Cracked Combat
Sooooo... I kinda wanted to spice up the combat in vanilla and give it more impact from skill, bionics, equipment etc. Ended up with some sort of "Discount Combat Extended" for vanilla. I mean it can work with mods but the ballance will be off (will have to change bullet speed fo
Sooooo...
I kinda wanted to spice up the combat in vanilla and give it more impact from skill, bionics, equipment etc.
Ended up with some sort of "Discount Combat Extended" for vanilla. I mean it can work with mods but the ballance will be off (will have to change bullet speed for modded guns and so on).
The most noticeable change is ranged accuracy. Cover and armor have become way more important since pawns (especially skilled ones) don't miss that often.
Bullet speed is quadrupled (x4)
Grenade speed is doubled (x2)
Just so there will be no instances of bullets visually hitting the ground instead of a pawn (when they actually hit a running pawn).
Added bullet speed increase to Vanilla Weapons Expanded.
Weather debuff on accuracy have been reduced.
Aiming and cooldown time are now affected by the pawn's skill and health condition (including buffs from implants).
Careful shooter and Trigger happy traits now give equal 25% increase/decrease to aiming time.
Weapon's quallity and hitpoints now affect ranged cooldown. Hitpoints also affect accuracy.
Turret accuracy has been buffed to 0.98 (5 skill pawn).
Shooting specialist is now less OP but still useful (-25% aiming time, -25% ranged cooldown, +7 to accuracy).
Gunlink now reduces aiming time by 20%.
Charge Rifle now has 1.0 stopping power.
Charge Lance now has 2.0 stopping power.
Autoturret now has 1.5 stopping power.
Sniper turret now has 2.0 stopping power.
Exlosions now have more stopping power
Bomb - 1.0 / Vaporize - 3.0 / Antigrain - 4.0
Damage multiplier for high quality weapons is smaller.
Awful 0.8
Poor 0.9
Normal 1.0
Good 1.0
Excellent 1.0
Masterwork 1.15
Legendary 1.3
Ranged cooldown factor now caps at 0.5 min and 1.5 max.
Aiming time factor now caps at 0.25 min and 1.5 max.
Same as ranged, melee accuracy has been buffed, so no more hours-long squirrel fights.
Points/Chance 20 skill is +20 points.
(-20, 0.20)
(-10, 0.50)
(0.0, 0.80)
(10, 0.90)
(20, 0.96)
(40, 0.98)
(60, 0.99)
Melee cooldown now affected by the skill and health of a pawn.
Brawler trait now gives an additional melee cooldown decrease.
Melee specialist now has reduced melee cooldown (-25%).
Melee specialist's Berserk ability now grants 1.5x damage multiplier and 0.8x melee cooldown multiplier. Pain multiplier of 0.1x has been reduced to 0.5x.
Dodging is buffed. 40x importance of movement means 50% moving is -20 points. 20 skill is +20 points.
Points/Chance
(0, 0)
(20, 0.30)
(40, 0.40)
(60, 0.50)
Damage multiplier for high quality weapons is smaller.
Awful 0.8
Poor 0.9
Normal 1.0
Good 1.1
Excellent 1.2
Masterwork 1.3
Legendary 1.5
Small animals now deal less damage.
Melee cooldown factor now caps at 0.25 min and 1.5 max.
Changed quality factors, because I always felt like normal/good quality should be better.
Awful 0.8
Poor 1.0
Normal 1.2
Good 1.35
Excellent 1.5
Masterwork 1.65
Legendary 2.0
Armor's hitpoints now affect overall armor and insulation values.
Also since normal armor quality is now x1.2 all mechs and animals have this multiplier applied to them (it's hardcoded I guess).
Also armor now protects feet and hands, as in my "Feet and Hands coverage for Vanilla" mod. https://steamcommunity.com/sharedfiles/filedetails/?id=3225248900
Power armor helmets now give 50% toxic environment resistance (If the give vacuum resistance I suppose the should protect from gasses to).
Metals don't burn.
Metall structures and armor generally have more hp.
Steel 2x (600 hp wall)
Silver 1.4x (420 hp wall)
Gold 0.8x (240 hp wall)
Plasteel 3x (900 hp wall)
Uranium 2.8x (840 hp wall)
also
Wood 1x (300 hp wall)
Go-Juice now gives +30% Moving and +15% Sight
Torso (human), body (animal) and thorax (mech) hp buffed from 40 to 50.
Shell (insect) hp buffed from 30 to 40.
Human organs have bigger coverage and more likely to be damaged (so wear your west and helmet).
28 second cooldown is changed to 12 seconds.
Miss radius is now greatly reduced by high skill -0.04 per 1 shooting skill (-0.8 at skill 20).
Miss radius factor no longer benefits health stats being higher than 100%.
Barrel mortars no longer need reinforced barrels to "refuel". Still need them for construction.
Mech Cluster Auto Mortars now has 40 second cooldown instead of 80.
Bullet speed is quadrupled (x4)
Rocket speed is doubled (x2)
Poleaxe shaft attack cooldown changed from 1 to 3.2 seconds