
The details of challenge Weapons Balancing 2. Weapons Balancing 2 https://steamcommunity.com/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: Some weapons have excessively weak performance, without any chance for selection in difficult challenges. Some weapons have overly strong performance and are basically selected in high difficulty challenges, causing similar gameplays. 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. The responsibility of carrying ammo is mostly borne by Vegas, resulting in a poor gaming experience for Vegas. 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 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. 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. Unlock the class restrictions for some weapons. Please note that weapons will still be affected by marines' skill points. All marines can hack. Please note that the file download speed will still be affected by the marines' skill points. 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. 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%。 Smart bombs and hornet barrage no longer block grenades fired by grenade launchers and reduce damage to teammates. Unlock the Displacement 'Blink' Pack, with a charging time of 45 seconds. Marines regain health: 1hp/5s, but 1hp/8s in ASBI. 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
2026-02-15 16:00:28 发布在
异形丛生:虫启天降 (Alien Swarm: Reactive Drop)
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