Alien Swarm: Reactive Drop

Alien Swarm: Reactive Drop

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Weapons Balancing 2
By DaiLouFu
The details of challenge Weapons Balancing 2.
   
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Weapons Balancing 2
https://steamproxy.net/sharedfiles/filedetails/?id=3258091500

Current Version: 1.7.x

This addon includes a series of improved challenges based on addon "Weapons Balancing". Game mechanics are optimized, more weapons are buffed, marines are able to revive dying teammates, marines have a supply robot carrying ammo, aliens are stronger in some challenges. Details are below.

Challenges List:
Weapons Balancing 2
Weapons Balancing 2 C2
Weapons Balancing 2 ASBI
Weapons Balancing 2 ASBI C2
ASBI WB2 RNG2 C2
ASBI WB2 RNG3 C2
ASBI WB2 RNG4 C2
1 Introduction
Weapons Balancing (by Dmitriy) is an excellent challenge, loved by players for its high difficulty challenges and outstanding weapons' performance in some challenges. However, due to the continuous improvement of players' skill and the performance gap between weapons, the gameplay of players in difficult challenges has become increasingly monotonous, and some shortcomings in the challenges have gradually emerged:
  1. Some weapons have excessively weak performance, without any chance for selection in difficult challenges.
  2. Some weapons have overly strong performance and are basically selected in high difficulty challenges, causing similar gameplays.
  3. Due to increased weapon damage and hardcore friendly-fire damage settings, players can almost kill their teammates with just one hit, coupled with fierce aliens, resulting in a extremely hard game.
  4. The responsibility of carrying ammo is mostly borne by Vegas, resulting in a poor gaming experience for Vegas.
  5. Experience issues caused by some shortcomings in game mechanics.
In order to address the above issues, I have improved Weapons Balancing, hoping that players can try more weapons and equipment and have a better gaming experience.
2 Details
2.1 Changes In Game Mechanics
  1. At the beginning of the game, marines receive a supply robot, which will carry a ammo satchel containing three ammo boxes and will follow the player. After marines issues a shortage ammo warning (which can be actively issued by entering "cl_emote 1" in the console), the ammo satchel will be transported to the marine's vicinity. The robot will pick up ammo satchel on the ground when idle.
  2. Marines will incapacitate himself instead of die directly after their health drops to 0 and can be revived by their teammates. Each marine can be revived once per round. The damage taken by marines within 1.25 seconds after being revived is reduced to 0.
  3. Unlock the class restrictions for some weapons. Please note that weapons will still be affected by marines' skill points.
  4. All marines can hack. Please note that the file download speed will still be affected by the marines' skill points.
  5. All sentries will automatically complete the assembly process after placement, and the assembly speed is affected by the skill points of nearby marines.
    The sentries' health has been increased to 1000 and the damage to marine has been reduced to 7%.
    Dismantling the sentry can provide ammo for the sentry.
    The sentry will not block the fired grenades now.
  6. The flames causes an additional damage of 1.5% maximum health to the alien excluding the alien queen (0.1s CD) .
    Aliens become more vulnerable when frozen, and damage to them is increased by 30%.
    When an alien is electrocuted, it will take an additional 30 points of damage.
    Aliens damaged by gas grenades will enter a poisoned state and move slower.
    Damage of aliens that burn, are electrocuted, frozen, or poisoned to marines reduced to 70%。
  7. Smart bombs and hornet barrage no longer block grenades fired by grenade launchers and reduce damage to teammates.
  8. Unlock the Displacement 'Blink' Pack, with a charging time of 45 seconds.
  9. Marines regain health: 1hp/5s, but 1hp/8s in ASBI.
  10. Marines cause 200% damage to teammates in ASBI instead of 300%.
2.2 Weapons Balancing
(1) 22A3-1 Assault Rifle
Damage:
19 + 1 * skill_accuracy
Fragmented Grenade Damage:
2050 + 150 * skill_grenade
When launching a fragmentation grenade, the fragmentation grenade will better point to the position pointed by the player's cursor (allowing for firing to a higher place).
Fragmented Grenade causes less damage to the Alien Queen.
The fragmentation grenade of the assault rifle performs too strongly in Weapons Balancing, so we weaken it and make some convenience modifications.

(2) 22A3-Z Prototype Rifle
Damage:
16 + 1 * skill_accuracy
Firing Rate Bonus
0.011 * skill_engineering
Overall, Vegas's DPS using prototype rifles is higher than Crash, but ammo consumption is also faster.

(3) S23A SynTek Autogun
Damage:
16 + 1 * skill_autogun
Now every bullet of Autogun will stop alien (just like exploding an alien).
The occupational restrictions have been lifted.
Now the Autogun has a very strong ability to bring up the rear, and I hope it can be used as a replacement for miniguns.

(4) M42 Vindicator
Damage Of Single Pellet:
17 + 1 * skill_vindicator
Amount Of Pellets:
9 + 0.6 * skill_vindicator
Damage of Vindicator Grenade:
87 + 3 * skill_vindicator, at any distance
The occupational restrictions have been lifted.
For marines without skill points, Vindicator can also be used to deal a drone at close range with one shot.

(5) M73 Twin Pistols
Damage:
33 + 1 * skill_accuracy
Duoshot Damage To Drone:
71
Reduce the difficulty of fast reloading, and increase the reduction by the skill_reloading.

(6) IAF Advanced Sentry Gun
Damage:
68
Ammo:
400
Range:
800
The Sentry can be easily used in defense to aliens horde. Of course, you have to live to a defend-place first.

(7) IAF Heal Beacon
Amount:
5 + 1 * skill_healing
HP Recovery:
150 + 37.5 * skill_healing
Range:
100 + 10 * skill_healing
Duration:
20 + 1.5 * skill_drugs
The healing beacon can now be thrown a short distance towards the position of player's cursor .
The occupational restrictions have been lifted.

(8) IAF Ammo Satchel
Amount Of Ammo Boxes:
4

(9) Model 35 Pump-action Shotgun
Damage Of Single Pellet:
52 + 5 * skill_accuracy
Reduce the difficulty of fast reloading, and increase the reduction by the skill_reloading.
Each pellet will stop the alien (just like exploding it).
Restore an additional magazine when picking up ammo.
Increase damage to small aliens to 200%.
Reduce damage to distant targets.

(10) Precision Rail Rifle
Damage:
350 + 10 * skill_accuracy
Amount Of Ammo Reserves:
50
Reduce the difficulty of fast reloading, and increase the reduction by the skill_reloading.
Restore 5 additional magazine when picking up ammo.
Reduce damage to Alien Queen to 50%.

(11) IAF Medical Gun
HPS:
6.25 + 1.25 * skill_healing

(12) K80 Personal Defense Weapon
Damage:
19 + 1 * skill_accuracy
Number Of Ammo Reserves:
640
Reduce the difficulty of fast reloading, and increase the reduction by the skill_reloading.
Restore an additional magazine when picking up ammo.
Reduced damage to distant targets.

(13) IAF Freeze Sentry Gun
Improve deployment speed.

(14) IAF Minigun
Reduce spin down rate.

(15) AVK-36 Marksman Rifle
Damage:
450 + 10 * skill_accuracy
Damage Zoomed Bonus:
450
Number of Ammo per Magazine Box:
8
Number of Ammo Reserves:
24
Increase the damage to aliens at a distance from 400 to 800 by 50%.
Are we playing Battlefield 1?

(16) IAF Incendiary Sentry Gun
Damage:
28
Ammo:
850
Ready for a barbecue party.

(17) Chainsaw
Damage:
52 + 2 * skill_melee

(18) IAF High Velocity Sentry Cannon
Damage:
700
Interval:
0.75
Much cooler than grenade launcher.

(19) Grenade Launcher
Damage:
100 + 5 * skill_grenade

(20) PS50 Bulldog
Damage:
150
Cancel the damage decay on large aliens.
Reduce the difficulty of fast reloading, and increase the reduction by skill_reloading.

(21) IAF HAS42 Devastator
Damage Per Pullet:
17 + 1 * skill_accuracy
Number Of Ammo Reserves:
140
Restore an additional magazine when picking up ammo.
Increase damage to big aliens by 30%.
Cancel damage reduction to uber drones.

(22) 22A4-2 Combat Rifle
Damage:
18 + 1 * skill_accuracy

(23) IAF Medical Amplifier Gun
Amount Of AMP:
105 + 15 * skill_drugs
Amount Of Heal:
30 + 6.75 * skill_healing

(24) 22A5 Heavy Assault Rifle
Damage:
23 + 1 * skill_accuracy
Amount Of Faster Shooting:
4

(25) IAF Medical SMG
Damage:
18 + 1 * skill_accuracy
Reduce damage to distant targets.

(26) M868 Flamer Unit
Damage:
5
Number Of Ammo Reserves:
320
2.3 Equipment Balancing
(1) IAF Personal Healing Kit
Amount:
8
Heal:
100 + 5 * skill_healing
Marines can quickly cure their infections by using this.

(2) Hand Welder
Increase welding speed.

(3) SM75 Combat Flares
Amount:
4
Duration:
15
Now the SM75 Combat Flares has the effect of bait, attracting all nearby aliens and igniting nearby buzzers.

(4) ML30 Laser Trip Mine
Amount:
10
Damage:
2650
According to skill_grenade, marines can throw 2, 3, or 4 mines at once.

(4) X-33 Damage Amplifier
Amount:
5
The range of AMP placed by marines other than special-weapon(wildcat and wolfe) has been increased to 160.

(5) L3A Tactical Heavy Armor
Basic Damage Reduction:
50%

(6) Hornet Barrage
Amount:
4
Damage:
200
Amount Of Missiles Launched:
13 + 1 * skill_grenade

(7) CR-18 Freeze Grenades
Amount:
5
Freezing Time:
3.5 + 0.6 * skill_grenade
Range:
210 + 10 * skill_grenade

(8) Adrenaline
Amount:
4
Slow Motion Rate:
0.5
Duration:
2.5 + 0.4 * skill_drugs
The adrenaline effect now does not stack with the Slow Motion in the game.

(9) IAF Tesla Sentry Coil
Amount:
4
Ammo:
25 + 3 * skill_engineering
Interval:
0.8s
Range attack.
Can destroy a shell of motarbug.

(10) v45 Electric Charged Armor
Amount:
4
Duration:
15s
Now when marines activate their armor, they will also briefly charge nearby teammates, which can directly prevent nearby teammates from being infected with parasites.
Marines can continue to activate their armor while it is activated (CD 1.5s).

(11) M478 Proximity Incendiary Mines
Amount:
5
Duration:
23 + 1.5 * skill_grenade
Length:
3.0 + 0 * skill_grenade
The occupational restrictions have been lifted.

(12) IAF Power Fist Attachment
Melee Damage Scale:
8

(13) FG-01 Hand Grenades
Amount:
5
Damage:
2050
Amount of Cluster Grenades
0.5 * skill_grenade
Shortened the fuse time for cluster bombs, and it is believed that Jaeger's frequency of changing teammates can be reduced.
Reduce damage to the Alien Queen.

(14) MTD6 Smart Bomb
Amount:
4
Amount Of Missiles Launched:
20 + 1.5 * skill_grenade
Interval:
0.8

(15) TG-05 Gas Grenades
Amount:
5
Damage:
35 + 5 * skill_drugs
Duration:
23 + 1.5 * skill_drugs
Interval:
0.2
The occupational restrictions have been lifted.
Throw faster.
Reduce the friendly damage to 6.
It will obstruct the view of players entering the range of the grenade.
It will poison the alien that has been damaged by the gas (turning green and reducing movement speed).
The smoke and range indicators of the gas grenade thrown into the distance now are not so easily misplaced.

(16) Displacement 'Blink' Pack
Charging time:
45s