Barotrauma

Barotrauma

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JiuZhou Bukuro Rebalance
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11.175 MB
6 Feb @ 8:20am
8 Oct @ 2:30am
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JiuZhou Bukuro Rebalance

In 1 collection by 概念
超绝最超雄联合军
5 items
Description
Do you feel that the large machine gun from the JiuZhou Bukuro looks intimidating, but its damage is barely noticeable? Do you think small-caliber bullets lack their unique characteristics, and large-caliber bullets are underwhelming in terms of damage? Do you feel that snipers can’t save crew members?

This mod aims to rebalance the bullet damage from the JiuZhou Bukuro mod for captains who crave satisfying combat. It ensures that every bullet deals meaningful damage instead of just grazing the target, but enemies will also become more powerful!
Original: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2953749635

Balance Logic: This mod strictly follows the bullet data from Escape from Tarkov for damage rewriting, and redefines bullet penetration based on armor-piercing levels. I define the armor-piercing capability in this mod as levels 1-8, with values from 0, 0.15, 0.25, 0.36, 0.45, 0.54, 0.64, to 0.76. For example, the standard 5.45mm round (7N40) has an armor-piercing value of 42 in Tarkov, so its armor-piercing capability in this mod is level 4, corresponding to a value of 0.36, with a slight reduction. Armor-piercing rounds have a fragmenting effect equal to their armor-piercing value * 20. Each bullet has its corresponding bullet type, and the damage levels for sniper rifles and assault rifles with the same caliber are fully aligned! Additionally, to balance the differences between bullet types, this mod introduces various unique mechanics to ensure every bullet has its place.

Bullet Categories:

Small Caliber: Rounds like 5.56 and 5.8 have the added effect of reducing enemy healing efficiency and causing higher bleeding.
Subsonic/Heavy Rounds: Bullets like .45, .300blk, and 9x39 reduce enemy movement speed, with higher bleeding and stun effects compared to other bullets.
Large Caliber: Rounds like 6.8 and 7.62x54r have a hidden damage increase to balance out their larger magazine sizes.
Sniper Rifle Ammo: Default to armor-piercing rounds, with double the fragmentation correction and greater penetration depth (i.e., the ability to pierce through walls and body parts).
Pistol Ammo: Default to armor-piercing rounds.
Submachine Gun Ammo: Default to RIP (flesh-hitting) rounds, with extra blood loss effects for 9mm, .45, and 6.8x51 open-tip bullets.
Shotgun Rounds, Grenades, etc.: Also balanced accordingly.
Special Rounds:
Jus Special Rounds: Higher damage and armor-piercing, but without fragmentation effects.
Lei Special Rounds: Act like harpoons, staying inside the body and continuously applying electric shock, causing short but repeated stuns.
Flame and Acid Rounds: Lower gunshot damage but increase special damage effects.
Additional changes:
- Added 12.7x55mm armor-piercing and open-tip ammunition.
- Combined the deceleration and reduced healing effects of subsonic and small-caliber rounds into a single effect, which also lowers skill level.
- Changed single-shot pistols to true semi-automatic, firing as fast as the trigger is pulled.
- Created specialized ammunition and magazines for the G11 and Type 05 submachine guns.
- Replaced the XM250 with the larger-caliber MG433 to match the MG42.
- Corrected the M2 Browning's caliber from 7.62x51mm to .50 BMG (12.7x99mm).
- Adjusted the AN94's firing logic to achieve the intended effect and changed its caliber to 5.45mm (the original version had severe damage loss issues).
- Modified the A545's firing logic.
- Added 7.62 NATO drum magazines (50 rounds).
- Added .50 BMG drum magazines (20 rounds).
- Fixed a bug where firing the M4 Masterkey would cause self-damage.
- Fixed an issue where burst-fire weapons like the M16, FAMAS, and AN94 would lose damage in performance-fix environments.
New changes:
-Add RPK-16 / MG42 Armor-Piercing Drum and MG42 150 rounds ammobox.
-Add NSV-12.7 heavy machine gun.
-Add MK-18 .338 Marksman rifle.
-AKs-74u can be dual-wielded.
-Add VKS 12.7*55 Sniper Rifle and KSVK 12.7 Large-Caliber Kovrov Sniper Rifle
Popular Discussions View All (2)
10
17 Aug @ 9:39pm
平衡性问题反馈
概念
0
29 Sep @ 12:17am
近期更新内容
概念
65 Comments
概念  [author] 4 Oct @ 9:59pm 
cbrn不适合放在这个模组里,等一些东西告一段落之后我会和原作者单独出一个新的
真龙天子 3 Oct @ 10:30pm 
考虑和cbrn适配吗:steamhappy:
概念  [author] 29 Sep @ 12:04am 
我已发布了一个新的更新来解决你提到的问题。现在狙击枪是否穿过队友是可选的。
水着琉璃子 28 Sep @ 7:27am 
评论好像被审核吞了(悲:mbgaan:
概念  [author] 28 Sep @ 6:12am 
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).
水着琉璃子 28 Sep @ 5:46am 
大佬,狙击子弹会穿过队友的效果有什么办法可以更改嘛,因为已经打了子弹穿队友的mod,而且有时候跟联盟或者抵抗军站点敌对了狙击枪的子弹也还是打不到敌人:lilimsob:
概念  [author] 26 Sep @ 5:40am 
抱歉,新发布的版本已经修复
Andrea·Desilin 26 Sep @ 5:12am 
M700长镜子版背在背上变成看不到了,物品tag是子弹补丁的
jacob 26 Sep @ 12:05am 
alright no problem thanks for the reply
概念  [author] 25 Sep @ 7:42pm 
Yes, for sniper rifle rounds that was intentional. Since this is a 2D game, having friendly fire on would force you to carry a heavy, inefficient weapon—one not suited for frontline combat—while sticking to the very front of the squad.

The purpose of this change is to let you use it safely from the backline instead. The downside of this adjustment is minimal, and if you’d like, you can easily make a small patch to customize this behavior yourself. I can also assure you that I won’t be changing their other stats in the short term.