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fvnknoots.Retouched

Vanilla balance, just less so.

Goals

  1. Not a "perfect" rebalance.
  2. Nerfing the top weapons a little, but leaving weaker/harder guns be so that players can still show off with them.
  3. Buffing weakest ordnances and tacticals a little, while leaving the strongest alone (except A-Wall).
  4. Minimal changes. (failed)
  5. Avoiding scope creep which causes unnecessary changes to accumulate. (failed)

Design constraints

For now:

  1. Changing 1 value only per item (eg. damage for guns, pull time for gravity star, etc.).
  2. No primary gun changes on top of SMGs, R201/101, Flatline, EVA-8 and Spitfire.
  3. No titan changes.

Change summary

Primary weapons

  • 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)
G2 40 -> 30 (3 -> 4 BTK) 35 -> 30 (3 -> 4 BTK) -
DMR 55 -> 45 (2 -> 3 BTK) 55 -> 45 (2 -> 3 BTK) -
Spitfire 35 -> 25 (3 -> 4 BTK) 25 -> 20 (4 -> 5 BTK) 20 -> 17 (5 -> 6 BTK)
L-STAR 25 -> 20 (4 -> 5 BTK) 18 -> 16 (6 -> 7 BTK) -
Mastiff 20 -> 17 (5 -> 6 BTK) 12 -> 10 (9 -> 10 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 - -

Notes

  • SMGs and sidearms have decreased damage across all ranges.
  • G2 and DMR have increased headshot multipliers to compensate for damage nerfs
  • ARs have near range damage decreased, but vanilla far ranges.
  • Melee now needs to be used on a slightly damaged enemy.

Tacticals

Tactical Change
A-Wall Shield health reduced by 50% (1000 -> 500)
Pulse blade 50% faster recharge (8 -> 12)
Cloak 50% faster recharge (10 -> 15)
Holo pilot 100% faster recharge (8 -> 16)

Notes

  • A-Wall can still tank a Kraber bullet, but not much more - lower HP should force the shield to be used more tactically, instead of being a camping tool. Lower HP also makes it so that the electric smoke is a convenient counter to it.
  • Pulse blade, cloak and holo pilot cooldowns have been reduced to encourage more usage

Ordnances

Ordnance Change(s)
Gravity star Pull time reduced by 50% (2.0s -> 1.0s)
Electric smoke Radius (both inner and outer) increased by 1 meter (50 -> 100, 210 -> 250), +33% faster recharge (18 -> 12 seconds)
Arc grenade Radius (both inner and outer) increased by 1 meter (75 -> 125, 350 -> 400)
Satchel Radius (both inner and outer) increased by 1 meter (120 -> 170, 250 -> 300)

Notes

  • Gravity star is still good if user aims more quickly, while being slightly less annoying for the victim.
  • Electric smoke and arc grenade have a slightly larger effect radius because their purpose is for area control, not direct damage. They could be higher, but increasing the size of the visual effect would require client mods.
  • Satchel has a radius buff as well to make it more like the bomb it's supposed to be

Development

Damage range to bullets needed for kill

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

Weapon code names

Link

Harmony VPK tool

Link

  1. Open vpk/englishclient_mp_common.bsp.pak000_dir.vpk in your Titanfall 2 install directory
  2. In the VPK, open:
    • RootDir/scripts/weapons for keyvalue files
    • RootDir/scripts/vscripts/weapons for Squirrel scripts
  3. Unpack the file somewhere on your PC
  4. Copy the file under reference/ and:
    • keyvalues/scripts/weapons, if it's a keyvalue file
    • mod/scripts/vscripts/weapons, if it's a Squirrel script
  5. Leave the file under reference/ as is, changes are made in keyvalues/scripts/weapons or mod/scripts/vscripts/weapons

Change tracking

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).

Editing

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 nerf
  • CHANGE/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)