ThloatereGearMod
Thloatere Gear Mod re-stats the game's arsenal into a state where the weapons are more level with each other and the power dynamic between the players and the Sleepers plays more tug-of-war than usual.
| Date uploaded | 10 months ago |
| Version | 1.0.1 |
| Download link | orbitalviolet-ThloatereGearMod-1.0.1.zip |
| Downloads | 92 |
| Dependency string | orbitalviolet-ThloatereGearMod-1.0.1 |
This mod requires the following mods to function
BepInEx-BepInExPack_GTFO
BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.
Preferred version: 3.2.2randomuserhi-DMRReloadFix
A client-side mod that fixes DMR reloading to 11 when there is 1 bullet left in clip.
Preferred version: 0.0.6tru0067-PierceBugFix
Fixes piercing so that piercing shots hit the advertised number of enemies.
Preferred version: 1.2.2Dinorush-ExtraToolCustomization
Fixes tool bugs and adds customization for Sentries and Mines.
Preferred version: 1.7.1Dinorush-ExtraWeaponCustomization
Adds several new features to customize weapons.
Preferred version: 4.11.9Dinorush-ModifierAPI
API for plugin developers to modify certain values without conflicts.
Preferred version: 1.3.1Dinorush-AccurateCrosshair
Calculate crosshair size for guns and improve crosshair behavior.
Preferred version: 1.5.1README
why is it called thloatere
i named it after this really funny picture of a floater who got stuck in a pipe in a green foggy level and its tentacles all went taut and it looked like a funny sea urchin meat blob but i lost the picture i think D:
Thloatere Gear Mod
Thloatere Gear Mod is another mod that focuses on re-statting the game's existing arsenal into a more interesting state. VanillaReloaded already does this, so Thloatere tries to do something a bit more dramatic just to see how it plays out.
This time, the mod brings all the primary weapons down to the level of the Assault Rifle while making all the special weapons a lot more powerful and generally making tools and melees slightly stronger to make the power dynamic between the prisoners and the Sleepers swing more wildly each mission.
Additionally, changes are made so that each weapon feels decently unique to fire with their own identities when stacked up against each other. The mod also adds a few weapons to explore how far GTFO's weapon design space can be explored while still feeling vanilla-esque.
General Weapon Design
Thloatere categorises most of the weapons into one of a few distinct categories, mostly based off the theming, reload time spreads, and ammopack mechanics in vanilla GTFO where special weapons have longer reload times and refill more ammo per use of ammopack.
In the Primary category, automatic weapons focus on staggering enemies and holding a position over time with high downtime between magazines, while burst-fire weapons focus on quickly eliminating single targets with long-range precision fire and quick reloads to keep killing. The Primary weapons were made weaker to induce moments of tension while the Special weapon needs to reload or is out of ammo.
In the Special category, most weapons fit into one of four roles: crowd control such as the assault rifles or machineguns, small target removal such as the Revolver or Precision Rifle, big target removal such as the Sniper Rifle or Burst Cannon, and the shotgun class which serves mostly as a high-power panic button that can be shot at anything with different drawbacks based on the weapon. Power is concentrated into the Special weapons, making management of their uptime and leveraging of their respective strengths high priority.
Weapon changes are generally made according to this philosophy.
New Melees
Pickaxe
This one came from the DRG enthusiasts in one of the units I tested this mod with, who wanted to see what a new melee could look like. While the initial concept of having a pickaxe that instantly breaks doors was too far beyond my skills to make, I still decided to try my hand at making it. Since it's quite pointless to make a melee lighter than the Knife, I instead chose to see if we could get heavier than the Spear. This instantly kills a Charger. It's also really good at wrecking bigs, but so far we've found it's super impractical for actually fighting enemies, but maybe someone out there can make it work...
- Charge-up time: 2.5sec
- Damage: 5 ~ 37.4
- Precision multiplier: 0.5x ~ 1x
- Stagger multiplier: 1x ~ 2x
- Sprint speed multiplier: 0.7x
- Shove stamina cost: 0.05x ~ 0.75x
- Attack stamina cost: 0.05x ~ 0.1x
- Environmental damage multiplier: 5x ~ 150x
New Primary Weapons
High Capacity Pistol
Originated as a meme request by one of the units I tested this with to 'add a semi-auto drum mag pistol' and I tried to make it work. What the mod ends up with is a simultaneous alternative to the Pistol and HEL Autopistol, which performs poorly for dealing damage but is able to continuously stagger big groups if the prisoner can aim well, while allowing them finer control over their rounds than using the Autopistol.
- Semi-automatic
- Damage: 2.3
- Precision multiplier: 0.8667x
- Stagger multiplier: 2.15x
- Magazine size: 35
- Ammo reserves: 212
- Uncapped fire rate
- Reload time: 1.6s
- Damage falloff: 6.5 ~ 34
Tactical Shotgun
An attempt to make a non-gimmicky primary shotgun for enjoyers of the weapon class. It's pretty basic but at least gets to call slightly higher effective range and slightly slow fire rate its own. Actually, this is sort of an attempt to reintroduce the vanilla Slug Shotgun but without the complications of not being a pellet weapon.
- Fully automatic
- Damage: 25.01
- Precision multiplier: 0.8x
- Stagger multiplier: 2x
- Magazine size: 6
- Ammo reserves: 42
- Delay between shots: 0.85s
- Reload time: 3s
- Damage falloff: 10 ~ 70
- Somewhat tight spread, between the Shotgun and Choke Mod Shotgun
High Caliber Rifle
This started off as a meme weapon to see how a musket would work, but it turns out that it's really good for a multitude of purposes. It wrecks Chargers, it allows autogun users to get a shot off on a key target between reloads, and it's a backup big target killer in a pinch.
- Reload after every shot
- Damage: 35.01
- Precision multiplier: 0.71x
- Stagger multiplier: 1x
- Ammo supply: 31
- Reload time: 1.3s
- Damage falloff: 10 ~ 50
New Special Weapons
Heavy Burst Rifle
After defining the auto/burst dichotomy, a burst counterpart of the Heavy Assault Rifle obviously seemed in order. It combines the slower long-range playstyle of the Burst Rifle with the 4-burst of the Carbine and the slow burst of the Double-Tap Rifle to represent the entire category as its own unique thing that stands up to the HAR.
- 4-round burst
- Damage: 4.875
- Precision multiplier: 0.55x
- Stagger multiplier: 0.38x
- Magazine size: 28
- Ammo reserves: 177
- Bursts per second: 2.564
- Reload time: 1.75s
- Damage falloff: 30 ~ 95
High Capacity SMG
The Heavy SMG provides a submachine gun in the Special category, albeit focusing on unusual attributes for a submachine gun. This introduces a more conventional high ammo focus SMG into the category.
- Fully automatic
- Damage: 2.78
- Precision multiplier: 0.6x
- Stagger multiplier: 1.5x
- Magazine size: 60
- Ammo reserves: 321
- Rounds per second: 17.4
- Reload time: 1.7s
- Damage falloff: 15 ~ 80
- Has minor projectile deviation while aimed in
Battle Rifle
An attempt to put a full-powered automatic rifle in a videogame, which can be somewhat uncommon compared to assault rifles. This should fill a role between the assault rifles and revolver-like weapons, outputting generally useful high-caliber firepower while requiring some care in using it.
- Fully automatic
- Damage: 14.7
- Precision multiplier: 0.45x
- Stagger multiplier: 1x
- Magazine size: 20
- Ammo reserves: 60
- Rounds per second: 5
- Reload time: 2.4s
- Damage falloff: 40 ~ 125
Accelerator Rifle
Killzone fans rejoice! The Accelerator Rifle is the vanilla Burst Cannon brought back as a more specialised weapon that demands the user flick a burst over crowds to annihilate them en masse, while also being able to provide ammo-hungry but time-efficient emergency removal of big enemies.
- 3-round burst
- Damage: 20.01
- Precision multiplier: 1x
- Stagger multiplier: 1x
- Magazine size: 12
- Ammo reserves: 37
- Bursts per second: 2.04
- Reload time: 2.2s
- Damage falloff: 25 ~ 95
- Charge-up time: 0.3s
Autocannon
A big and bulky weapon to stand with the machineguns. The Autocannon is an attempt to make a generalist weapon on par with the Heavy Assault Rifle. It's not particularly good at anything, nor is it particularly bad at anything.
- Fully automatic
- Damage: 23.5
- Precision multiplier: 1.07x
- Stagger multiplier: 1.5x
- Magazine size: 11
- Ammo reserves: 33
- Rounds per second: 2.94
- Reload time: 3.7s
- Damage falloff: 35 ~ 95
Combat Sniper
An in-between of shotguns and snipers, the Combat Sniper requires at least two shots to down big enemies but still softens them up for teammates to dump lead into and also has enough ammo to make rationed shooting of any target at long range occasionally worth it.
- Fully automatic
- Damage: 40.01
- Precision multiplier: 1.5x
- Stagger multiplier: 1.0x
- Magazine size: 5
- Ammo reserves: 21
- Rounds per second: 2.5
- Reload time: 3.1s
- Damage falloff: 50 ~ 135
- Inaccurate while hipfiring
Railgun
An attempt to cross the single shot style with the general utility of the vanilla HEL Rifle, only a bit more reined in to make sure it doesn't get too out of hand.
- Reload after every shot
- Damage: 37.01
- Precision multiplier: 1x
- Stagger multiplier: 30x
- Ammo supply: 28
- Reload time: 1.4s
- Damage falloff: 18 ~ 85
- Charge-up time: 0.7s
- Piercing: 1
Existing Melee Changes
Sledgehammer
The Sledgehammer continues to offer a well-rounded balance of heavy damage and stagger, so it's only received a very minor usability upgrade to keep pace with the rest of Thloatere's melees.
- Charge time: 1.8 -> 1.75
- Charged attack stamina cost: 5% -> 2.5%
- Shove attack stamina cost: 5% -> 2.5%
Knife
The Knife is really fun to use, especially when chain-killing a sequence of Sleepers as a risky but satisfying move in the middle of a fight. This attribute has been enhanced.
- Charge time: 0.6 -> 0.5
Bat
VanillaReloaded's Bat damage change was a very nice change that fit sthe vision of Thloatere well, accentuating a unique strength to set it apart from the Sledgehammer and Knife. In addition, its stamina cost was removed to better compete with the super-fast Knife of Thloatere.
- Light attack damage: 3.0 -> 4.0
- Charged attack stamina cost: 2.5% -> 0%
- Shove stamina cost: 2.5% -> 0%
Spear
Another case where VanillaReloaded really knows how to accentuate a weapon's strengths. Just as in that mod, these changes also help this iteration of the Spear gain a defensive advantage over the Sleepers while also providing a skilled prisoner with a way to take on multiple big enemies at once and readily win.
- Light attack damage: 2.0 -> 2.5
- Charged attack stamina cost: 5% -> 2.5%
- Shove stamina cost: 5% -> 2.5%
- Max damage charge time: 1.8 -> 1.5
- Sprint speed multiplier: 0.75x -> 0.85x
Existing Main Weapon Changes
Assault Rifle
The Assault Rifle was the primary everyone in this unit ran with when we were still new to the game and the balancing of its weak power with the power of the strong special weapons we used at the time was the basis for Thloatere's power balance. Thus, the Assault Rifle is set as the baseline and receives very minimal changes.
- Stagger multiplier: 1.0 -> 1.25
- Damage falloff start: 10 -> 20
Burst Rifle
The Burst Rifle is heavily changed according to the general design philosophy of the mod to act as a baseline for burst-fire weapons.
- Damage per bullet: 2.71 -> 2.6
- Precision multiplier: 0.8667x -> 1x
- Stagger multiplier: 1x -> 0.8x
- Magazine size: 30 -> 21
- Ammo reserves: 278 -> 251
- Reload time: 2.0s -> 1.5s
- Bursts per second: 4.5 -> 3
- Damage falloff start: 20 -> 25
- Damage falloff end: 85 -> 80
Submachine Gun
- Renamed: SMG -> Submachine Gun
The Submachine Gun has always traded off range for increased damaging power, and this stays the tradition in Thloatere with additional emphasis on an easy-to-use automatic weapon with very high ammo reserves as a pair for a weapon such as the Sniper Rifle.
- Damage: 1.98 -> 1.8
- Precision multiplier: 0.91x -> 0.75x
- Stagger multiplier: 1x -> 1.5x
- Magazine size: 50 -> 40
- Damage falloff start: 6 -> 7
- Has very minor projectile deviation while aimed in
Carbine
The Carbine has received similar changes to the Burst Rifle, only calibrated against the Submachine Gun instead.
- Damage per bullet: 2.38 -> 1.9
- Precision multiplier: 0.7413x -> 0.96x
- Stagger multiplier: 1x -> 0.8x
- Clip size: 48 -> 32
- Ammo reserves: 376 -> 320
- Reload time: 1.6s -> 1.4s
- Has very minor projectile deviation while aimed in
PDW
It was felt that the PDW could be differentiated more from the SMG by leaning into its role as a "personal defense weapon", so it now mainly focuses around quick and responsive high-DPS defense against all manners of threats while heavily losing out on uptime as a tradeoff. Its damage is already impressive enough.
- Stagger multiplier: 1x -> 1.5x
- Magazine size: 32 -> 40
- Reload time: 1.4s -> 1.8s
- Damage falloff start: 5 -> 4
- Damage falloff end: 47 -> 35
- Weapon swap time set to 0.2
- Flashlight changed to short flashlight to put emphasis on using the thermal sight
- Has minor projectile deviation while aimed in
Bullpup Rifle
The Bullpup Rifle fits into the mod nicely as a long-range alternative to the PDW. To emphasise its range and controllability compared to the PDW, its reload time has been reduced again to act as a disadvantage.
- Stagger multiplier: 1x -> 1.5x
- Reload time: 2.3s -> 2.4s
Machine Pistol
Really, the logical decision is to make the Machine Pistol escalate the SMG's design even further.
- Damage: 1.9 -> 1.5
- Precision multiplier: 0.7413x -> 0.8x
- Stagger multiplier: 1x -> 1.25x
- Ammo reserves: 484 -> 500
- Damage falloff start: 7 -> 5
- Damage falloff end: 35 -> 30
- Has minor projectile deviation while aimed in
HEL Autopistol
The idea of a crowd staggerer primary is very cool, but the HEL Autopistol was too good at doing that and having damage output competitive with other weapons. Thloatere chooses to lean more in the former direction. Also, at some critical mass of firepower, it becomes increasingly harder for a person to tell different rates of fire apart properly without some seriously dramatic changes, so the HEL Autopistol now fires at the speed of the Machine Pistol to feel more distinct from the rest of the guns and feel more like a proper alternative to it.
- Damage: 1.9 -> 0.8
- Precision multiplier: 0.7413x -> 0.5x
- Stagger multiplier: 5x -> 5.5x
- Magazine size: 60 -> 70
- Ammo reserves: 520 -> 680
- Rounds per second: 17.24 -> 25
- Damage falloff start: 5 -> 4
- Damage falloff end: 55 -> 30
- Piercing: 2 -> 1
- Added a 0.2sec charge-up time
- Has minor projectile deviation while aimed in
Pistol
Put in the new environment, the Pistol keeps its own identity as a generalist leaning towards precision shots and staggering at the cost of fire rate, but is overall too strong. No particular stand-out stats here, just a general toning down to fit Thloatere.
- Damage: 4.64 -> 4.27
- Stagger multiplier: 1.5x -> 1.75x
- Magazine size: 15 -> 16
- Ammo reserves: 150 -> 137
- Rounds per second: 10 -> 7
- Reload time: 1.3s -> 1.5s
Burst Pistol
Same rationale as the Assault and Burst Rifles, but for the Pistol this time.
- Damage per bullet: 3.2 -> 4.97
- Precision multiplier: 0.8667x -> 0.66x
- Magazine size: 28 -> 14
- Ammo reserves: 255 -> 109
- Bursts per second: 5.56 -> 2.77
- Reload time: 1.25s -> 1.2s
- Damage falloff start: 10 -> 12
- Damage falloff end: 47 -> 55
Thermal Rifle
- Renamed: Rifle -> Thermal Rifle
The Rifle has always been this strange not-Pistol and needed more of its own identity. Thloatere also aims to give people more gameplay options and trying to give both weapon slots a short- and long-range thermal option was one such consideration. Crossing these two points, it felt right to make the Rifle into a long-range precision thermal weapon.
- Damage: 5.08 -> 5.1
- Precision multiplier: 0.8667x -> 1x
- Stagger multiplier: 1.75x -> 0.8x
- Ammo reserves: 121 -> 107
- Damage falloff start: 22 -> 30
- Damage falloff end: 80 -> 90
- Sight part changed to thermal scope; flashlight changed to short flashlight to put emphasis on using the thermal scope
DMR
In vanilla, the HEL Revolver is overtuned, in part because it has efficiency stats that probably should have been put on the DMR and vice-versa. So Thloatere mostly makes those swaps.
- Damage: 7.51 -> 7.01
- Precision multiplier: 0.87x -> 0.9x
- Stagger multiplier: 1x -> 0.7x
- Magazine size: 12 -> 10
- Ammo reserves: 78 -> 75
- Damage falloff start: 50 -> 40
- Damage falloff end: 100 -> 90
Double-Tap Rifle
The Double-Tap Rifle in vanilla has a really fun and challenging gimmick, but feels a bit too restrictive on what it can do. By applying the usual assault vs burst stat spread to the DTR, its damage stat increases enough such that it gains the ability to put down Chargers in short order while keeping its Striker double-tap gimmick.
- Damage: 5.51 -> 8.01
- Precision multiplier: 0.9x -> 0.65x
- Stagger multiplier: 1x -> 0.6x
- Magazine size: 14 -> 10
- Ammo reserves: 121 -> 96
- Bursts per second: 4 -> 2.5
- Reload time: 2.15s -> 2.0s
- Damage falloff start: 40 -> 50
- Damage falloff end: 90 -> 100
HEL Revolver
Swapping some stats with the DMR, but also giving the HEL Revolver a Shooter one-shot makes it compete with the DMR and DTR on more even grounds, while reducing its magazine size and reload time make it feel more unique to shoot compared to the DMR.
- Damage: 8.01 -> 6.48
- Precision multiplier: 0.7413x -> 0.95x
- Stagger multiplier: 1x -> 0.7x
- Magazine size: 8 -> 6
- Ammo reserves: 92 -> 67
- Uncapped fire rate (affected by charge-up time)
- Reload time: 2.3s -> 1.7s
- Damage falloff start: 10 -> 20
- Damage falloff end: 80 -> 65
- Added a 0.1sec charge-up time
- Improved the flashlight
Sawed-Off Shotgun
The Sawed-Off Shotgun is way too strong even in vanilla, so imagine how powerful it would be in Thloatere. Reducing the magazine size to 3 is an obvious change but it needs something more to stay relevant, and it looked like an ideal candidate for a PDW alternative in the realm of "instant self-defense".
- Damage: 30.4 -> 25.01
- Magazine size: 4 -> 3
- Ammo reserves: 41 -> 40
- Uncapped fire rate
- Reload time: 1.6s -> 1.4s
- Damage falloff start: 6 -> 4
- Weapon swap time set to 0.2
- Increased pellet dispersion
Slug Shotgun
The Slug Shotgun is another one of those weapons which is in a confusing spot; if you make it too good it boxes out the High Caliber Pistol and vice-versa. So instead it's been completely reworked to provide an anti-tank option if you hit your crits in the Primary slot to increase build variety, or just act as a long-range panic button.
- Damage: 21 -> 35.01
- Precision multiplier: 0.7413x -> 1.0x
- Magazine size: 6 -> 3
- Ammo reserves: 38 -> 24
- Delay between shots: 0.75s -> 0.2857s
- Damage falloff start: 6 -> 25
- Damage falloff end: 40 -> 80
- Weapon swap time set to 0.2
HEL Shotgun
I don't even know what to make of the vanilla HEL Shotgun, but as far as I can tell it's just meant to disintegrate everything within a short cone of the user and that it's far too strong. This version of the HEL Shotgun is less extreme, focusing mainly on sustained wide-area crowd stagger with a bit of damage and range as a bonus.
- Damage: 13.36 -> 18.1
- Precision multiplier: 0.7413x -> 0.65x
- Magazine size: 14 -> 9
- Ammo reserves: 83 -> 45
- Rounds per second: 3.8 -> 2.5
- Damage falloff start: 4 -> 8
- Added a 0.3sec charge-up time
- Piercing: 2 -> 1
- Now distributes its damage over 7 pellets (was 10)
Existing Special Weapon Changes
Heavy Assault Rifle
Much like the Primary weapons, the Heavy Assault Rifle is intended to be the bread-and-butter Special weapon. However, the HAR is too weak for Thloatere in the base game, so it's been heavily buffed to set a proper standard with a slightly slower rate of fire to not feel exactly like firing the basic Assault Rifle.
- Damage: 5.01 -> 6.1111
- Precision multiplier: 0.7413x -> 0.65x
- Stagger multiplier: 1x -> 1.1x
- Ammo reserves: 119 -> 150
- Rounds per second: 10.526 -> 9
- Recoil dramatically decreased
Machinegun
Having two Machineguns always felt a bit silly, and restrictive on what could potentially be done with distinct weapon models and design spaces. The decision was made to roll the rough average effectiveness of both Machineguns into one weapon, then buff it accordingly. The Arbalest was used as a base here.
- Damage: 5.35 -> 7.51
- Precision multiplier: 0.7413x -> 0.6x
- Magazine size: 40 -> 48
- Ammo reserves: 144 -> 115
- Charge-up time: 0.4s -> 0.3s
- Has almost imperceptibly minor projectile deviation while aimed in
HEL Machinegun
- Renamed: Machinegun -> HEL Machinegun
There was popular demand among the units I played with for a HEL Machinegun and I agreed that it was unexplored design space that the Veruta very easily converted to. The HEL Machinegun is now a crowd suppressor that works over long, long periods of time but demands team support to be most effective.
- Damage: 3.51 -> 2.3
- Precision multiplier: 0.7413x -> 0.6x
- Stagger multiplier: 1.45x -> 5.5x
- Magazine size: 60 -> 125
- Ammo reserves: 200 -> 288
- Piercing: 0 -> 2
- Has almost imperceptibly minor projectile deviation while aimed in
Heavy SMG
- Slot changed: Primary -> Special
The Primary category was overloaded with automatic weapons, and a heavier counterpart to the submachine guns felt like obvious design space to explore that hadn't been hit yet, which also presents an opportunity to return the "high damage high recoil" fantasy of the vanilla HAR. To this end, the goal is to offer comically large damage for those who can master the recoil while keeping an ammo economy downside on standby to prevent it from outshining all the other guns with good play.
- Damage: 2.45 -> 4.765
- Precision multiplier: 0.8x -> 0.64x
- Stagger multiplier: 1x -> 1.25x
- Magazine size: 33 -> 37
- Ammo reserves: 306 -> 185
- Reload time: 1.55s -> 1.9s
- Damage falloff start: 7 -> 9
- Recoil dramatically increased
- Has very minor projectile deviation while aimed in
Short Rifle
The Short Rifle has always been a puzzling item, in that I can see the vision behind a super fast firing semi-automatic weapon, but its current stats simply don't come together to make a cohesive weapon that feels good to shoot. I figured that making it a sort of beefed up Pistol would both be a good way to do the uncapped semi-auto concept and also allow for a short-range thermal option in Special.
- Damage: 4.81 -> 9.8
- Precision multiplier: 0.7413x -> 0.5816x
- Stagger multiplier: 0.5x -> 1.5x
- Magazine size: 30 -> 17
- Ammo reserves: 166 -> 100
- Reload time: 1.7s -> 1.6s
- Damage falloff start: 8 -> 12
- Damage falloff end: 58 -> 50
- Sight part changed to thermal sight; flashlight changed to short flashlight to put emphasis on using the thermal sight
Revolver
Revolvers in general are basically always a gunslinger's option, and while GTFO's take on it is already a fine weapon, it could still be pushed further into that archetype while then further changing the other small enemy clearing weapons to play differently. The Revolver has been made more reliable into maps containing Chargers.
- Damage: 14.21 -> 19.01
- Precision multiplier: 0.7413x -> 0.7647x
- Ammo reserves: 46 -> 44
- Reload time: 1.75s -> 1.7s
- Fire rate uncapped (recoil is noticeable)
- Damage falloff start: 12 -> 25
- Damage falloff end: 80 -> 90
- Flashlight improved
HEL Gun
The HEL Gun is another example of a gun with a strong baseline attribute and very strong stats combining to make something generally too powerful. By using the Precision Rifle as a baseline, it can then be scaled down to make a balanced take on a HEL mini-killer.
- Damage: 16.25 -> 15.01
- Precision multiplier: 0.8x -> 0.702x
- Ammo reserves: 40 -> 35
- Fire rate uncapped (keeps 0.2sec charge-up time)
- Damage falloff end: 90 -> 80
- Piercing: 3 -> 2
- Updated audiogroup to better reflect the weapon's power
Precision Rifle
To contrast the Revolver's fast bullet-slinging quick-reloading low magazine size nature with high upfront damage, the Precision Rifle is clumsy to use but offers a long-term strategic advantage over long periods of consistently hitting weakpoints thanks to its thermal scope and ammo reserves. Like the Revolver, this should be better into Chargers now.
- Damage: 13 -> 15.01
- Precision multiplier: 1.3x -> 1.3333x
- Magazine size: 10 -> 12
- Ammo reserves: 41 -> 42
- Reload time: 3.3s -> 3.0s
- Damage falloff start: 30 -> 50
- Damage falloff end: 70 -> 100
- Firemode changed: Semi -> Auto
- Updated audiogroup to better reflect the weapon's power
- Flashlight changed to short flashlight to put emphasis on using the thermal scope
Shotgun
The Shotgun is a pretty fine weapon already and just needs a slight adjustment upwards in power to match the general doctrine of Thloatere. Worth noting is the new headshot breakpoint that lets it 3-hit-kill Big Strikers, which is applied to all the 30 damage shotguns from this point forward to really sell their power.
- Damage: 30.1 -> 32.01
- Precision multiplier: 1x -> 1.17x
- Ammo reserves: 24 -> 26
- Reload time: 3s -> 2.8s
- Damage falloff start: 4 -> 7
- Damage falloff end: 40 -> 70
- Decreased pellet dispersion
- Now distributes its damage over 20 pellets (was 10)
Choke Mod Shotgun
The Choke Mod Shotgun, by comparison, sees little use due to being an awkward hybrid of the Shotgun and High Caliber Pistol that combines the wrong ups and downs, having neither the sustained punch of the HCP nor the spread pellet crowd control of the Shotgun. However, it still fires pellets, so it's not impossible to crowd control with it; rather Thloatere opens up players' abilities to target what they want by making its ammo expenditure a lot less stringent, and the new Big Striker breakpoint should be easier to hit with its concentrated spread.
- Damage: 30.08 -> 32.01
- Precision multiplier: 1x -> 1.17x
- Magazine size: 4 -> 5
- Ammo reserves: 24 -> 26
- Reload time: 2.72s -> 2.2s
- Now distributes its damage over 20 pellets (was 8)
High Caliber Pistol
This is just a slug shotgun in disguise, so it gets the same treatment as the shotguns. Thloatere aims to make it a more sustained-damage counterpart to the Choke Mod Shotgun, at the upside/expense of firing slugs instead of a spread of shells.
- Damage: 30.1 -> 32.01
- Precision multiplier: 0.7413x -> 1.17x
- Stagger multiplier: 1x -> 2x
- Magazine size: 6 -> 7
- Ammo reserves: 25 -> 28
Combat Shotgun
This gun is oppressively strong in vanilla but also just plain fun, so its out-of-place strengths have been reined in while its fun attributes have been further exaggerated. It's now a damage hose that can dump so much lead into a wave if needed, while also having respectable ammo economy for clearing out minis outside of that application.
- Damage: 15.06 -> 16.005
- Precision multiplier: 0.875x -> 1.17x
- Ammo reserves: 57 -> 48
- Reload time: 2.7s -> 3.1s
- Rounds per second: 4 -> 5.5
- Increased pellet dispersion
- Now distributes its damage over 10 pellets (was 9?)
Sniper Rifle
- Renamed: Sniper -> Sniper Rifle
The Sniper Rifle's damage profile was never the problem, rather it was just that 10C always either overshot or undershot its ammo count. This is yet another attempt to find the balance.
- Damage falloff end: 100 -> 150
- Magazine size: 2 -> 3
- Reload time: 3.5s -> 2.7s
HEL Rifle
I joined GTFO as a squad sniper, but got burned out on sniping eventually, but still needed to kill bigs, and then that's when I noticed there aren't really many alternative sniper rifle-type weapons in the game. So, rather than having the super-generalist HEL Rifle, Thloatere puts that impressive frame and weapon design to use as an alternative marksman weapon to the Sniper Rifle.
- Damage: 30.01 -> 40.01
- Precision multiplier: 0.73x -> 1.4x
- Magazine size: 5 -> 3
- Ammo reserves: 23 -> 20
- Delay between shots: 0.87 -> 0.8
- Charge-up time: 0.12s -> 0.3s
- Piercing: 6 -> 4
- Updated audiogroup to better reflect the weapon's power
Burst Cannon
The old Burst Cannon had a lot more of an identity as a REALLY unique take on a "big kill" weapon that I still want to praise this game's creativity for. With that in mind, the Burst Cannon has been reverted to a 5-burst and focus put on that identity (the mod's new weapons section is used instead to bring in a more focused big 3-burst weapon). The Thloatere take on the Burst Cannon gains a one-burst breakpoint on Big Strikers using the headshot while no longer being able to one-shot Strikers, to prevent it from treading common ground with the revolver-types.
- Damage: 22 -> 19.89
- Precision multiplier: 0.73x -> 1.3555x
- Ammo reserves: 46 -> 45
- Charge-up time: 0.7s -> 0.6s
- Overall now fires a burst every 1.2sec
HEL Scattergun
- Renamed: Scattergun -> HEL Scattergun
The Scattergun is one of those problematic weapons where it either needs to be good by just bulldozing things with up-front non-critical damage, or it's not good at all. This rework keeps the identity of the Scattergun as a brute force high spread damage bucket alive while allowing prisoners to use it in a wider variety of damage-bucket-related scenarios and maybe multikill a LOT of big enemies if the Complex aligns.
- Is now a 3-burst weapon
- Damage per shot: 153.6 -> 73.44
- Precision multiplier: 0.7333x -> 0.5x
- Magazine size: 2 -> 3
- Ammo reserves: 14 -> 33
- Reload time: 2.66s -> 3.1s
- Damage falloff start: 4 -> 30
- Damage falloff end: 30 -> 125
- Increased pellet dispersion
- Now has a 0.5s charge-up time
- Piercing: 0 -> 2
- Overall now fires a burst every 1.2sec
- Updated audiogroup to better reflect the weapon's power
Existing Tool Changes
Bio Tracker
No changes.
C-Foam Launcher
From VanillaReloaded: "The C-Foam Launcher is incredibly difficult to balance. Perma-foaming doors and ladder-foam can trivialize some of the hardest content in the game, but without such environmental advantages it struggles to find value. We believe that the only way to address its power would be to change how it interacts with doors and ladders in a major way." I agree with this and also lack the skill to implement such changes.
Mine Deployer
No changes.
Burst Sentry
The Burst Sentry is already pretty good, but it notably doesn't benefit from Bio Tracker Symbiosis, which is a missed opportunity to introduce more teamplay into the game. By allowing it this benefit, it better fits Thloatere's power level in a better way than just increasing all its stats.
- Symbiosis wind-up speed multiplier: 1x -> 0.9x
- Symbiosis rotation speed multiplier: 1x -> 1.1x
- Symbiosis ammo consumption multiplier: 1x -> 0.9x
- Symbiosis burst speed multiplier: 1x -> 2x
HEL Auto Sentry
The HEL Auto Sentry currently consumes a lot of ammo for relatively little output without incredibly high maintenance, but it is also really funny to see it firing at maximum RPM for prolonged periods of time. Thloatere addresses both sides by usually making it a slow-firing stagger machine that will barely help damage the enemies, only to massively ramp up in fire rate with appropriately reduced ammo consumption once Bio Tracker marked enemies enter the area.
- Damage: 0.8 -> 0.67
- Ammo reserves: 750 -> 1312
- Rounds per second: 12.5 -> 10
- Stagger multiplier: 6.4x -> 10x
- Symbiosis damage multiplier: 1x -> 0.69x
- Symbiosis stagger damage multiplier: 1x -> 2x
- Symbiosis wind-up speed multiplier: 1x -> 0.15x
- Symbiosis rotation speed multiplier: 1x -> 2x
- Symbiosis ammo consumption multiplier: 1x -> 0.569x
- Symbiosis rate of fire multiplier: 1x -> 1.5x
Sniper Sentry
The Sniper Sentry has high damage potential but just doesn't really get to fire all that often due to how sluggish it is, and even when it does, it tends to not have that much impact. This general improvement to the turret's stats should alleviate this.
- Ammo reserves: 32 -> 34
- Delay between shots: 2.6s -> 2.8s
- Wind-up speed: 2.8s -> 2.0s
- Symbiosis damage multiplier: 1x -> 1.14x
- Symbiosis wind-up speed multiplier: 0.5x -> 0.68x
- Symbiosis rotation speed multiplier: 1x -> 1.5x
- Symbiosis ammo consumption multiplier: 0.7x -> 0.625x
- Symbiosis rate of fire multiplier: 1x -> 0.68x
Shotgun Sentry
The Shotgun Sentry has so many things going on. Its short range prevents it from swiftly responding to threats, its high fire rate makes it tend to dump shots into freshly-created corpses, and it doesn't attack ideal elevations for its pellet spread pattern. This is basically a complete performance overhaul of the device to hopefully make it the lord of corners.
- Damage: 15.5 -> 16.08
- Precision multiplier: 1x -> 0.7x
- Stagger multiplier: 1x -> 2x
- Ammo reserves: 66 -> 86
- Delay between shots: 0.75s -> 0.65s
- Wind-up speed: 0.5s -> 0.3s
- Detection angle: 40 deg. -> 50 deg.
- Detection range: 10m -> 8m
- Symbiosis rotation speed multiplier: 1x -> 1.65x
- Symbiosis ammo consumption multiplier: 0.5x -> 0.8x
- Symbiosis rate of fire multiplier: 1x -> 0.65x
- Now shoots at enemy bodies instead of heads
Acknowledgements
A massive thanks to tru0067, for helping define the direction the mod should go in and settle the initial balancing pass for me to work off of. Thanks to MacCad for holding the HEL Revolver's flashlight in place. Thanks also to Rayalot72 and D4RKEVA for teaching me how the game is played at levels far beyond my comprehension. And finally, thank you to the units I've been diving with over the years and using as test subjects for these changes <3
CHANGELOG
A word on designing brand new weapons for GTFO
The goal of weapon additions to Thloatere is to explore meaningful and fresh design space that hasn't been filled yet. So, of course, it becomes increasingly difficult to design new balanced weapons that don't tread old ground, as fun as it is.
GTFO weapons only have so much design space to explore while remaining adjacent to vanilla.
Especially when some gimmicks just end up not working out in practice...
Though on that note, since making this message in v2.x announcing that there probably wouldn't be new weapons, I came up with a few more, and even got one melee and two tools in to send it all off.
Though, now I've really run out of space. Ever since the 1.0 release I prototyped a lot of weapons and what you see currently in the mod is all that survived.
As a bonus, let me tell you about the ideas that didn't make it in.
- Short Rifle v1: A testing iteration of the Short Rifle. An attempt to keep the original idea of the Short Rifle alive, but as an autogun instead of some weird hybrid of an autogun and specialist. It was actually really fun to play the precision semi-auto autogun style into Strikers and Shooters, but Chargers proved too big of a roadblock for the gun to remain fun. There's a difference between "suboptimal into Chargers" and "completely unworkable into Chargers"... I guess you could consider the Boltthrower a spiritual successor to this, of all things??? Nowadays, the Short Rifle draws more from the Pistol and is actually workable into Chargers.
- Unnamed ultralight melee: Scrapped very quickly because the Knife is basically the limits of how light you can make a melee before it becomes pointless. At least I tried it.
- High Caliber Shotgun: A testing iteration of the High Caliber Rifle. The High Caliber Rifle was inspired by Fortnite's Hunting Rifle and Ranger Shotgun and takes from both equally. But at some point while testing it, I wasn't sure of how powerful it would be, so I decided to try turning it into the Ranger Shotgun... one shot, seven pellets... yeah, so this was far too strong... at least it was fun? In a way, the Railgun can be thought to be its successor???
- Rapid Fire Shotgun: An attempt to introduce a shotgun in between the Shotgun and Combat Shotgun. This thing had a cadence in between both and did damage in between both. The problem is that the High Caliber Pistol ended up feeling really similar to shoot to this thing because of the rates of fire and mag sizes. I think years later (this mod has been in the works since early 2023...) this turned into the Double-Tap Shotgun?
- High Caliber SMG: Inspired by Helldivers 2's Reprimand, this was a really slow firing SMG that hit really hard with unworkable amounts of random spread and damage dropoff. It felt really good to fire and actually did well, but this just ended up basically being "Machine Pistol (Low RPM)" so I scrapped it.
- SemiBurst Machinegun: A testing iteration of the Accelerator Rifle. Did you know GTFO has an unused firemode? "SemiBurst x" firemode is where you can shoot x shots, then incur a long cooldown before you can shoot again. So, a burst-fire weapon but the burst itself is semi-auto. This is actually really impractical for combat and ends up feeling too much like either burst or semi...
- SemiBurst Rifle: An attempt to make something less Accelerator Rifle more DMR with the SemiBurst firemode... it still had the same problem of not being able to properly settle down into SemiBurst and feeling too much like either of the above...
- Anti-Air Cannon: More Helldivers 2. The Autocannon in that game had selectable firemodes between APHET (works like the GTFO Autocannon) and Flak (low-armour-penetrating explosive), so I decided to try and work in a shrapnel-firing version of the Autocannon. This was, once again, too good... or too bad! And it ended up feeling like a rehash of the Choke Mod Shotgun but just with the Autocannon's mag size and reload... oops...
- Chain Gun: This was, more or less, a minigun. It was completely uncontrollable and made the Heavy SMG look tame by comparison... it basically ended up just being an even bigger Heavy SMG, so I decided to leave being the Machinegun to the Machinegun and being the Heavy SMG to the Heavy SMG instead of trying to forcefully marry them...
- Autocannon Sentry: A scaled up 3-burst sentry gun that killed one Striker per shot. Ultimately just ended up basically being a weird Sniper Sentry??? Might revisit it... I don't know...
- Unnamed SemiBurst auto rifle: Another attempt to make the SemiBurst firemode work. This was the idea that SemiBurst could be used to make an autogun that rewards fast precision shots... which is basically reinventing the Short Rifle v1. Oops.
- Revolving Rifle: Another attempt to make SemiBurst work. It's basically a 6x-shot rifle with a revolver cylinder, where x wasn't defined. The problem now is that the Revolver is so good it boxed this out.
- Volley Gun: Yet another attempt to make SemiBurst work, this time inspired by the Variable from Helldivers 2. The problem with SemiBurst is it's really only made for precision shots; if you wanted to just spam all your ammo into an enemy you'd just use an auto weapon or something like the Revolver that does that with really quick reload time. Really, the Revolver is half the reason why this firemode doesn't work...
- Unnamed belt-fed SemiBurst gun: Another one of these... you know, if it were possible to belt-feed weapons, this would be an entirely reasonable concept, using the semiburst delay as the weapon's "reload" time to get around it being belt-fed. But... you can't do that. All GTFO guns need a magazine size and reserve ammo supply or the game has an existential crisis. And I want to stick as close to vanilla as possible; the only mods I'm messing around with are things like "mod that lets you make new sentries" which I really shouldn't be needing a mod for.
- Dual Tube Shotgun: You know those shotguns that feed from multiple tubes? Basically an attempt to use SemiBurst to do that. ...but then this is boxed out by either of the Double-Tap, Sawed-Off, or Choke Mod Shotguns... If only we had programmable ammo in this game...
- Unnamed SemiBurst charge-up weapon: catasstrophy's suggestion. The rationale behind this was that charging up and then getting n shots before having to charge again would be a really cool gimmick. In fairness, it would be, and would be a badass way to implement one of those revolving rifles. ...but SemiBurst with charge time just turns into Semi. Which is super lame.
- High Caliber Sentry: This was going to be a 4-round-semiburst sentry that instantly killed any mini it shot, shot 4 in quick succession, then went dormant for 8 seconds or so. Unfortunately, sentries just... can't use SemiBurst???
- Saturation Sentry: This was going to be a 13-round-burst sentry that did basically no damage but staggered everything in a 5-fixed 4-random shotgun spread radius while it was firing, which took about 3 or so seconds to end the burst. So in practice, a sort of temporary stun/EMP field emitter or something. Unfortunately, only Semi sentries can use shotgun stats, so this one was right out. A shame, because it would have been cool to see how it played in practice.
- Trinity Rifle: I thought a gun that fired 3 bullets at once would be sweet. But, ultimately, it ended up feeling not too much different from the Heavy Burst Rifle... The shot pattern looked cool, and that's about it.
- Hand Scatter Weapon: A really awkwardly-named weapon that fired a tight spread over a long range that isn't the Choke Mod Shotgun. Could be considered a rerun of the High Caliber Shotgun. Ultimately turned into the Tactical or Double-Tap Shotgun every iteration.
v5.55.55
Well, this is it, I think. Five fives is a good spot to end it off.
To be honest, I grow tired of maintaining this mod and wish to move onto other things, but I've felt the burst weapons, the Battle Rifle, and the cursed 1+1 weapons needed a final tweak to feel just right, and today I found that tweak. It required me to slightly bend the "no dependencies" rule, I'm out of guns to add or changes to make, and the HEL Revolver's flashlight still floats because the fix it was using is deprecated for good. Oh well. It's been fun regardless.
See you in Den of Wolves, maybe.
- orbitalviolet
Balance changes:
- Double-Tap Rifle
- Super fun to use, but the one-two is a bit difficult to hit even when you know how to because the second shot comes out so fast.
- Second shot delay: 0.09 -> 0.12 (overall shots/sec remains unchanged)
- Super fun to use, but the one-two is a bit difficult to hit even when you know how to because the second shot comes out so fast.
- Double-Tap Shotgun
- Not really a balance change but it's been accelerated overall to feel different from the slower DTR.
- Second shot delay: 0.11111113 -> 0.093
- Now overall fires a burst every 0.47 seconds, down from 0.51
- Fixed its documentation to have the correct between-bursts delay.
- Not really a balance change but it's been accelerated overall to feel different from the slower DTR.
- Burst Rifle, Carbine, Heavy Burst Rifle
- Thanks to the power of even more Dinorush mod dependencies, these now auto-fire (easier recoil control!) and feel more meaningfully different from the Burst Pistol and Double-Tap line of weaponry.
- Will continue to fire bursts so long as the trigger is held down.
- Carbine: recoilgroup changed: 50 -> 14. In practice this is a recoil decrease to account for the new automatic-fire capabilities.
- Thanks to the power of even more Dinorush mod dependencies, these now auto-fire (easier recoil control!) and feel more meaningfully different from the Burst Pistol and Double-Tap line of weaponry.
- Bullpup Rifle
- Feels weird that its reload cancel doesn't exist at all, doesn't it?
- Now reload cancels exactly 2 seconds into its animation.
- Feels weird that its reload cancel doesn't exist at all, doesn't it?
- Machinegun
- Its awkwardly slow fire rate for a machine gun that isn't throwing stakes makes it slightly too punishing to use, so it is getting a very slight buffer against misses.
- Reserve ammo: 115 -> 120
- Its awkwardly slow fire rate for a machine gun that isn't throwing stakes makes it slightly too punishing to use, so it is getting a very slight buffer against misses.
- Battle Rifle
- I'm glad I added the Chain Boltthrower, but now that it's here it's basically the Battle Rifle, so let's not do that. This is a long-range automatic take on the Short Rifle now, kind of like the relationship between the PDW and Bullpup Rifle.
- Damage: 14.7 -> 9.93
- Rounds per second: 5 -> 5.5
- Precision multiplier: 0.45 -> 0.65
- Reserve ammo: 60 -> 100
- Recoilgroup changed: 22 -> 7 (in practice, this makes the recoil more horizontally stable)
- Updated weapon text
- I'm glad I added the Chain Boltthrower, but now that it's here it's basically the Battle Rifle, so let's not do that. This is a long-range automatic take on the Short Rifle now, kind of like the relationship between the PDW and Bullpup Rifle.
- Short Rifle
- Unwieldy but reliable at short range, but it basically had the same performance as the Thermal Rifle into small enemies, so it's gotten a Shooter one-tap to not basically be an off-brand DMR in the Special slot and a bit more ammo to better fit in between the Battle Rifle and Heavy Assault Rifle.
- Reserve ammo: 100 -> 111
- Damage: 9.7 -> 9.81
- Precision multiplier: 0.54 -> 0.62
- Updated weapon text
- Unwieldy but reliable at short range, but it basically had the same performance as the Thermal Rifle into small enemies, so it's gotten a Shooter one-tap to not basically be an off-brand DMR in the Special slot and a bit more ammo to better fit in between the Battle Rifle and Heavy Assault Rifle.
- Chain Boltthrower
- This had too much ammo to really justify bringing the Battle Rifle or Short Rifle; it still retains a relative ammo-to-damage advantage to compensate for the charge-up time.
- Reserve ammo: 95 -> 80
- This had too much ammo to really justify bringing the Battle Rifle or Short Rifle; it still retains a relative ammo-to-damage advantage to compensate for the charge-up time.
- Thermal Rifle
- This weapon completely outperformed the DTR and Boltthrower at the job of killing Strikers, so to account for it being better on bodyshot than the DMR class, it has a harder time dealing with Strikers, and enemies in general without critical hits; this also prevents it from being as good at staggering as the rather similar Pistol. It does say "high precision damage" after all.
- Damage: 5.1 -> 4.9
- Reload time: 1.9 -> 1.8
- This weapon completely outperformed the DTR and Boltthrower at the job of killing Strikers, so to account for it being better on bodyshot than the DMR class, it has a harder time dealing with Strikers, and enemies in general without critical hits; this also prevents it from being as good at staggering as the rather similar Pistol. It does say "high precision damage" after all.
- Burst Cannon
- I came across an old thread saying that if the Burst Cannon got properly nerfed it wouldn't need its insane recoil. While it does feel appropriately powerful with such a kick, this is true, and makes hitting the Big enemy one-burst too difficult.
- Recoilgroup changed: 24 -> 48 (in practice, this is a recoil decrease)
- I came across an old thread saying that if the Burst Cannon got properly nerfed it wouldn't need its insane recoil. While it does feel appropriately powerful with such a kick, this is true, and makes hitting the Big enemy one-burst too difficult.
- Sniper Sentry
- 2 seconds is a long time for startup, so the Sniper Sentry will enter the action just that much faster.
- Wind-up time: 2.0 -> 1.8
- Biotracked wind-up time multiplier: 0.68x -> 0.77x
- 2 seconds is a long time for startup, so the Sniper Sentry will enter the action just that much faster.
- Heavy SMG
- Given that this gun has a hefty precision reward attached to it, controlling the recoil is challenging enough.
- ADS spread: 0.25 -> 0.1
- Given that this gun has a hefty precision reward attached to it, controlling the recoil is challenging enough.
- Burst Cannon, Accelerator Rifle
- These are technically Machineguns, so they were also given ADS spread to feel heavy, but it plays badly since they're a lot more precision demanding than the machineguns.
- ADS spread removed
- These are technically Machineguns, so they were also given ADS spread to feel heavy, but it plays badly since they're a lot more precision demanding than the machineguns.
- Machinegun
- Speaking of heavy-feeling Machineguns, the ADS spread has been turned up just a bit to really make it feel like you're trying to tame a beast when used from too far away.
- ADS spread: 0.025 -> 0.06
- Speaking of heavy-feeling Machineguns, the ADS spread has been turned up just a bit to really make it feel like you're trying to tame a beast when used from too far away.
- HEL Machinegun
- Like above, but even more since the HEL Machinegun is mainly a suppressive weapon.
- ADS spread: 0.025 -> 0.12
- Like above, but even more since the HEL Machinegun is mainly a suppressive weapon.
Bug additions:
- No longer trying to fix the HEL Revolver flashlight...
Other:
- Finally gave the mod a proper icon!
- Reorganised the website and mod internals to be far cleaner
- Updated the website's description to clarify the PDW's stat changes
- Heavy Burst Rifle
- Shots sound more powerful (this was a free change that required changing one number so I decided to include it).
- High Capacity SMG
- Updated audiogroup to sound like the vanilla Short Rifle, to at least use that sound somewhere.
- Charged SMG
- Scope part: updated to use the vanilla Short Rifle sights which were missing from Thloatere (I knew I was forgetting one!) just to make sure they're used somewhere.
- Documentation: now tells you how to actually use the thing.
v5.4.0
Balance changes:
- Chain Boltthrower
- This is the second round of weapon parts changing, and... wow, this scope sucks. This scope just sucks. How did I think this was okay to put on a stake-launching weapon?
- Sight part: now uses the Choke Mod Shotgun's holographic sight.
- This is the second round of weapon parts changing, and... wow, this scope sucks. This scope just sucks. How did I think this was okay to put on a stake-launching weapon?
- Charged Shotgun
- In the spirit of using every scope, one unlucky victim had to receive the awful scope that the Chain Boltthrower used to use since it was formerly the only weapon fielding this part. Thus, I have chosen the Charged Shotgun, the gun perhaps least needing of a scope in the mod (HEL Scattergun aside).
- Scope part: now uses the Really Bad Scope.
- In the spirit of using every scope, one unlucky victim had to receive the awful scope that the Chain Boltthrower used to use since it was formerly the only weapon fielding this part. Thus, I have chosen the Charged Shotgun, the gun perhaps least needing of a scope in the mod (HEL Scattergun aside).
Other:
- Railgun
- Literally just a flavour change, but this gun is already so close to the High Caliber Rifle that making them use different sights at least makes them feel remotely different to wield and should let you tell which weapon you're holding if you're using both.
- Sight part: now uses the Tactical Shotgun's iron sights instead of the Shotgun's.
- Literally just a flavour change, but this gun is already so close to the High Caliber Rifle that making them use different sights at least makes them feel remotely different to wield and should let you tell which weapon you're holding if you're using both.
v5.3.1
not again...
Bug fixes:
- Fixed a typo on the website.
v5.3.0
Balance changes:
- HEL Autopistol
- Despite liking it where it is in DPS, the HEL Autopistol had a bit less damage per refill compared to the Machine Pistol than intended, so this has been changed in a way that further pushes it into the wave suppression role compared to the Machine Pistol's use as a damage output device.
- Magazine size: 70 -> 77
- Ammo reserves: 680 -> 748
- Double-Tap Rifle
- It's just come to my attention that people consider the DTR to suck because of the scope it was given. I tried it myself... yeah, I agree. Let's give it the world's biggest non-stat buff.
- Scope part: now identical to the DMR scope.
- It's just come to my attention that people consider the DTR to suck because of the scope it was given. I tried it myself... yeah, I agree. Let's give it the world's biggest non-stat buff.
- Boltthrower
- This is arguably just as demanding of precision as the DTR... and shared the DTR scope... yeah. That's a problem. The high recoil also felt powerful to play with but made this thing too awkward to actually use, so the recoil has been made slightly-less-but-still-high.
- Sight part: changed to the unused sight from the Thermal Rifle's vanilla counterpart.
- Recoilgroup changed: 47 -> 5 (in practice this is a recoil decrease)
- This is arguably just as demanding of precision as the DTR... and shared the DTR scope... yeah. That's a problem. The high recoil also felt powerful to play with but made this thing too awkward to actually use, so the recoil has been made slightly-less-but-still-high.
- Charged Shotgun
- Today I finally realised a Primary body-shotting Charger Scouts is still too crazy even for Thloatere. The Charged Shotgun has been changed to kill more regular Scouts and small Sleepers and still kill the same amount of Bigs, while not killing some of the bigger targets as well anymore.
- Damage: 83.1 -> 50.01
- Precision multiplier: 0.62x -> 1x
- Magazine size: 2 -> 3
- Reload time: 2.2 -> 2.85
- Ammo reserves: 14 -> 21
- Charge-up time: 0.8s -> 0.65s
- Removed fire delay between charges
- Damage dropoff changed: 3.0 ~ 24.0 -> 5.0 ~ 24.0
- Today I finally realised a Primary body-shotting Charger Scouts is still too crazy even for Thloatere. The Charged Shotgun has been changed to kill more regular Scouts and small Sleepers and still kill the same amount of Bigs, while not killing some of the bigger targets as well anymore.
- HEL Machinegun
- The HEL Autopistol's big brother had the same problem as it, so it's been given the same solution. Nothing will ever move again.
- Ammo reserves: 288 -> 300
- The HEL Autopistol's big brother had the same problem as it, so it's been given the same solution. Nothing will ever move again.
- Charged SMG
- The meme has been buffed, and remains a meme! The funny factor is integral to the entire concept of the Charged SMG, but it definitely deserved to be better, and so it is, mainly by giving the user more agency over how it fires. Overall the Charged SMG still does the same damage per refill, the distribution of it has just been changed.
- Magazine size: 60 -> 30
- Reload time: 1.22s -> 0.94s
- Damage: 2.43 -> 2.8433
- Charge-up time: 0.77s -> 0.4444s
- Rounds per second: 37 -> 20
- Ammo reserves: 600 -> 548
- The meme has been buffed, and remains a meme! The funny factor is integral to the entire concept of the Charged SMG, but it definitely deserved to be better, and so it is, mainly by giving the user more agency over how it fires. Overall the Charged SMG still does the same damage per refill, the distribution of it has just been changed.
- Autocannon
- The Autocannon previously had similar usability issues to the Boltthrower, so it's also received the same fix. Additionally, its hipfire spread has been reduced in line with its intended place as the "jack of all trades".
- Scope part: changed to the DMR scope.
- Recoilgroup changed: 47 -> 5 (in practice this is a recoil decrease)
- Hipfire spread: 1.5 -> 0.8
- The Autocannon previously had similar usability issues to the Boltthrower, so it's also received the same fix. Additionally, its hipfire spread has been reduced in line with its intended place as the "jack of all trades".
- Double-Tap Shotgun
- It was almost perfect, it just needed a tiny bit more help to get into a good place, especially compared to the Combat and Choke Mod Shotguns.
- Burst delay: 0.55s -> 0.4s (now overall fires a burst every 0.51 seconds)
- Magazine size: 8 -> 10
- Ammo reserves: 40 -> 38
- Damage dropoff changed: 15.0 ~ 80.0 -> 20.0 ~ 90.0
- Sight part: now uses the sight that was moved off the Autocannon, just so that it can see use at all. (The DTSG doesn't need to ADS anyway)
- It was almost perfect, it just needed a tiny bit more help to get into a good place, especially compared to the Combat and Choke Mod Shotguns.
- Railgun
- Surprisingly, this thing had too much ammo, to where it was more effective on bodyshot into a few big targets over the long term than its counterpart weapon the HEL Rifle; in addition, only piercing 1 enemy at a time made it feel sort of weak compared to the shotguns which it naturally competes with according to its damage profile. These stats have been rearranged a bit to place it more firmly into a multirole category.
- Ammo reserves: 28 -> 24
- Reload time: 1.4s -> 1.2s
- Piercing: 1 -> 2
- Surprisingly, this thing had too much ammo, to where it was more effective on bodyshot into a few big targets over the long term than its counterpart weapon the HEL Rifle; in addition, only piercing 1 enemy at a time made it feel sort of weak compared to the shotguns which it naturally competes with according to its damage profile. These stats have been rearranged a bit to place it more firmly into a multirole category.
- Mine Deployer, Portable Railcannon
- This isn't a "balance" change, the placement of the PRC was previously just misleading because it was positioned with the Sentries, making it appear like a Sentry when it's actually more akin to the Mine Deployer than anything.
- Moved the Mine Deployer and Portable Railcannon above the C-Foam and Sentries in the gear selection menu
- This isn't a "balance" change, the placement of the PRC was previously just misleading because it was positioned with the Sentries, making it appear like a Sentry when it's actually more akin to the Mine Deployer than anything.
Bug fixes:
- Changed "Portable Railgun" to "Portable Railcannon" in the Tab teammate status.
- The HEL Revolver flashlight decoupled again so this is an attempt to re-fix it.
- Fixed the Double-Tap Shotgun's ammo reserves stat on the website.
Bug additions:
- Changed "Bolter Sentry" to "Sentry Gun" in the Tab teammate status to be equally obscure compared to the other Sentries.
v5.2.0
Balance changes:
- Double-Tap Shotgun
- Finally figured out what to do with this thing. It's become to the Combat Shotgun what the Choke Mod is to the regular pump-action.
- Damage: 20.01 -> 16.005
- Recoilgroup changed: 6 -> 18 (in practice this is a recoil decrease)
- Reload time: 2.8 -> 2.5
- Burst delay: 0.758 -> 0.578
- Ammo reserves: 38 -> 48
- Random spread decreased: 2 -> 1
- Fixed spread decreased: 2 -> 1
- Damage dropoff decreased: 5~50m -> 15~80m
- Finally figured out what to do with this thing. It's become to the Combat Shotgun what the Choke Mod is to the regular pump-action.
- Portable Railcannon
- Really fun, but still a bit wonky to actually use. This damage increase lets it one-shot a Snatcher which should hopefully justify the cost of commitment.
- Damage: 150.01 -> 225.01
- Really fun, but still a bit wonky to actually use. This damage increase lets it one-shot a Snatcher which should hopefully justify the cost of commitment.
v5.1.0
Balance changes:
- Charged SMG
- This gun is cursed. It's too weak but I have no idea what to do with it so here's a general buff to get it into better shape. It should now have a nice clean 2x2 on Strikers. If the 60-round burst is still unworkable I guess I'll try 30?
- Damage: 1.99 -> 2.49
- Precision multiplier: 0.82x -> 1.03x
- Recoilgroup changed: 2 -> 31 (in practice this is a recoil decrease)
- Reload time: 1.65 -> 1.22
- Rounds per second: 35 -> 37
- Charge-up time: 0.9 -> 0.77
- This gun is cursed. It's too weak but I have no idea what to do with it so here's a general buff to get it into better shape. It should now have a nice clean 2x2 on Strikers. If the 60-round burst is still unworkable I guess I'll try 30?
v5.0.0
New weapon!
- Charged SMG
- Special weapon with an agonizingly long charge-up time that then burst-fires its entire magazine. Fire into massive crowds, or don't fire it at all!
Other:
- Redesigned High Capacity SMG to look more distinct from the Heavy SMG
v4.1.3
Bug fixes:
- ACTUALLY correctly applied Sledgehammer melee damage
- Tried some sorcery to reattach the HEL Revolver flashlight
v4.1.2
Bug fixes:
- Railgun now mentions that it deploys quickly
Other:
- Cleaned up the descriptions on the anti-tank primary weapons
- Added "very" to quick reload on High Caliber Rifle and Railgun statblocks to emphasise intended use case
v4.1.1
Bug fixes:
- Fixed Boltthrower Sentry ammo counts on the website
Other:
- Added launch instructions
v4.1.0
Balance changes:
-
Charged Shotgun
- Man, this gun really is a problem child, isn't it? Anyway, comparing its effectiveness to that of the other Primary shotguns and its anti-tank competitor the Slug Shotgun, it didn't kill enough Bigs to justify bringing it over its competitors. So, now it can kill one more. The Slug will remain dominant into Big Strikers and Shooters with good aim, but the Charged's advantage into Big Chargers is honed.
- Ammo reserves: 12 -> 14
- Man, this gun really is a problem child, isn't it? Anyway, comparing its effectiveness to that of the other Primary shotguns and its anti-tank competitor the Slug Shotgun, it didn't kill enough Bigs to justify bringing it over its competitors. So, now it can kill one more. The Slug will remain dominant into Big Strikers and Shooters with good aim, but the Charged's advantage into Big Chargers is honed.
-
Tactical & Sawed-Off Shotguns
- These guns aren't actually specialised anti-tank Primary weapons, so it was weird that they could keep up with the AT choices in terms of Big Chargers killed. Now, they can't, but lose none of their effectiveness into minis or Big Strikers.
- Total damage: 25.01 -> 24.01
- These guns aren't actually specialised anti-tank Primary weapons, so it was weird that they could keep up with the AT choices in terms of Big Chargers killed. Now, they can't, but lose none of their effectiveness into minis or Big Strikers.
-
Boltthrower Sentry
- It's performing as intended; niche, but rewarding if its strengths are played into. It's getting a slight boost to help its consistency just a tiny bit when the niche doesn't quite work out as well as it probably should.
- Ammo reserves: 64 -> 70
- It's performing as intended; niche, but rewarding if its strengths are played into. It's getting a slight boost to help its consistency just a tiny bit when the niche doesn't quite work out as well as it probably should.
-
Portable Railcannon
- This item has a playstyle that doesn't compare to anything else that's in the game, which makes it hard to gauge how it's doing, but it's also such a demanding item that it really needs to make each shot worth it and will almost never be used at its peak performance. So, I thought it needed a bit of help; to contrast the Sentries' and Mine Deployer's natures as repeatable reliable tools, I've gone all in on its nature as an unreliable and super committal tool of very periodic mass destruction that now instantly kills every enemy up to the Big Charger.
- Damage: 125.01 -> 150.01
- This item has a playstyle that doesn't compare to anything else that's in the game, which makes it hard to gauge how it's doing, but it's also such a demanding item that it really needs to make each shot worth it and will almost never be used at its peak performance. So, I thought it needed a bit of help; to contrast the Sentries' and Mine Deployer's natures as repeatable reliable tools, I've gone all in on its nature as an unreliable and super committal tool of very periodic mass destruction that now instantly kills every enemy up to the Big Charger.
-
Bug fixes:
- Hopefully un-detached the HEL Revolver's flashlight
- Fixed the HEL Shotgun's position being wrong on the website
- Fixed a few inconsistencies in the weapon statblocks on the loadout select screen and updated a few loadout select statblocks to actually tell you what the gun does
- Stagger, charge-up time, and overpenetration now always come last
- Controllability now always comes before reload
- Added "Quick reload" to Burst Pistol
- Added "Quick to deploy" to Slug Shotgun and High Caliber Rifle
- Added "Very strong staggering effect" to Railgun
- Added "Ultra rapid fire" to HEL Auto Sentry
- Changed Portable Railcannon range to "Exceedingly long range"
- HEL Auto, Shotgun, and Boltthrower Sentries now mention that they fire at center mass
- Portable Railcannon now mentions that it fires at center mass
- Clarify that 4.0.0 updated the Charged Shotgun's audiogroup and the Charged Shotgun, Double-Tap Shotgun, and Chain Boltthrower models
-
Other
- Renamed "Portable Railgun" to "Portable Railcannon" for flavour reasons
- Moved Shotgun Sentry's firing targeting change to the top of its section on the website
- Reordered the Special shotgun category based on feeling and to make it more clear that the High Caliber Pistol is actually a slug shotgun
- Added rationale behind not changing the Bio Tracker and Mine Deployer
v4.0.2
- "Bug fixes":
- Implements a snap decision to place the Boltthrower Sentry in between the Shotgun and Sniper Sentries in the loadout select menu to better reflect its effective range
v4.0.1
again </3
- Bug fixes:
- Fixed the Portable Railgun's manufacturer/model name
- Addressed the Charged Shotgun's manufacturer/model name change in the changelog (it changed in v4.0.0 when the gun stopped being a Doom shoutout)
v4.0.0
New... tools?!
- Boltthrower Sentry
- Medium-range sentry that is ineffective on bodyshot but can pierce up to two enemies and will instantly kill minis on a headshot; ensure to take advantage of the fact that sentries shoot at upward angles.
- Portable Railgun
- Disintegrates a line of enemies once per deployment when it sees a marked target, so get ready to be constantly packing it up and make sure you're running with your Bio Tracker buddy. Use it either in reaction to a wave going south or place it as a surprise tool that will help you later then mark an enemy to spring the trap!
Balance changes:
-
Charged Shotgun
- So shortly after releasing this I realised its 3-burst is also basically just the Accelerator Rifle into minis, but on a Primary weapon... and also that it's really, really, really good against Scouts for a Primary weapon. So, this honestly made it way too versatile for what is supposed to be a Primary anti-tank option. It's a single fire monstrosity now; it still removes Scouts and Big Chargers from this plane of existence but this little maneuver will require a lot more risk going forward, both because it lands its pellets a lot less consistently and its damage dropoff is super aggressive now. Its matchup against bosses has been worsened; it can still kill an entire Tank by itself, it just won't overkill an extra tumor's worth of health into boss main healthbars. Incidentally, this is also a way less problematic resurrection of the old Scattergun and I kind of like that.
- Firemode changed: Burst -> Semi
- Total damage remains unchanged but is delivered over a single shot rather than three
- Precision multiplier: 0.9x -> 0.62x
- Clip size: 6 -> 2
- Ammo reserves: 36 -> 12
- Total amount of firing actions should remain unchanged
- Random spread increased: 1 -> 2
- Damage dropoff changed: 6 ~ 33 -> 3 ~ 24
- Pellets damage is delivered over: 10x3 -> 15x1
- This is to reduce its consistency at any ranges other than point blank
- Updated audiogroup
- So shortly after releasing this I realised its 3-burst is also basically just the Accelerator Rifle into minis, but on a Primary weapon... and also that it's really, really, really good against Scouts for a Primary weapon. So, this honestly made it way too versatile for what is supposed to be a Primary anti-tank option. It's a single fire monstrosity now; it still removes Scouts and Big Chargers from this plane of existence but this little maneuver will require a lot more risk going forward, both because it lands its pellets a lot less consistently and its damage dropoff is super aggressive now. Its matchup against bosses has been worsened; it can still kill an entire Tank by itself, it just won't overkill an extra tumor's worth of health into boss main healthbars. Incidentally, this is also a way less problematic resurrection of the old Scattergun and I kind of like that.
-
Other:
- Added ExtraToolCustomization as a dependency
- Changed the Charged Shotgun's manufacturer and model name to no longer be a Doom reference, since the gun itself isn't anymore
- Updated visuals for Charged Shotgun, Double-Tap Shotgun, and Chain Boltthrower, mainly the scopes
v3.0.0
New weapons!
- Charged Shotgun
- New Primary anti-tank option to keep the Slug Shotgun company. Short-range monster with clunky charge-up time, a long reload, and low ammo reserves that absolutely demolishes all manner of large targets.
- Double-Tap Shotgun
- New Special shotgun that lives sort of halfway in between the regular pump-action and the Combat Shotgun in performance. Takes a bit of getting used to.
Balance changes:
-
HEL Auto Sentry
- I was surprised to learn that this thing is, like, comically powerful now, but apparently it just never ran out of ammo. So, its ammo reserves have been dramatically decreased, its damage output has tanked to account for its stat of Piercing 2 just to make it require that much more commitment to use in the player-facing ammo department, and its rate of fire outside of Symbiosis has been decreased to make it feel just that much more different from its accelerated output in Symbiosis.
- Shots per second: 10 -> 9
- Ammo reserves: 1325 -> 920
- Damage per round: 0.66 -> 0.36
- Biotracker Symbiosis bullet cost multiplier: 56.9% -> 51.21% of base value
- Biotracker Symbiosis shots per second is still 15.15
- Overall rounds fired and expended per second during Symbiosis should stay the same
- I was surprised to learn that this thing is, like, comically powerful now, but apparently it just never ran out of ammo. So, its ammo reserves have been dramatically decreased, its damage output has tanked to account for its stat of Piercing 2 just to make it require that much more commitment to use in the player-facing ammo department, and its rate of fire outside of Symbiosis has been decreased to make it feel just that much more different from its accelerated output in Symbiosis.
-
Bug fixes:
- Fixed a bug where the website incorrectly displayed a piercing stat instead of a charge-up time for the Chain Boltthrower
-
Other:
- Updated website to acknowledge inspiration for every weapon in the mod, for people who care about that
v2.0.1
i can never get these right </3
Bug fixes:
- Removed even more unused shotgun stats from the High Caliber Rifle to placate the WeaponStatShower gods
- Made the description for the Chain Boltthrower on the website not suck
v2.0.0
New weapons!
- Boltthrower
- New Wild West rifle-style Primary weapon that slings armour-piercing stakes, staggering up to two enemies per shot and instantly killing Strikers with a single headshot. Requires careful maintenance, as its reload and rate of fire are slow, and its damage and ammo reserves low.
- Chain Boltthrower
- Machinegun-type Special weapon with an agonizingly long charge-up. Launches stakes that deal incredibly high damage to one enemy, but can't hold many and takes a while to reload.
Bug fixes:
- Removed space from manufacturer name of High Capacity Pistol
- Correctly beefed up muzzle flash and shell casing of High Caliber Rifle, Autocannon, and HEL Rifle
v1.1.0
Balance changes:
- High Caliber Rifle
- The High Caliber Rifle's quick draw, single shot, and quick reload cancel encourage firing the weapon the moment the prisoner finishes changing to it, which conflicted with the rather heavy hipfire spread by single-shot-reload standards.
- Hipfire spread: 1.0 -> 0.5
- The High Caliber Rifle's quick draw, single shot, and quick reload cancel encourage firing the weapon the moment the prisoner finishes changing to it, which conflicted with the rather heavy hipfire spread by single-shot-reload standards.
Bug fixes:
- Correctly applied the following changes:
- Bat
- Light attack damage: 3.0 -> 4.0
- Attack stamina costs all reduced to 0%
- Sledgehammer
- Charge time: 1.8 -> 1.75
- Charged attack stamina cost: 5%/5% -> 2.5%/2.5%
- Light attack stamina cost: 0%/0% -> 2.5%/1.25%
- Push attack stamina cost: 5%/5% -> 2.5%/2.5%
- Spear
- Light attack damage: 2.0 -> 2.5
- Charged attack stamina cost: 5%/5% -> 2.5%/2.5%
- Light attack stamina cost: 0%/0% -> 2.5%/1.25%
- Push attack stamina cost: 5%/5% -> 2.5%/2.5%
- Bat
- Fixed a bug where the Shotgun Sentry had 1/12 the intended ammo reserves
- Removed unused shotgun stats (holdover from testing) in the High Caliber Rifle and Autocannon statblocks to prevent WeaponStatShower from having an existential crisis
- Website now displays the correct Precision Rifle firemode change
- Website no longer displays redundant bursts/second information about the HEL Scattergun
- Credit to CatAssTrophy & co. for finding and helping fix these bugs
v1.0.2
Fixes a bug where Thunderstore didn't go to v1.0.1???
v1.0.1
Apparently I'm not immune to the day zero patch curse </3
- Fixes a really cursed looping audio bug with the Autocannon
- Updates the README with audiogroup changes I accidentally forgot
v1.0.0
Release at last :D