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GrongusMods-Grongus_Vanilla_Overhaul-1.0.2 icon

Grongus Vanilla Overhaul

This overhaul is designed to balance GTFO a bit better and increase the variety of viable weapons.

Date uploaded 2 years ago
Version 1.0.2
Download link GrongusMods-Grongus_Vanilla_Overhaul-1.0.2.zip
Downloads 128
Dependency string GrongusMods-Grongus_Vanilla_Overhaul-1.0.2

This mod requires the following mods to function

dakkhuza-MTFO-4.6.3 icon
dakkhuza-MTFO

The premier in GTFO DataBlock editing ;^)

Preferred version: 4.6.3
Frog-GearPartCustomization-1.3.3 icon
Frog-GearPartCustomization

Modify the position, rotation, and scale of gear parts

Preferred version: 1.3.3

README

Grongus's Vanilla Overhaul

This is a comprehensive overhaul for most weapons and tools in GTFO. This game has some questionable balancing decisions that were exacerbated by Rundown 8’s borderline-AI-generated changes. In this mod I seek to fix all of them, to the best of my ability.

Anything not listed here is not changed. Vanilla stats are listed in (brackets) for comparison.

Primary Weapons

Accrat Golok DA Bullpup Rifle

  • Damage: 2.84 (2.1)
  • ROF: 900 (1090)
  • Mag Size: 45 (40)
  • Total Ammo: 240+45 (306+40)
  • Stagger Multi: 0.8 (1.0)
  • Hip Spread: 2.0 (2.5)

Reworking this gun to do much higher damage at a lower RPM, but with ~21% less ammo. I want Assault-Rifle style automatics (Bullpup, Burst Rifle, Assault Rifle) to be more distinct from SMGs by having higher damage and kills per mag, but less ammo and longer reload times.

Compared to the Assault Rifle, it offers better headshot damage, DPS and hipfire accuracy.

Bataldo Custom K330 Slug Shotgun

  • Total Ammo: 40+6 (38+6)
  • Shot Delay: 0.7 (0.75)

Buckland SBS III Sawed-Off Shotgun

  • Mag Size: 3 (4)
  • Recoil minimum power: 14 (13)
  • Recoil maximum power: 15 (14)

This gun’s ammo-to-chamber-ratio doesn’t make any damn sense. Slight recoil increase, purely to enhance the punchiness of the weapon.

Drekker Pres MOD 556 Rifle

  • Mag Size: 20 (14)
  • Reload Time: 2s (1.9s)

Giving this gun a bigger uptime advantage, which may give it a bit more reason to be taken.

Malatack CH 4 Burst Rifle

  • Damage: 2.85 (2.71)
  • Total Ammo: 261+30 (278+30)

A buff to give players with good aim more reliable two-burst capabilities against Strikers (2 headshot, 2 bodyshot) and a very slight ammo reduction to compensate.

Malatack LX Assault Rifle

  • Damage: 3 (2.1875)
  • Reload Time: 2.3s (1.8s)
  • Mag Size: 50 (30)
  • Total Ammo: 230+50 (312+30)

A rework for the Malatack LX similar to the Bullpup. Gun now features a LARGE mag size as its unique feature (It is a drum after all…) giving it a much larger amount of kills-per-mag. Damage increased significantly, ammo count lowered by 26% and reload slowed significantly.

Compared to the Bullpup, it offers better hits-to-kill on bodyshots, mag size and a more controllable RPM.

Shelling S49 Pistol

  • Recoil max power: 1.8 (2.0)

The S49 suffers from a bad case of sight misalignment when rapid firing, this helps somewhat mitigate that without affecting the balance of the weapon.

TR22 Hanaway DMR

  • Total Ammo: 40+8 (78+12)
  • Damage: 8 (7.51)
  • Precision Multi: 0.85 (0.87)
  • Mag Size: 8 (12)
  • Range: 30m/80m (50m/100m)
  • Reload Time: 2.4s (2.3s)
  • Shot Delay: 0.35s (0.25s)

These changes give the DMR the noteworthy ability to oneshot Strikers to the head. In exchange, the gun loses a very significant amount of ammo (about 48%).

This is a very ‘experimental’ and drastic change for the Hanaway. While I believe the slowed fire rate/reload and the dismal amount of ammunition balances things out (an ammopack will only restore one mag's worth), we will see. Better hit your shots!

Van Auken CAB F4 Carbine

  • Range: 8m/60m (10m/65m)

This gun is an extremely good all-rounder, this change will hopefully make it a bit more of a close-quarters weapon. Doesn’t make any sense this thing has the same range as an Assault Rifle.

Secondary Weapons

Buckland S870 Pump Shotgun

  • Falloff Start: 5m (4m)

Giving this shotgun a little bit more leeway with its effective range, considering it’s a full-barreled special weapon. Doesn’t make much sense to me a sawed-off shotgun has more range than this.

Buckland XDIST2 Choke Mod Shotgun

Total Ammo: 28+4 (27+4)

One more shell, as a treat.

Drekker CLR Short Rifle

  • Firemode: 3-Round-Burst (Semi Auto)
  • Damage: 6 (4.81)
  • Total Ammo: 102+30 (166+30)
  • Shot Delay: 0.01 (0.04)

Fuck it. This is a burst weapon now. The Short Rifle now fires 3 rounds in a lightning-fast burst that can instantly kill Strikers if just 1 shot hits the head, 2 headshots for Spitters. Inaccurate from the hip, and careless use will chew through ammo reserves quickly.

Can’t be worse than how it is vanilla!

Drekker Del P1 Precision Rifle

Reload Time: 3s (3.3s)

Drekker INEX Drei Scattergun

  • Precision Multi: 0.6x (0.7333x)
  • Total Ammo: 11+2 (14+2)

An attempt to make the scattergun less insanely OP against bosses, while retaining its giant-destroying properties, so the Sniper has some reason to exist. The game has a 1x ‘limit’ for precision so weak spot hits will never do LESS than the gun’s regular damage, but it should have less of an insane effect on high-multiplier weakspots like Mother pustules.

Additionally, ammo count lowered. This gun gets a LOT of ammo for how insanely useful it is, against all types of enemies.

König PR11 Sniper Rifle

  • Mag Size: 3 (2)
  • Total Ammo: 10+3 (13+2)

This gun got murdered in R8 for no real reason.

Malatack HXC Heavy Assault Rifle

  • Total Ammo: 125+30 (119+30)
  • Recoil minimum power: 0.7 (0.8)
  • Recoil maximum power: 1.1 (1.3)

Very slight ammo increase as well as a recoil reduction to give this gun a bit more of a reason to be used compared to the Machineguns. I feel like this gun is just on the cusp of being good.

Mastaba R66 Revolver

  • Damage: 15.05 (14.21)

This gun can now two-shot Chargers. I think it deserved it.

Omneco EXP1 Hel Gun

Total Ammo: 36+9 (40+9)

Omneco LRG Hel Rifle

Total Ammo: 21+5 (23+5)

Sentry Guns

Sniper Sentry

  • Bullet Cost: 14 (16)
  • Acquisition Time: 2s (2.8s)
  • Biotracker Acquisition Multi: 0.7 (0.5)
  • Biotracker Rotation Speed Multi: 1.3 (2.0)
  • Rotation Speed: 8 (6)
  • Biotracker Ammo Multiplier removed.

HEL Auto Sentry

  • Bullet Cost: 0.6 (0.7)
  • Biotracker Acquisition Multi: 0.9 (1.0)

Burst Sentry

  • Biotracker Acquisition Multi: 0.9 (1.0)
  • Sentry now prioritizes tagged targets.

Shotgun Sentry

  • Bullet Cost: 1.0 (1.58)
  • Damage per pellet: 1.85x10 (3.01x5)
  • Acquisition Time: 0.2s (0.5s)
  • Biotracker Acquisition Multi: 0.7 (0.25)
  • Biotracker Fire Rate Multi: 0.8 (0.6)
  • Biotracker Rotation Speed Multi: 1.2 (2.0)
  • Biotracker Ammo Multiplier removed.
  • Rotation Speed: 15 (8)
  • Max Rotation Angle: 50 (40)
  • Detection Max Angle: 50 (40)
  • Sentry now aims center mass

Sniper/Shotgun sentries no longer use less ammo firing at biotracker pings, and are as-a-whole less reliant on biotracking to be effective. HEL Auto sentry receives a slight ammo increase. To add a bit of consistency behind this mechanic, HEL Auto and Burst now acquire targets very slightly faster when they’re biotracked.

I believe that the CostOfBulletTagMulti was extremely unintuitive for new players, now the ammo count you see on the display is what you get.

Flashlights

  • Short-Range: 10m range (8m)
  • Medium-Range #1: Beam replaced with MR2 (but whiter), 15m range (13m)
  • Medium-Range #2: 16m range (15m)
  • Wide-Range: 18m range (16m)
  • Extended-Range: 22m range (20m)
  • Long Range: 30m (25m)

Flashlight range overall has been increased, which is both a buff and a nerf - while the player has more visibility, the capacity to accidentally trigger sleepers has gone up as well.

IMO the short-range flashlight borders on comedically useless in most scenarios, and the medium-range #1’s beam is in-practice much shorter range than it states, due to the center being very dark. I’ve replaced MR1 with the beam for MR2, which does not have this problem. The color of the short-range beam was also changed to be whiter (to make all gun lights more distinct from the headlamp.)

Other

  • Dodging has no stamina cost. I feel like dodging is pretty much useless anyways (running to the side to avoid attacks is much easier and more consistent, from my experiences) and dodging ate a SIGNIFICANT amount of stamina.
  • Minimum distance required to take fall damage: 5m (4m)

Closing Thoughts

I learned how to make GTFO mods and made this in about a day. It might be a bit rough around the edges, but that will be fixed in the future. If you have feedback, message me on discord - GrongusPlays. No guarantees though, as I basically just made this for me and my friends to use.

In the process of learning how to make a version that doesn't use MTFO, but that seems like it's going to be a lot of work.

CHANGELOG

v1.5.1 | June 20th, 2026

Viewmodel Adjustments

I've redone the viewmodel adjustments performed in a previous patch on the machine pistols, semi auto pistols, high cal, and sawed-off. Instead of a flat viewmodel FOV increase, I used the LocalPosition Z level to push the guns forward instead. This gets rid of the fisheye effect that was noticable on some pistols.

The only instance of the opposite was the High Cal's aiming FOV - I've increased it to fix the oddly-wide-looking hands effect that occurs when you aim down the sights. A section has been created on the WIKI page detailing my changes.

Main Weapons

Bataldo Custom K330 Slug Shotgun

  • Removed redundant 'High Damage' descriptor.

Bataldo J 300 Hel Shotgun

  • Removed 'Slow Reload' descriptor.

Special Weapons

Accrat ND6 Heavy SMG

  • Redid mag adjustment with a new method, it now looks better.

König PR11 Sniper Rifle

  • Removed mag adjustment.

Malatack HXC Heavy Assault Rifle

  • Reduced reload time to 2.2s, from 2.3s.

Omneco EXP1 Hel Gun

  • Updated descriptors, made HEL a key descriptor.

Omneco LRG Hel Rifle

  • Updated descriptors, made HEL a key descriptor and added 'High Damage' descriptor.

Tools

Burst Sentry

  • Now prioritizes biotracked targets.

Sniper Sentry

  • Detection Angle increased to 25, up from 20.

The Sniper Sentry still felt very lacking to me, only feeling useful in extremely specific scenarios. This simply widens its area of effectiveness, while keeping the angle lower than other sentries.

v1.5.0 | June 17th, 2026

This update brings changes to reload sequences and other immersive tweaks. As my modding knowledge with this game increases, i'm able to tackle issues more in-depth. I have done a thorough review of every guns reload sequences, and adjusted those that had abnormalities.

Formatting has also seen additional changes. Mainly, the detailed changes this mod brings have been moved to the WIKI section of Thunderstore, and removed from the 'Details' section, shortening it massively. This allows me to give each section of changes its own page, which helps with organization.

Main Weapons

Accrat Golok DA Bullpup Rifle

  • Adjusted reload sequence, slightly increasing the delay before Bullpup can fire - as it was able to do so before the animation had finished.
  • Removed 'Slow Reload' descriptor.

Bataldo 3RB HEL Revolver

  • Adjusted reload sequence, ammo update occurs slightly later when the speedloader is actually inserted, instead of when it's simply hovering over the chambers.

Bataldo J 300 Hel Shotgun

  • Fixed reload sequence. Added a proper end trigger so the gun cannot fire before the animation is finished, and mag drop now occurs earlier.

Drekker Pres MOD 556 Rifle

  • Reload speed reverted to vanilla 1.9s, from 2s.
  • Adjusted reload sequence, removed the massive delay before you could fire after the animation had completed. The total reload time is the same, but the animation itself is slower.

Hanway PSB Double Tap Rifle

  • Adjusted reload sequence. Ammo update occurs very slightly later, more on-time with mag insertion (instead of when the character misses and bumps the mag into the magwell), and removed the firing delay after the animation had finished.

Malatack CH 4 Burst Rifle

  • Fixed reload sequence. Now drops empty magazines like other guns, and the slight firing delay after animation has been removed.

Malatack LX Assault Rifle

  • Adjusted reload sequence, removing slight firing delay after animation.

Shelling Nano Burst Pistol

  • Adjusted reload sequence, removing firing delay after animation.

Shelling S49 Pistol

  • Adjusted reload sequence, removed very slight firing delay after animation.

TR22 Hanaway DMR

  • Adjusted reload sequence, same as the DTR. (They use the same chassis)

Van Auken CAB F4 Carbine

  • Adjusted reload sequence, removing firing delay after animation.

Special Weapons

Accrat ND6 Heavy SMG

  • Adjusted reload sequence. Ammo update occurs slightly later, on-time with mag insertion, and added a proper end trigger so the gun cannot fire before the animation is finished.
  • Very slightly adjusted mag position.

Buckland AF6 Combat Shotgun

  • Fixed reload sequence. Now drops empty magazines like other guns, ammo update occurs slightly later on-time with mag insertion, and removed very slight firing delay after animation is finished.

Drekker CLR Short Rifle

  • Adjusted reload sequence, same as Heavy SMG. (They use the same chassis)

Drekker INEX Drei Scattergun

  • Improved reload sequence. Added 'bump' foley when mag is being inserted, and ammo update occurs slightly later, on-time with mag insertion.
  • Massively increased recoil min/max power, to 5/6 from 0.5/0.8. (The scattergun had almost no visual recoil, which made it feel oddly unsatisfying to shoot.)

Malatack HXC Heavy Assault Rifle

  • Adjusted reload sequence, same as the AR. (They use the same chassis)

Mastaba R66 Revolver

  • Adjusted reload sequence. Ammo update occurs very slightly later, when the speedloader is actually inserted.

Omneco EXP1 Hel Gun

  • Adjusted reload sequence. Reduced firing delay after animation, so players can begin to charge up while the gun is getting into the resting position.

Techman Arbalist V Heavy Machine Gun

  • Bullet Cost increased to 1.64 from 1.595, bringing reserve ammo down to 140, from 144.
  • Adjusted reload sequence, same as HEL Gun. (They use the same chassis)
  • Reduced reload time to 3.3s from 3.5s, to maintain same animation speed.

Techman Klust 6 Burst Cannon

  • Adjusted reload sequence, same as HEL Gun. (They use the same chassis)

Techman Veruta XII Light Machine Gun

  • Adjusted reload sequence, same as HEL Gun. (They use the same chassis)
  • Reduced reload time to 3.8s from 4s, to maintain same animation speed.

Text

Fixed double-space in lockdown status message in R7C3: Reckless.

v1.4.0 | June 12th, 2026

New Things

I have done a MASSIVE overhaul of the Details / Changelog section to be more informative and easier to read.

You may notice this mod now has a new dependency. I've made use of GearPartCustomization to fix various weapon's magazines being improperly inserted into the gun, most egregiously on the Veruta, Burst Cannon and HEL Gun. This is not technically REQUIRED, but for optimal immersion you should leave it on.

I have also adjusted weapons with problematic 'whole number' damage values - due to issues with rounding, whole numbers like 5 don't correlate to a 4-shot kill on a 20hp Striker. You will notice these changes on the Assault Rifle, HEL Revolver, Machine Pistol, Pistol, Rifle, Sawed-Off Shotgun, Choke Mod Shotgun, Precision Rifle, and Revolver.

Ammo Packs

  • Adjusted ammo given from each pack usage to ~22.2% main and ~34% special (reserves), down from ~23.9% and ~35%. I feel like I've made this game easier with my balancing changes, so this is to introduce slightly more scarcity. GTFO has too much ammo as-is!

Main Weapons

Accrat Golok DA Bullpup Rifle

  • Reload time reduced to 2.2s, down from 2.3s.

Bataldo 3RB HEL Revolver

  • Damage increased to 10.01, from 10.

Buckland SBS III Sawed-Off Shotgun

  • Bullet Cost increased to 13.7, up from 12.6. Reserve Ammo is now 33, down from 36.
  • Damage per pellet increased to 5.01, from 5.
  • Weapon FOV increased, the gun is now held very slightly farther from the player's face.

Drekker Pres MOD 556 Rifle

  • Damage increased to 6.01, from 6.

Malatack CH 4 Burst Rifle

  • Magazine model switched to a more conventional 30-rounder.
  • Mag Size decreased to 30, down from 42.
  • Reload time lowered to 2s, down from 2.2s.
  • Shot Delay raised to 0.07, from 0.06.
  • Updated descriptors.

Malatack LX Assault Rifle

  • Damage increased to 3.01, from 3.
    • Precision Multi increased to 0.8667x, up from 0.8x.
  • Effective Range increased to 12m/80m, up from 10m/75m.
  • Magazine model switched to a more conventional 30-rounder.
  • Mag Size decreased to 30, down from 42.
  • Reload time lowered to 2s, down from 2.3s.
  • Updated descriptors.

Raptus Treffen 2 Machine Pistol

  • Damage increased to 2.01, from 2.
  • Weapon FOV increased, the gun is now held very slightly farther from the player's face.

Shelling S49 Pistol

  • Damage increased to 5.01, from 5.
  • Weapon FOV increased, the gun is now held slightly farther from the player's face.

TR22 Hanaway DMR

  • Removed Precision Multi nerf.

Special Weapons

Accrat ND6 Heavy SMG

  • Magazine model is now properly inserted into the gun.

Buckland XDIST2 Choke Mod Shotgun

  • Damage per pellet increased to 5.01, from 5.
  • Fixed reload calibration. Ammo update now occurs on-time with 2nd shell insertion, and removed the long firing delay after the reload animation is finished.
  • Reload Time reduced to 2.6s, from 2.7s.

Drekker CLR Short Rifle

  • Damage decreased to 6.5, from 6.6.
    • Precision Multi increased to 0.8667x, from 0.8x.
    • Stagger Multi increased to 0.8x, from 0.75x. (Small enemies can now be staggered with a body shot.)
  • Effective Range buff removed.
  • Magazine model replaced.
  • Mag Size decreased to 20, from 25.
  • Reload time lowered to 1.6s, from 1.7s.
  • Updated descriptors.

Drekker Del P1 Precision Rifle

  • Magazine position adjusted, now sitting where it should be vertically, and no longer clipping through the back of the magwell.
  • Reload sequence adjusted. Ammo count now updates sooner, as the magazine insertion has been sped up and the 'back to resting state' animation after has been slowed down.

König PR11 Sniper Rifle

  • Name tweaked to König, the actual German word for king, as Köning is not a word.

Malatack HXC Heavy Assault Rifle

  • RPM decreased to 600, from 631. (Shot Delay is now 0.1, up from 0.095)

Omneco EXP1 Hel Gun

  • Magazine model replaced with more appropriate size, and is now properly inserted into the gun.
  • 'EXP1' part of name is now capitalized in-game.

Omneco LRG Hel Rifle

  • Magazine position adjusted, is now fully inserted into the gun.

Shelling Arid 5 High Caliber Pistol

  • Reload Time decreased to 2.2s, from 2.3s.
  • Weapon FOV increased, the gun is now held slightly farther from the player's face.

Techman Arbalist V Heavy Machine Gun

  • Magazine model placement very slightly adjusted.

Techman Klust 6 Burst Cannon

  • Added Concussion Intensity to the Burst Cannon's recoil, as for some reason, it didn't have any. Will feel slightly punchier, without making an actual change in gameplay.
  • Magazine position adjusted, to actually be inserted into the gun.

Techman Veruta XII Light Machine Gun

  • Magazine position adjusted, to actually be inserted into the gun.

Burst Sentry

  • Updated descriptors, added key descriptor.

Shotgun Sentry

  • Bullet Cost increased to 0.65, up from 0.6. Max ammo is now 80, down from 87.
  • Detection Angle lowered to 45, down from 50.
  • Rotation Speed decreased to 15, from 18.
    • Bio Multi increased to 1.2x, up from 1.1x. With bio, Rotation Speed is now 18, down from 19.8.
  • Updated descriptors, added key descriptor.

The Shotgun Sentry had been made a little too strong with my changes, so I've slightly lowered it's ammunition to emphasize the high ammo consumption aspect. Additionally, the rotation speed and angle have been slightly adjusted, as I found that the sentry would jerk to new targets at insane speeds.

Sniper Sentry

  • Detection Time lowered to 1.75s, from 2s.
    • Bio Multi decreased to 0.8x, from 0.7x. The same end result is 1.4s, but it's slightly faster without a biotracker now.
  • Shot Delay decreased to 2.4s, from 2.6s.
    • Bio Multi decreased to 0.75x, from 0.7x. With bio, delay is now 1.8s - almost identical to the previous 1.82s.
  • Updated descriptors, added key descriptor.

The Sniper Sentry still relied a little too heavily on Biotracking for my liking, and felt inferior to the Shotgun Sentry's combination of speed and firepower in almost every scenario.

Text

  • Updated R7E1 Comms text.
  • Changed R4A2 Comms text.
  • Changed R4D2 Comms text.
  • Fixed capitalization on various weapon titles. You will only ever notice this on the victory screen.
  • Fixed spelling errors in R6D1 objective text. ("Contaminents")

v1.3.0 | May 20th, 2026

Text

I have done a once-over of the text in-game. The most notable change here is with weapon descriptions - I have updated them to better describe/differentiate weapons, as well as reflect any changes done with this mod - additionally, I've added 'key descriptors' in orange to certain noteworthy weapons, like melee weapons have.

Main Weapons

Accrat Golok DA Bullpup Rifle

  • Damage reduced to 2.8, from 2.84.
    • Precision Multi reduced to 0.9x, from 1x.
  • Bullet Cost lowered to 1.53 from 1.84, bringing reserve ammo up to 300, from 250.
  • Adjusted reload calibration further. Magazine insert audio now lines up with animation perfectly, and firing delay slightly increased - as the Bullpup was able to fire long before the animation finished.

Malatack CH 4 Burst Rifle

  • Bullet cost raised to 1.91 from 1.9, bringing reserve ammo down to 240, from 242.

Malatack LX Assault Rifle

  • Bullet cost lowered to 1.84 from 2, bringing reserve ammo up to 250, from 230.
  • Reload Time decreased to 2.3s, from 2.4s.
  • Stagger Multi nerf removed.

Special Weapons

Accrat ND6 Heavy SMG

  • Bullet cost lowered to 0.92 from 1, bringing reserve ammo up to 250, from 230.

Buckland S870 Shotgun

  • Stagger Multiplier increased to 1.5x, from 1x.

This change brings the S870 in-line with other shotguns, and ensures that close range shots always stagger Giants.

Drekker INEX Drei Scattergun

  • Bullet cost increased to 23 from 20, bringing reserve ammo down to 10 from 11.

Köning PR11 Sniper Rifle

  • Adjusted reload calibration. Lowered firing delay after animation, and mag insert/removal audio now properly lines up with the animation.

Malatack HXC Heavy Assault Rifle

  • Bullet cost lowered to 1.53 from 1.64, bringing reserve ammo up to 150, from 140.

Shelling Arid 5 High Caliber Pistol

  • Damage decreased to 32, from 33.
  • Falloff Start increased to 10m, from 8m.
  • Bullet Cost decreased to 8.6 from 9, bringing reserve ammo up to 26 from 25.

Emphasizing the range aspect, rather than sheer damage to maintain differentiation from the S870, and one more round so it has the same ammo.

Techman Klust 6 Burst Cannon

  • Magazine Size reduced to 18, from 21.

v1.2.0 | May 14th, 2026

This rather large update contains notable changes to Ammo Packs, alongside a large deal of weapon balancing, and animation tweaks.

Ammo Packs

In the base game, an ammopack restores ~20% and ~39% of your Main / Special reserve ammo (magazine not counted). I've shifted this to ~24% and ~35% respectively.

This means that every ammopack usage gives you slightly more Main ammo and slightly less Special. This is designed to lower (but not remove) the 'gap' in ammo resupplying, without being a major change to the way ammo works in GTFO. This will likely made the game slightly harder, as special weapons are more effective at killing enemies, but veterans tell me GTFO has too much ammo anyways. So don't be a baby!

Weapons

Accrat Golok DA Bullpup Rifle

  • Mag size increased to 50, from 45 - for parity with other main weapons that use the same magazine model.
  • Falloff End increased to 70m, from 65m.
  • Fixed reload calibration. Ammo count now updates when mag is inserted instead of the very end of the animation, and the reload speed is now the intended 2.3s, instead of 2.42s.

Accrat STB PDW

  • Damage increased to 2.3, from 2.15.
  • Now has an actual equip animation.

Reverting the damage nerf the PDW received, and giving it a proper animation when drawn.

Bataldo 3RB Hel Revolver

  • Damage increased to 10, from 8.01.
    • Precision Multi decreased to 0.67x, from 0.7413x.
  • Falloff Start is now 8m, from 10m.
  • Bullet Cost increased to 11.5 from 5, bringing reserve ammo down to 40, from 92.
  • Shot Delay increase to 0.33s, from 0.2s.
  • Penetration nerfed back to 1 target, like basegame.

The HEL Revolver is puzzling. It's incredibly strong in the base game, and with a +13% Main DMG Booster, it becomes absurdly strong, able to oneshot headshot all common enemies. As you may have noticed with the DMR, I dislike these kinds of changes. These changes lean harder into the 'Revolver' aspect - it is now able to oneshot headshot sleepers within it's effective range, but has FAR less ammo (-54%) and a slower fire rate (which also lines up better with the recoil). This also gives it the ability to 3-shot Chargers within effective range, giving it slightly more efficiency there to offset the ammo count nerf.

Bataldo Custom K330 Slug Shotgun

  • Bullet cost increased to 12.6 from 12, bringing reserve ammo down to 36, from 38.

Buckland SBS III Sawed-Off Shotgun

  • Bullet cost increased to 12.6 from 12, bringing reserve ammo down to 36, from 38.

Drekker Pres MOD 556 Rifle

  • Bullet Cost increased to 4 from 3.8, bringing reserve ammo down to 115, from 121.
  • Reload Time is now 2s, up from 1.9s.
  • Reload calibration adjusted, ammo change (mag insertion / reload cancel) now occurs earlier.
  • Now has an actual equip animation.

Malatack CH 4 Burst Rifle

  • Now has an actual equip animation.

Malatack LX Assault Rifle

  • Falloff End increased to 75m, from 70m.
  • Removed Precision Multi nerf.
  • Now has an actual equip animation.

TR22 Hanaway DMR

  • Bullet Cost lowered to 10 from 10.4, bringing reserve ammo up to 46 from 44.

Van Auken LTC5 SMG

  • Damage increased to 2.2, from 2.
    • Precision multi decreased to 0.85 from 0.9.

Reducng the LTC5's focus on precision damage to give it more reliability in high-stress scenarios, as well as slightly improving TTK.

Buckland S870 Shotgun

  • Damage per pellet increased to 3.5, from 3.1.
    • Precision Multiplier reduced to 0.9x, from 1x.
  • Shot Delay increased to 0.75, from 0.7.
  • Reload time reduced to 2.8s, from 3s. (See below)
  • Reload calibration adjusted, to fix the odd firing delay after reloading. The actual animation is very slightly slower now, but the player can still fire sooner than before.
  • Fixed issue where the S870 would only load to 7 shells, if reloaded with 1 shell remaining.

Buckland XDIST2 Choke Mod Shotgun

  • Is now internally classified properly as a single-shot weapon, instead of a 'burst' weapon with a burst size of 1 shot. This makes no practical difference whatsoever, but it makes me feel better.
  • Damage: 5x8 (3.76x8)
    • Precision Multi: 0.8x (1x)
  • Shot Delay: 0.4s (0.01s)
  • Reload Speed: 2.7s (2.72s)
  • Cone Size: 1 (0)
  • Bullet Cost reverted to 10, from 9.55 (1 shell lost, back to basegame 23 reserve)

Drekker CLR Short Rifle

  • Firemode reverted to semi-auto.
  • Damage lowered to 6.6, from 7.
    • Precision Multi raised to 0.8x, from 0.7413x
    • Stagger Multi raised to 0.75x, from 0.5x.
  • Range raised to 10m/60m, from 8m/58m.
  • Mag Size lowered to 25, from 30.
  • Bullet Cost lowered to 2.3 from 2.32, bringing reserve ammo to 100 from 99.
  • Shot Delay raised to 0.1, from 0.01.

Drekker Del P1 Precision Rifle

  • Is now a single-shot weapon, no longer fully automatic for whatever ungodly reason.
  • Damage increased to 16.2, from 13.
  • Bullet Cost increased to 5.75 from 5.5, bringing reserve ammo down to 40 from 41.
  • Shot Delay increased to 0.4, from 0.28. (RPM is now 150, from 214)

Köning PR11 Sniper Rifle

  • Reload calibration adjusted, ammo change now occurs upon mag insertion instead of oddly late. The audio lines up with animation better.

Malatack HXC Heavy Assault Rifle

  • Now has an actual equip animation.

Mastaba R66 Revolver

  • Shot Delay increased to 0.2, from 0.1 (RPM now 300, from 600)

The R66's max fire rate is way too fast to ever be useful, so this forces a bit of restraint between shots, while still allowing for (more accurate) spam in very hectic scenarios.

Omneco LRG Hel Rifle

  • Bullet Cost increased to 11.5 from 10.8, lowering reserve ammo down to 20 from 21.
  • Charge time increased to 200ms, up from 120ms.

Shelling Arid 5 High Caliber Pistol

  • Precision Multi increased to 0.8x, from 0.7413x.
  • Reload Time reduced to 2.3s, from 2.5s. (See below)
  • Adjusted reload calibration to remove 'delay' before firing, after reload animation is finished. The animation takes roughly the same time as it did before.

Techman Arbalist V Machine Gun

  • Removed Falloff Start nerf.

## Techman Veruta XII Machine Gun

-Reduced Falloff Start nerf, now starts at 14m, up from 12 (Vanilla 15).

Tools

Burst Sentry

  • Now has an actual equip animation.

HEL Auto Sentry

  • RPM decreased to 600, from 750. (Shot Delay 0.1, up from 0.08)
  • Now has an actual equip animation.

Shotgun Sentry

  • Biotracker Shot Delay Multiplier reduced to 0.9x, from 0.8x.
  • Now has an actual equip animation.

Sniper Sentry

  • Now has an actual equip animation.

v1.1.2 | April 27th, 2026

Accrat Golok DA Bullpup Rifle

  • Bullet Cost decreased to 1.84, bringing reserve ammo up to 250 from 245.
  • Shot Delay increased to 0.075, up from 0.0705. (RPM is now a flat 800, from ~850)

Raptus Treffen 2 Machine Pistol

  • Damage increased to 2, from 1.9.
  • Falloff Starts at 5m, down from 7m.

A tweak for sensibility - doesn't make sense a machine pistol would have more range than an SMG, and a damage buff to compensate.

Shelling S49 Pistol

  • Damage increased to 5, from 4.64.
    • Stagger Multi reduced to 1.4, from 1.5.

While this doesn't change the S49's usual 'small enemy' technique (1 head, 2 body), but it does improve performance against slightly bigger targets. Stagger multi tweaked to maintain same value.

Van Auken LTC5 SMG

  • Damage increased to 2, from 1.98.
    • Precision Multi decreased to 0.9, from 0.91.

A very minor change, but puts slightly more focus on direct damage over critical damage.

Accrat ND6 Heavy SMG

  • Is now a Special Weapon.
  • Damage increased to 3.5, from 2.45.
  • Mag Size increased to 40, from 33.
  • Bullet Cost decreased to 1 from 1.5, bringing reserve ammo down to 230 from 306 (Special Weapon designation affects this too)
  • Reload slowed to 1.7s, from 1.55s.

The Main Weapon category has a lot of automatic weapons, and it only makes sense that the 'Heavy' variants should both be Special, instead of split between the two categories.

Mastaba R66 Revolver

  • Damage increased to 16.2, from 15.25.

While the previous damage buff allowed affected many important breakpoints, this will give it one more I think it deserves - oneshotting Squids, as long as they are within effective range.

Shotgun Sentry

  • Shot Delay increased to 0.8s, from 0.75s.

From my testing, this small change helps reduce the Shotgun Sentry's proclivity to waste shells after an enemy dies.

Additionally, updated all ammo changes in the mod's main description to include Bullet Cost.

v1.1.1 | April 20th, 2026

Buckland SBS III Sawed-Off Shotgun

  • Bullet Cost increased to 12 from 11, bringing reserve shells down to 38 from 41.

TR22 Hanaway DMR

  • Flashlight changed to sniper variant, from medium-range #2.

The longest-range primary, so why does its flashlight not aid that purpose?

Buckland S870 Shotgun

  • Shot Delay increased to 0.7s, from 0.6s.

This change fixes a minor issue where the S870 shoots so fast, the pumping animation doesn't play properly. This will slightly affect the balancing of the weapon, but it's not very notable IMO.

Drekker Inex Drei Scattergun

  • Flashlight changed to short-range variant, from medium-range #1.

Scattergun doesn't need a long range flashlight. And now, the model actually looks like it's attached to the rail!

Mastaba R66 Revolver

  • Flashlight changed to medium-range #2, from short-range.

It makes no sense this weapon that relies on accuracy and headshots has the shortest flashlight.

Shotgun Sentry

  • Damage increased to 2.1 per pellet, from 1.85.
    • Damage falloff Start increased to 5 meters, from 4.
  • Cone size decreased to 2, from 3.
  • Bullet Cost increased to 0.6 from 0.5, lowering total ammo to 87 from 105.
  • Rotation speed increased to 18, from 15.
  • Biotracker rotation multi decreased to 1.1x, from 1.2x.

These are designed to make the Shotgun Sentry more distinct from the Burst Sentry, in it's application.

Sniper Sentry

  • Biotracker rotation multi increased to 1.5x, from 1.3x.

Medium Range Flashlight #2

  • Range increased to 17m from 16m, for consistent +2m increase to all gun lights.

v1.1.0 | April 17th, 2026

Bataldo 3RB HEL Revolver

  • Round count reduced to 6, from 8.
  • Can now penetrate 2 targets per shot, up from 1.

The HEL Revolver has 6 chambers, not 8 - but this IS a fairly significant nerf. So I paired it with a buff that talented shooters will take advantage of. It makes sense to me that this revolver would have more force/pentration power than the HEL Autopistol/shotgun, and could go through more targets.

Buckland SBS III Sawed-Off Shotgun

  • Damage increased to 5 per pellet, up from 3.8.
  • Falloff start reduced to 4 meters, from 6 meters.
  • Reload slowed to 1.8s, from 1.6s.
  • Shot delay slowed to 0.4s, from 0.25s.
  • Cone size / Spread widened to 3, from 2. I have no idea how much this is.

Really leaning into the whole 'sawed-off shotgun' aspect with significantly more damage, and less range/accuracy. Also adjusted the reload speed as it was a bit too fast, and the delay between shots - it feels much more natural to shoot now.

Drekker Pres MOD 556 Rifle

  • Damage increased to 6, from 5.08.
  • Damage falloff starts at 6 meters, down from 22.
  • Stagger multiplier reduced to 1.2x, down from 1.75x.
  • Mag size buff removed, back to vanilla 14 down from 20.
  • Reload speed nerf removed.

In the base game, the 556 Rifle struggles to find it's own niche against the pistol - 'longer range with less ammo' isn't very interesting, so now it can two-shot sleepers at short ranges.

Malatack CH 4 Burst Rifle

  • Damage increased to 3.3, from 3.2.

Raptus Steigro HEL Autopistol

  • Reload Speed slowed to 1.4s, from 1.3s.

The HEL Autopistol reloads oddly fast for having a 60-round drum mag. I don't think this will nerf the gun's actual performance very much.

Raptus Treffen 2 Machine Pistol

  • Reload Speed slowed to 1.3s, from 1.25s.

This gun reloads so fast the animation breaks a bit.

TR22 Hanaway DMR

  • BulletCost reduced to 10.4 from 10.9, bringing reserve ammo up to 44 from 42.
  • Removed reload time nerf.
  • Reduced shot delay nerf.

A few adjustments to the DMR as I felt that I had too harshly nerfed it. Also, this fixes the bug where it would sometimes only reload to 7/8.

v1.0.9 | April 15th, 2026

Bataldo Custom K330 Slug Shotgun

  • Removed previous +2 shell buff and shot delay reduction.
  • Slugs now penetrate 1 target, allowing for additional skill expression, and hopefully bringing this rather-terrible gun up from the ground.

Malatack CH 4 Burst Rifle

  • Damage increased to 3.2, from 2.85.
  • Shot Delay increased to 0.06, from 0.04.
  • Magazine size increased to 42, from 30.
  • Reload time slowed to 2.2s, from 2s.
  • BulletCost increased to 1.8 from 1.765, bringing reserve ammo down to 242 from 261.

With my desire to differentiate Assault Rifle-style weapons from SMG's, I kind of neglected the Burst Rifle. It now hits harder, fires slower, and has a larger mag size, as it utilizes the same drum as the Assault Rifle.

Malatack CH 4 Assault Rifle

  • Magazine size decreased to 42, from 50.

While the Assault Rifle does have a large drum mag, 50 rounds was just too many for how much damage each shot dealt, and had basically turned the AR into a pseudo-LMG.

Malatack HXC Heavy Assault Rifle

  • Damage increased to 5.2, from 5.01.
  • BulletCost decreased to 1.64 from 1.84, bringing reserve ammo up to 140 from 125.
  • Max recoil reduced to 1.0, down from 1.1.

Techman Arbalist V Machine Gun

  • Damage increased to 6.5, from 5.35.
    • Damage falloff Starts at 14 meters, down from 15.

Techman Veruta XII Machine Gun

  • Damage increased to 4.3, from 3.51.
    • Damage falloff starts at 12 meters, down from 15.

MELEE - Bat

  • Charged swing damage increased to 14, from 12.
  • Charged precision multiplier decreased to 0.9x, from 1x.
  • Charged stagger multiplier reduced to 6x, from 7x. (To maintain same amount as before)

This is designed to give the bat a little more 'oomph' and effectiveness against midsized targets, without giving it the ability to headshot Scouts from the front / making it too easy to headshot small enemies and overshadow the Knife.

MELEE - Knife

  • Sleeping multiplier increased to 1.8x, from 1.5x.
  • Backstab multiplier decreased to 1.2x, from 1.7x.

With R8's odd 'backstab' damage addition, the knife gained the ability to stunlock Giants from behind - which strongly invalidates the Bat, and doesn't make sense for this style of weapon.

MELEE - Spear

  • Charged precision multiplier increased to 1.7x, from 1.5x.

The spear sucks. This will help it lean more into it's unique 'giant/boss killer' role.

v1.0.8 | January 6th, 2025

Accrat Golok DA Bullpup Rifle

  • RPM decreased to 850 from 900.

Shelling Arid 5 High Caliber Pistol

  • Damage decreased to 33 from 35.

v1.0.7 | August 7th, 2024

TR22 Hanaway DMR

  • Reserve Ammo increased to 42 from 40.

Drekker CLR Short Rifle

  • Damage increased to 7 from 6.
  • Reserve Ammo decreased to 99 from 102. (BulletCost is now 2.32, up from 2.25)

This will allow the Short Rifle to one-burst Strikers without any headshots. Despite my previous buffs, this gun was still quite worse than other options. Very minimal ammo reduction to ensure this isn't too strong.

Shelling Arid-5 High Caliber Pistol

  • Damage increased to 35 from 32.

While this doesn't change any breakpoints of the Arid 5 in terms of hits-to-kill, what it DOES change is flexibility. With the default damage of 30.1 (or 32) a player would have to be dead-on staring at the back of a Giant to achieve a twoshot kill, now with the increased damage the angle of attack is a bit more flexible. I felt like the Arid 5 fell a little flat compared to other similar options, and this is a unique benefit that weapons like the Pump Shotgun / Choke Mod Shotgun don't have.

v1.0.6 | June 30th, 2024

Malatack LX Assault Rifle

  • Reload length increased to 2.4s from 2.3s.

My changes to the LX have made it significantly stronger in my opinion, and this is to help balance out the larger magazine size.

Shelling S49 Pistol

  • Max recoil slightly lowered to 1.7 from 1.8

This should help the recoil line up with the iron sights better when rapid firing. My previous change helped, but not enough.

Omneco LRG Hel Rifle

  • Adjusted bullet cost to hopefully fix the issue with the gun not fully reloading sometimes.

Buckland SBS III Sawed-Off Shotgun

  • Removed recoil increase.

Shelling Arid-5 High Caliber Pistol

  • Damage increased to 32 from 30.1.

Techman Klust Burst Cannon

  • Magazine size increased to 21 from 20, giving the gun an even 7 bursts in a mag.