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[1.7.1] Grok's Balanced Overhaul Of Ballistic System  

Upload: 16 May 2022, 06:47
Created by: Lucy [X]
Uploaded by: Aqxaro
[1.7.1] Grok's Balanced Overhaul Of Ballistic System

A complete overhaul of how ammo works in the game. Rebranding of some ammo to FMJ, HP and AP ammo, new armor penetration system bypassing the engine flawed computations, tankier mutants but weaker weakspots. Exos are recommended to be taken down with AP Ammo. Overhauls all guns recoil including BAS guns using enhanced recoil. Only concerns Player to NPC/Monsters shots. Natively supports DICK's and FVM's new NPC models.

Grok's Balanced Overhaul Of Ballistic System
a.k.a GBOOBS v1.7.1
a.k.a Grok's Ballistics Overhaul (GBO)

Bullets have to break the NPCs armor before dealing damage. There are some concussion damage still but they are nerfed heavily. Concussion still staggers enemies. The higher the ammo penetration power, the quicker the NPCs armor is depleted. High penetration ammo even penetrates armor directly. Each NPCs have armor values for each limb based on their visual model. Legs armor is reduced. Damage localization is also more pronounced (damage reduction based on limbs).

It balances buckshots because their penetration value is extremely low, thus making buckshot useful only against unarmored or lightly armored targets (early stalkers and mutants). To kill an exo with buckshots, you'll likely need more than 10 shots. But 3-4 AP 7.62x39 or 9x39 to the chest and they are dead. AP ammo price has thus been increased because you need much less of these to kill armored foes. Since their price is high, AP ammo must be used with care. FMJ basic ammo are still useful, but you'll need to shoot the legs of a Nosorog if you want to incapacitate it.

Slugs and AP Slugs (Darts) thus received a boost and they are designed for stalker hunting. Ammo categories have been revamped too. Most calibers have basic ammo (FMJ), hollow-point ammo (HP) or armor piercing ammo (AP). EP ammo has been converted to HP ammo. HP ammo efficiency has been boosted so that shotguns are not the king anymore to kill mutants. .45 Hydrashock is the king. SMG are buffed too : time to kill is generally faster with this add-on, and despite reduced SMG damages (in vanilla a 9x19 deals the same damage has a 5.45 weapon), their recoil has been reworked so that they are still super efficient at close range and super cheap to use compared to higher caliber weapons. Some iconic weapons like PPSh and P90, which have their own caliber, have been reinforced a bit. Now 5.7 is now a clear upgrade compared to 9x19. And 7.62x25 is slightly better than 9x19 FMJ, but it lacks performance against armored foes, but is very versatile early on.

Among other changes, the add-on brings it's own weapon recoil balance, two set of icons with ammo name (original icons and a brand new set of icons), a rework of grenades damages based on NPC armor profile and more (see full description below).

It also makes guns with a broken barrel dealing less damage and less ammo penetration. Don't use broken guns.

DESCRIPTION

Complete rework of the ballistics framework of Anomaly.

Changes notably the bullets and armor penetration from PLAYER to NPCs (not the other way around) using EFT ammunition system as an inspiration. The goal is to have a more realistic ballistic system where you must take into account the armor of your enemy and the ammo type you are using.

  • Completely reworked ballistics: ammunition Armor Penetration (AP) power is compared to limb (bone) armor. If the AP power > bone armor, damages are applied. If AP power < bone armor, no damages are applied and bone armor is reduced based on AP power. Ammo with low AP power thus need to break an opponents limb armor before starting doing damage. AP ammo are thus required to kill heavily armored targets. FMJ and HP ammo will still work, but the enemy armor must be destroyed by many of these bullets to start doing damage.
  • EFT-like blur when getting hit: screen gets blurred like in Tarkov when getting hit using a ppe effect from xcvb. Thanks bratan.
  • Custom Less Intense Enhanced Recoil Effects activated by default. It is much less overwhelming than base game don't worry. Disable Enhanced Recoil Effects in the options to not cumulate both. Based on Bazzingarey Reduced Enhanced Recoil, but heavily tweaked. You can increase the recoil by copying the grok_bo_enhanced_recoil.script multiple times.
  • Bullet damage and penetration power properly decrease with the distance depending on ammo air resistance. 9x19 will have damage halved at 150m for instance.
  • Bullet damage and penetration power change based on the gun barrel condition.
  • Old ammo are as powerful as Normal ammo but destroy your weapon condition much faster. Use with care. Can be used with bad condition low fire rate guns as mean to inexpensively kill targets.
  • Limb damage rework: Damages applied will highly depend on the targeted limb.
  • Leg armor rework: every ammo shot at the legs will get a boost to armor penetration (+0.12 AP power). If you are facing a heavy armored target without proper AP ammo, aim for the legs... or the head ! This system basically allows "leg meta". This is mainly to take into account that most armors cannot protect the user legs as good as his body armor while the upper legs have large arteria that can lead to a quick death. Lower parts of the leg will not take so much damage but armor will still be easily breakable.
  • New bullet description using the Russian BR classification for ammo penetration, much more clear: AP power, BR1 - BR2 = penetrate light armors, BR3 - BR4 = penetrate middle-class armors, BR5 - BR6 = penetrate heavy armors.
  • Reworked AP ammo (Armor Penetration): are expensive but will defeat any endgame heavily armored target. They are end game ammo, don't use them against lightly armored targets.
  • Reworked FMJ ammo (Full Metal Jacket): are cheap and must be used to kill lightly armored targets... or if you don't have the money to buy good ammo.
  • Reworked HP ammo (Hollow-Point): are a bit more expensive than FMJ and must be used to kill mutants or to kill stalkers by aiming for the legs!
  • Sniper ammo are actually very powerful now, but also very expensive. Lapua and 50 BMG will most likely one shot most ennemies to the chest... if you can afford them.
  • Buckshots will work as inexpensive, early game ammo. Forget about them mid and late game. They aren't useful anymore against exos.
  • PPSH and P90 buff: just give these weapon a try. I didn't make it on purpose, it's just that with the new framework, they started to shine.
  • 9x19 AP as early heavy armored target killer: inexpensive AP ammo that will work at close range, very good HP ammo to kill mutants... 9x19 got buffed!
  • 5.45x39 increased dmg but reduced AP - HP ammo are really good to kill mutants.
  • 5.56 increased AP but reduced damages - good to burst targets at long range.
  • 7.62x39 recoil is higher compared to other assault rifles. Higher bullet drop than vanilla.
  • 7.62x51 is still king, but weapons will have a high recoil.
  • Mutants are much more tanky. Most mutants body shots damage are reduced.
  • Mutants weakspots improved : you will do more damage by aiming for the head... But not for hogs, as usual, aim for the flank of these beasts!
  • Some ammo are much more useful against mutants: HP ammo, .357 magnum, .45 Hydrashock, buckshots, slugs, 7.62x25 Pst.
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