Hammered Tweak

This mod alters some of the weapons in the way they react e.g range, damage, this is how the author explains it: After sustained tes...

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This mod alters some of the weapons in the way they react e.g range, damage, this is how the author explains it:

After sustained testing on two 24/7 SoF2 servers, I've put the weapons through one last set of adjustments. The tweak has been tried out in all the game modes and across the stock maps and a number of customs. it's worked out well and does produce better balance across the range of available weapons. -=SoF=-Hammer

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Download 'hammered_2.zip' (8KB)

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Hammered Tweak

This tweak has been developed with the patient assistance of -=SoF=- RamRod.

Thanks to the members of SoF and the general public for their assistance in evaluating the tweak at its various stages.  
You have all been very helpful, and I welcome all responses. 
Visit http://www.sofposse.com to hit our forums and leave 
suggestions or thoughts.

Credit also belongs with the Raven SoF2 team, whose forward 
thinking in designing SoF2 permits easy modification.
  
Use:

To use, place z_hammered.pk3 in base folder of SoF2, and then 
run a multiplayer server.

If you run a server with this tweak, please add (Hammered)
 to your server name.

I'd ask that if you're interested in using this tweak to develop 
your own damage mod, you credit it.

Thanks.

-=SoF=-Hammer
sschwinghamer@hfx.eastlink.ca

--------

Concept

The concept of this mod is not realism; it is purely a gameplay tweak. 
By altering damage, recoil, accuracy and some other behaviours, this tweak is intended to require a bit more forethought on the part of the player in most combat situations.  Some weapons were slightly imbalanced in the stock SoF2 in a way that negatively affected play on close-quarters (USAS-12) or wide-open (sniper) maps.  I've tried to address that both with the weapons themselves and with logical 
counter-strategies.  It is worth noting that the difference between 
ranges above 4000 is pretty much academic on most maps - except RMG.

--------

Substance:

This will spell out the values that have been altered for each weapon. 

SOCOM: This is the sharpshooter of the pistols.
	Damage up from 40 to 53
	Range down from 8192 to 2400
	Inaccuracy up from .25 / 2.0 to .27 / 3.5
	Kick angles reduced from 1 5 -2 1  to  1 3.5 -2 1	

M1911A: This is the utility pistol.
	Damage up from 50 to 65
	Range down from 8192 to 2000
	Inaccuracy altered from .3 / 2.5 to .325 / 3.25

Silver Talon: The hand cannon.
	Damage up from 58 to 70
	Range down from 8192 to 3000
	Inaccuracy altered from .5 / 4.5 to .375 / 4.5

-------------------------

M590: Slight adjustments only.
	Spread increased from .05 to .055
	Range reduced to 1000
	Pellet damage up from 22 to 23

Micro-Uzi: Lightweight - easily aimed and hard to control.
	Damage up from 40 to 48
	Inaccuracy altered from .5 / 2.0 to .35 / 4
	Range reduced from 8192 to 2000

M3A1: Steady, heavy submachine gun.
	Damage up from 50 to 60
	Inaccuracy increased from .35 / 1.5 to .35 / 1.7
	Kick angles decreased from 1 3 -2 1  to  1 2.2 -2 1
	Range reduced from 8192 to 4096

-------------------------

USAS-12: The point-blank room cleaner.
	Damage up from 15 to 19 per pellet
	Spread up from .05 to .07
	Range kept at 1000

M4: A precise weapon, but not stable...
	Damage up from 35 to 50
	Inaccuracy altered from .12 / 2.15 to .12 / 4
	Kick angles increased from 1 3 -2 1  to  1 4 -2 1
	Range reduced from 8192 to 6144
M203: Slightly more kick.
	Kick angles increased from 1 6 -2 1  to  1 7 -2 1

AK74: A full-frame assault rifle.
	Damage up from 45 to 55
	Inaccuracy altered from .18 / 2.5 to .17 / 3.25
	Kick angles altered from 1 3 -2 1  to  1 3.5 -2 1

MP5: Less reach and punch than some, but silent and accurate
	Damage up from 35 to 50
	Inaccuracy altered from .2 / 1.7 to .22 / 2.4
	Range kept at 5000

Sig 551: An alternative to sniping...
	Damage up from 35 to 60
	Inaccuracy altered from .22 / 3.5 to .15 / 3.5
	Range increased from 8192 to 12288
	Kick angles out of zoom altered from 1 3.75 -2 1  to  1 3.25 -2 1
	Zoom inaccuracy reduced (.075 from .1)
	Fire delay of 30ms

MSG90A1: Semi-automatic sniper weapon, with appropriate warts.
	Zoomed inaccuracy up from nil to .05 (basically, a hair)
	Zoomed kickangles up from 1 2 -2 1  to 1 5 -2 1
	Range kept at 16384
	Fire delay increased from 100 to 250 ms

M60: Medium machine gun, fired from the hip...
	Damage altered from 55 to 72
	Kick angles increased from 1 3 -2 1  to  1 3.25 -2 1
	Inaccuracy altered from .475 / 3 to .35 / 5.5
	Range increased to 12288
	Belt altered to 60 rounds

------------------------

MM1 / RPG-7: Unused.  They aren't really in the style of gameplay I envision for this tweak.

------------------------

M84: More flash and bang.
	Radius up from 800 to 900
	Speed up from 1000 to 1200 / 700 to 900
	Bounce up from .45 to .5 / .25 to .3
	Damage up from 5 to 10
	Load-out increased from 2 to 3

AMN14: Made consistent.
	The stock SoF2 grenade does 150 damage when thrown, but 200 when rolled.
	I reconciled these numbers to 200 for both attacks.
	
M15: Small changes.
	Radius up from 300 to 400
	Speed up from 1000 to 1200 / 700 to 900
	Bounce up from .45 to .5 / .25 to .3
	Damage up from 1 to 7
	Load-out increased from 2 to 3

SMOHG92: More fragmentation...
	Damage up from 200 to 225
	Radius up from 300 to 360

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-=SOF=- Hammer


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Registered 21st February 2003

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