Special Weapons

Updated a day ago

Accrat ND6 Heavy SMG (MOVED TO SPECIAL CATEGORY)

  • Damage: 3.5 (2.45)
  • Mag Size: 40 (33)
  • Reserve Ammo: 250 (306) | BulletCost: 0.92 (1.5)
    • Starting Ammo: 163 (200)
  • Reload Speed: 1.7s (1.55s)
  • Adjusted reload calibration. Ammo update occurs slightly later on-time with mag insertion, and added a proper ending flag so the gun can no longer fire before the animation is finished.
  • Magazine model no longer looks comically long.

The main weapon category has a lot of automatic weapons, and it only makes sense to me that the 'Heavy' variants (AR and SMG) should both be Special.

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.

Buckland S870 Shotgun

  • Damage: 3.5x10 (3.01x10)
    • Precision Multi: 0.9x (1x)
    • Stagger Multi: 1.5x (1x)
  • Shot Delay: 0.75s (0.6s)
  • Reload Time: 2.8s (3s, see below)
  • Reload sequence adjusted, fixing the long firing delay after the reload animation is finished. The animation itself is roughly the same length.
  • Fixed issue where the S870 would only load to 7 shells, if reloaded with 1 shell remaining.
  • Descriptors updated.

Giving the S870 more consistency against Giants, and slightly increasing Shot Delay so the pumping animation plays properly when rapid firing.

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 difference whatsoever, but it makes me feel better.
  • Damage: 5.01x8 (3.76x8)
    • Precision Multi: 0.8x (1x)
  • Reload Speed: 2.6s (2.72s)
  • Shot Delay: 0.4s (0.05s)
  • Cone Size: 1 (0)
  • Fixed reload sequence. Ammo update now occurs immediately after the 2nd shell insertion, and removed the long firing delay after the reload animation is finished.
  • Descriptors updated.

The Choke Mod sits in kind of a weird spot compared to its alternatives like the S870 or Arid 5. I wanted to give it a more unique advantage related to it's small mag size, it can now kill Giants in 3 shots. Precision Multi tuned down to avoid trivializing bosses.

Drekker CLR Short Rifle

  • Damage: 6.5 (4.81)
    • Precision Multi: 0.8667x (0.7413x)
    • Stagger Multi: 0.8x (0.5x)
  • Mag Size: 20 (30)
  • Reload Time: 1.6s (1.7s)
  • Reserve Ammo: 100 (166) | BulletCost: 2.3 (1.38)
    • Starting Ammo: 65 (108)
  • Shot Delay: 0.1
  • Adjusted reload sequence. Ammo update occurs slightly later, on-time with mag insertion.
  • Descriptors updated.
  • Magazine model replaced with shorter one.

The Short Rifle really sucks in the basegame. This makes it into essentially a 'Special' version of the 556 Rifle, with the same two-shot premise at farther ranges, and a bigger magazine.

Drekker Del P1 Precision Rifle

  • Is now a single-shot weapon, no longer fully automatic for whatever ungodly reason.
  • Damage: 16.25 (13)
  • Reserve Ammo: 40 (41) | Bullet Cost: 5.75 (5.5)
    • Starting Ammo: 26 (27)
  • RPM: 150 (214) | Shot Delay: 0.4 (0.28)
  • Reload Time: 3.2s (3.3s)
  • Reload sequence adjusted. Magazine insertion is no longer unnaturally slow, and the 'back to resting state' animation after has been slowed down instead. Overall reload is slightly faster.
  • Descriptors updated.
  • Magazine model is now properly inserted into the gun.

Higher damage and a bit slower fire rate lets the PR hit new breakpoints to feel more generally useful - I played through all of GTFO and only found it useful once in the game (R4E1: DOWNWARDS), which doesn't feel right. Also, changing it to a proper semi-auto instead of an automatic, and rounding off ammo neatly at 4 spare mags.

Drekker INEX Drei Scattergun

  • Precision Multi: 0.6x (0.7333x)
  • Recoil min/max power: 5/6 (0.5/0.8)
  • Reserve Ammo: 10 (14) | BulletCost: 23 (16.3)
    • Starting Ammo: 6 (9)
  • Flashlight replaced with Short Range.
  • Improved reload sequence. Added 'bump' foley when mag is being inserted, and ammo update occurs slightly later, on-time with mag insertion.
  • Descriptors updated.

An attempt to make the scattergun less insanely OP against bosses, without nerfing it's other use cases. 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 versatile and powerful it is, against all types of enemies.

König PR11 Sniper Rifle

  • Mag Size: 3 (2)
  • Reserve Ammo: 10 (13) | BulletCost: 23 (17.5)
    • Starting Ammo: 6 (8)
  • Reload sequence adjusted, ammo change now occurs upon mag insertion instead of oddly late (which allows for earlier reload cancel), and the audio ques line up with the animation far better.
  • Name tweaked to König, the actual German word for king, as Köning is not a word.

The König got murdered in R8 for no reason.

Malatack HXC Heavy Assault Rifle

  • Damage: 5.2 (5.01)
  • Reload Time: 2.2s (2.3s)
  • Reserve Ammo: 150 (119) | BulletCost: 1.53 (1.92)
    • Starting Ammo: 98 (78)
  • RPM: 600 (631) | Shot Delay: 0.1 (0.095)
  • Recoil min/max power: 0.7/1.0 (0.8/1.3)
  • Adjusted reload sequence, removing slight firing delay after animation.
  • Now has an actual equip animation.

A notable ammunition/recoil buff, as well as a small increase to damage. The heavy AR's normal recoil is absurd, and while it may not be a BAD gun, it struggles to see use over alternatives. The RPM decrease helps with general control, and the issue where the audio plays two shots when the player fires only one.

Mastaba R66 Revolver

  • Damage: 16.25 (14.21)
  • RPM: 300 (600) | Shot Delay: 0.2 (0.1)
  • Flashlight replaced with Medium Range #2.
  • Adjusted reload sequence. Ammo update occurs slightly later, on-time with speedloader insertion.

This changes the breakpoints for the R66 significantly, allowing it to two-shot enemies like Chargers, or one-shot Squids. Also, a more appropriate flashlight.

Omneco EXP1 Hel Gun

  • Reserve Ammo: 36 (40) | BulletCost: 6.2 (5.74)
    • Starting Ammo: 23 (26)
  • Magazine model replaced with more fitting size, and is now properly inserted into the 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.
  • Descriptors updated.

The HEL Gun is very strong in the base game, and this change will help tone it down slightly, and emphasize making use of the penetration mechanic.

Omneco LRG Hel Rifle

  • Charge Time: 200ms (120ms)
  • Reserve Ammo: 20 (23) | BulletCost: 11.5 (10)
    • Starting Ammo: 13 (15)
  • Magazine position adjusted, now properly inserted into the gun.
  • Descriptors updated.

The HEL Rifle is incredibly strong - It's essentially a High Cal that can kill FIVE enemies in a single shot, at MUCH longer ranges, in exchange for 3 less rounds. This change simply emphasizes having to rely on the penetration factor, with a tighter ammo economy.

Shelling Arid 5 High Caliber Pistol

  • Damage: 32 (30.1)
    • Precision Multi: 0.8x (0.7413x)
  • Effective Range: 9m/65m (8m/65m)
  • Reserve Ammo: 26 (25) | BulletCost: 8.6 (9)
    • Starting Ammo: 17 (16)
  • Reload Time: 2.2s (2.5s, see below)
  • Adjusted reload sequence to remove unnatural delay before firing, after reload animation is finished. The animation itself is slightly faster than it was before.

Techman Arbalist V Heavy Machine Gun

  • Damage: 6.5 (5.35)
  • Reserve Ammo: 140 (144) | Bullet Cost: 1.64 (1.595)
    • Starting Ammo: 91 (94)
  • Reload Time: 3.3s (3.5s, see below)
  • Adjusted reload sequence, same as HEL Gun. (They use the same chassis)
  • Gun tag and descriptors updated, now 'HEAVY MACHINE GUN' instead of 'MACHINEGUN'.

Techman Klust 6 Burst Cannon

  • Mag Size: 18 (20)
  • Adjusted reload sequence, same as HEL Gun. (They use the same chassis)

Why would you make a 3-round-burst weapon where the mag size isn't divisible by 3? Are you French?

Techman Veruta XII Light Machine Gun

  • Damage: 4.3 (3.51)
  • Effective Range: 14m/80m (15m/80m)
  • Reload Time: 3.8s (4s, see below)
  • Adjusted reload sequence, same as HEL Gun. (They use the same chassis)
  • Gun tag updated, now 'LIGHT MACHINE GUN' instead of 'MACHINEGUN'.
  • Magazine model is now properly inserted into the gun.