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local t_Damage = attacker:GetBaseDamage(weapon)
This way you don't encounter rounding issues with weapons such as Uzi (15 base) versus MP5 (16 base) when multiplying from the original effective damage on Auto/Burst (i.e. 3 base / 8 base respectively)
As it is auto fire is too accurate at long range, and I feel the devs made the damage reduction to compensate this.
Has to solely be used with drop everything mod though, you'll need the scrap, you'll need the ammo, you'll need the armour (and to discover how many enemies are 24/7 covered in ablative ceramics when you could not get a complete set of flak gear, start developing dignity and stop roleplaying a hobo clinging to property rights) and you will need the level of guns the enemy is fielding.
When you're facing multiple enemies with automatic weapons and unlimited ammo, your mercs will take way more damage as a result. The default values were probably made with that in mind, as opposed to encouraging a rifle/single fire heavy play-style.
As smol warning, this mod also increase difficulty by ALOT. especially if you activate the option that kills your mercs when downed. a single burst can kill your mercs, armor or no armor.
With the possibility of knocking out the enemy or adding a panic effect.
The same adds to grenades, an exhausting effect.
Hi-power explosives such as dynamite and C4 could get enemies unconscious in an explosion radius.
Also, add bleeding effects for all bullet hits, as it should be.
Like Mercenary, Doctor Qu effect when he attacks mele enemy could be unconscious.
That's why im here, lol
this change will make game harder <3
@Low Moral Fibre: I have barely looked into tooltips yet, but a first glance seems to indicate it'd be a bit of a pain as worst case I'd have to adjust every weapon individually. I'll keep investigating it, though.
The weapons still show the default half damage in the inventory screen is that just a text description? Is that a pain to update?