This is an update to earlier MicroMods, which further balances gameplay by altering weapon loadouts, power, rate of fire, and a few character attribute changes.
Every weapon in the game has been altered to achieve a level of balance which simply is not present in regular old AvP2.
Thanks for the input from everyone that sent suggestions.
//Please send comments or suggestions to aylar_warsong AT yahoo DOT com// No weapon stuns and no character can be stunned Humans ------ Really powerful weapons can only be carried with a pistol & knife (only applies if class weapons are enabled) Humans spawn battle-ready, with more default primary ammunition and max body armor +Pulse Rifle does 18 ARMOR PIERCING damage, holds 4 grenades, no stagger-firing, less accurate, grenades fly slower and arch +Grenade Launcher -lost spider mines -EMP grenades have a 250 wide detonation area, but do almost no damage, and completely drain the energy of any predators caught in an EMP blast -Timed grenades explode a little faster, are more powerful, and have a 350 wide blast radius +Pistol does 25 normal/Armor Piercing damage, 14 bullets in each clip, increased range +SmartGun has lost tracking ability, now functions as a heavy machine gun, dealing 35 normal damage per round. -comes fully loaded with 900 rounds +SADAR lost tracking rockets, regular rockets are more powerful, comes loaded with several rocket tubes -I fixed that screwing switching when you run out of primary ammo -has 2 rockets per tube, down from 3 -wider blast radius +Rail Gun got a much slower rate of fire, still very accurate, comes loaded with 24 rounds +Minigun is much less accurate, kicks a bit harder, and comes loaded with 1200 rounds +Flamethrower is much more powerful vs humans and predators, dealing 30 area damage and an additional 100 damage to opponents who catch on fire. However, mature aliens will not catch on fire. Comes loaded with 200 ammo. +Shotgun gets a smaller pellet spread, slugs are more innaccurate. +Exosuit cannot jump, because that never made sense anyways Predators --------- ...are generally faster, except for the light predator, who is a little slower. Class weapons got shuffled about, but not that much. The Medicomp costs a measly 3 energy to use, but other players *should* be able to hear the yell now +Melee Weapons hit closer to the crosshair, so they are more powerful (if you are accurate). Combistick range is down a little bit +Pistol is a last resort weapon, dealing 50 impact damage and 25 area damage, using 6 energy per shot, with secondary fire disabled. It also deals EMP damage, which will sap your energy reserves in a hurry if you accidentally damage yourself with this thing. NOT a close combat weapon! +SpearGun is slightly more innaccurate over long ranges, shoots a little slower for both fire modes, with secondary fire being less accurate +Shoulder Cannon is standard issue for all predators, and does not track -plasma flies faster -level 3 charges deal 115 area damage in a 250 wide area -does not uncloak +The Disk does not track, costs very little energy to recall, does not uncloak, and leaves no crazy red trail +Remote bombs default ammo set to 8, max is 8 as well +Net Gun is back to normal rate of fire, and net fly speed set to 900 Aliens ------ ...are much faster than normal! Devouring your kills (or anyone else's) goes a LONG ways towards recovering health now. Claws are more accurate, and hence more powerful IF you are accurate The Queen is smaller to help her navigate tighter levels Headbite range is down to 150, so you have to be pretty freakin' close... Aliens have a lot more air control. The Drone gets a +20 speed boost when crouching, but then of course your face is an easy target while crouched. +Tail jabs deal 60/90/180 damage, the runner cannot tail as a weapon, tail range down a bit +Runner Pounce damage down to 150 +Drone Pounce damage up to 195 +Predalien Pounce damage still at 175
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