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.
- Buffing weakest ordnances and tacticals a little, while leaving the strongest alone (except A-Wall).
Minimal changes.(failed)Avoiding scope creep which causes unnecessary changes to accumulate.(failed)
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.
- No titan changes.
- 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 | - | - |
- 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.
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) |
- 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
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) |
- 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
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)