Aftershock: Damage rebalance I (Ballistic weapons) #79762
+161
−105
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Summary
Mods "Aftershock:Rebalance Ballistic Weapons"
Purpose of change
I was adding a turbolaser turret for one of Quill's map and I noticed that assigning armor values to monster was hard and needed you to test combat with many different weapons to judge balance. This is cubersome and can easy lead to balancing mistakes, so in here I'm trying to conceptualize a more standarized system based on armor and HP breakpoints that is simpler to test,
Describe the solution
Monster and player armor should be understood to exist in the following categories: unarmored, light armor, medium, Heavy, Vehicle/Structure. These categories should have the following defensive ratings:
According to this armor breakpoints the current ammo types have been balanced as follows:
To balance specialty rounds use the following rule:
Aditionally monsters should have the following stats depending on their
monster archetype
Testing
Needs changes to the monster themselves to make sure it plays properly, but the math checks out.