Repository archived, new one here
Vanilla balance, just less so.
- Not a "perfect" rebalance
- Nerfing the top weapons a little, but leaving weaker/harder guns be so that players can still show off with them
- Minimal changes
- Avoiding scope creep which causes unnecessary changes to accumulate
For now:
- Changing 1 value only per item (eg. damage for guns, pull time for gravity star, etc.)
- No primary gun changes on top of SMGs, R201/101, Flatline, EVA-8 and Spitfire
- BTK = bullets to kill
Weapon | Near damage | Far damage | Very far damage |
---|---|---|---|
CAR | 25 -> 15 (4 -> 7 BTK) | 13 -> 10 (7 -> 10 BTK) | 10 -> 9 (10 -> 12 BTK) |
Alternator | 35 -> 20 (3 -> 5 BTK) | 18 -> 13 (6 -> 8 BTK) | 14 -> 10 (8 -> 10 BTK) |
Volt | 25 -> 17 (4 -> 6 BTK) | 15 -> 12 (7 -> 9 BTK) | 12 -> 10 (9 -> 10 BTK) |
R97 | 20 -> 13 (5 -> 8 BTK) | 12 -> 8 (9 -> 13 BTK) | 10 -> 7 (10 -> 15 BTK) |
R101 | 25 -> 17 (4 -> 6 BTK) | 17 (6 BTK) (vanilla) | 12 (9 BTK) (vanilla) |
R201 | 25 -> 17 (4 -> 6 BTK) | 17 (6 BTK) (vanilla) | 12 (9 BTK) (vanilla) |
Flatline | 30 -> 20 (4 -> 5 BTK) | 20 (5 BTK) (vanilla) | 15 (7 BTK) (vanilla) |
Spitfire | 35 -> 25 (3 -> 4 BTK) | 25 -> 20 (4 -> 5 BTK) | 20 -> 17 (5 -> 6 BTK) |
EVA-8 | 200 -> 150 | 10 (vanilla) | - |
RE-45 | 20 -> 15 (5 -> 7 BTK) | 13 -> 12 (7 -> 9 BTK) | 9 -> 8 (12 -> 13 BTK) |
P2016 | 30 -> 20 (4 -> 5 BTK) | 20 -> 17 (5 -> 6 BTK) | 15 -> 13 (7 -> 8 BTK) |
Melee | 100 -> 70 | - | - |
- SMGs and sidearms have decreased damage across all ranges
- ARs have near range damage decreased, but vanilla far ranges
- Melee now needs to be used on a slightly damaged enemy
Ordnance | Change |
---|---|
Gravity star | Pull time reduced by -33% (2.0 -> 1.33) |
- Gravity star is still good if user aims more quickly, while being slightly less annoying for the victim
Make changes based on how many bullets are needed for kill, because that's most noticeable for the player.
Damage range | Bullets to kill |
---|---|
100+ | 1 |
50 - 99 | 2 |
34 - 49 | 3 |
25 - 33 | 4 |
20 - 24 | 5 |
17 - 19 | 6 |
15 - 16 | 7 |
13 - 14 | 8 |
12 | 9 |
10 - 11 | 10 |
9 | 12 |
8 | 13 |
7 | 15 |
6 | 17 |
5 | 20 |
4 | 25 |
3 | 34 |
2 | 50 |
1 | 100 |
- Open
vpk/englishclient_mp_common.bsp.pak000_dir.vpk
in your Titanfall 2 install directory - In the VPK, open:
RootDir/scripts/weapons
for keyvalue filesRootDir/scripts/vscripts/weapons
for Squirrel scripts
- Unpack the file somewhere on your PC
- Copy the file under
reference/
and:keyvalues/scripts/weapons
, if it's a keyvalue filemod/scripts/vscripts/weapons
, if it's a Squirrel script
- Leave the file under
reference/
as is, changes are made inkeyvalues/scripts/weapons
ormod/scripts/vscripts/weapons
Use ./diffs.sh
or ./changes.sh
to track changes. You can also search for a single file
by passing a substring, eg.:
$ ./changes.sh car
Make sure ./diffs.sh
includes only actual changes, not anything else (like whitespace changes and such).
Always keep README.md
and retouched.nut
up-to-date with changes.
When editing a file under keyvalues/scripts/weapons
, put a comment after the line explaining
the change like this:
CHANGE/NERF: old value -> new value (explanation)
, if it's a nerfCHANGE/BUFF: old value -> new value (explanation)
, if it's a buff
Example:
"damage_near_value" "14" // CHANGE/NERF: 25 -> 14 (4 -> 7 bullets)
"damage_far_value" "10" // CHANGE/NERF: 13 -> 10 (7 -> 10 bullets)
"damage_very_far_value" "8" // CHANGE/NERF: 10 -> 8 (10 -> 12 bullets)