: Fixed RPG7 rof
1/14: Increased deagle's damage by 5, and decreased its concealment to 20 (now it's the second most powerful pistol in the game)
1/15: Decreased Contractor 308's damage to 100 to match with m14. 

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01-16-2018, 08:00 AM
Ok, as a Blaze Rebalance mod user I´m a bit skeptical, so I´m gona give it a try, but can you nerf the Contractor .308 back to 100 dmg? I like how it performed with that damage.

01-16-2018, 06:53 AM
Yes, I'm able to do that, but it will cause sound bug which I don't know how to fix it........

01-16-2018, 02:35 AM
can you fix the all of the lmgs with thier firing modes (excpect for the rpk) ? the mg-42, the m249 and the hk-21 were always full auto and don't have semi auto mode but the rpk does have an semi auto mode (i think it's only lmg that can have semi auto mode in real life).

01-12-2018, 09:44 AM
Hey. In the new update you accidentally gave 6000 rpm to rpg, which leads to pretty interesting results with swansong or bulletstorm skills.

01-11-2018, 10:46 PM
Vanilla Grimms restore 7 to 10 ammo per box in vanilla with walk-in closet (actually it's 6 to 10 but given how the game handles pickups the probability of getting 6 ammo is around 0.6%).
In this mod, it's 50/50 to get either 1 or 2 shells, also with walk-in closet. They have 6 times more damage but 6 times less ammo per box on average, apply basic maths and you get roughly the same ammo efficiency. And 000 buckshot only increase damage by 12.5% instead of 83%, so you actually are less ammo-efficient with the mod than without.

01-11-2018, 04:56 PM
Naah, you don't get it. Akimbo Grimms is actually a meta on od. It has huge ammo pickup, low accuracy and high fire rate. If you take akimbo version you'll need like 3-4 shots to kill a heavt swat, so 6-8 shots because it's akimbo. And now you gave this META weapon x7 dagame makilng it ridiculously op oneshot shongun with high fare rate and never ending ammo.

01-09-2018, 06:43 AM
Well it has similar damage to other shotguns, I don't any problems, other weapons can be good in One Down as well

01-09-2018, 03:43 AM
I was takling about Grimm 12G

01-08-2018, 08:10 AM
Overkill changed mac 10's texture secretly to .45, so I changed it on par with other .45 smgs. 

01-05-2018, 03:58 AM
Which one?

01-04-2018, 01:47 PM
Multiplying damage by 7 on od meta gun, nice.

12-26-2017, 08:14 PM
Oh sry m8, ****** up a bit. I forgot that Falcon is FAL in-game, thought it was FAMAS, this crap is kinda confusing. Yea, its aight then, but thats just what I can see on a few screenshots

12-26-2017, 03:02 PM
What are you talking about? FAL uses .308 and AMCAR uses 5.56, and .308 also has higher damage than 7.62x39, so I don't know what's wrong with my mod, will you tell me? 

12-25-2017, 10:59 PM
>amcar 54 dmg
>falcon 84 dmg with the same caliber as amcar
>falcon's dmg is higher than ak762 which have more powerful caliber

12-11-2017, 05:36 AM
@-Syfle- Fixed! 

12-10-2017, 04:52 AM
Hey Ctbear I was looking at your mod and using it. I love it ,but I noticed some possible bugs or probably an error on certain attachments. Like the straight mag for the Mp5 when equipped removes all ammo. Like it shows 180 ammo on the UI, but in actuality it shows none. I think its because you are using the total_ammo_mod = -22.5 which correlated to no ammo. Another attachment issue is the Mauser C96 i forget which attachment but the script it's " = {value = 2, damage = 30, extra_ammo = -20, total_ammo_mod = 0, spread = 2, recoil = 0, concealment = -6}"
I think if use the extended magazine it makes it so there is no capacity in the gun. It has ammo, but you can't actually use it.

12-06-2017, 08:51 AM
Useless? You can keep using overkill's balance if you want to, I doubt they are better in any terms, no need to be salty here since I already posted different values for different weapons on the front page. 

12-04-2017, 09:24 PM
Make rifles and pistols useless but shotguns even more OP. I'd waited this all my life. 10/10

11-09-2017, 04:09 AM
Really great mod. It's like Blaze Rebalance but updated and with slightly less immersion-breaking weapons. Well done.

11-06-2017, 08:43 AM
I just checked and I think it is intented because these magazine attachments can be used for all weapons, they don't have separate stats which means if they didn't have extra ammo stats, amcar and m16 will still have 20 rounds with these mags..............