Description

A small addon that changes axes to be more "realistic" and set them apart from knives.

Preview
[1.5.1] Axe Rebalance v0.2
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TySG
TySG - - 110 comments

So this addon wont be compatible with "Pistol and Knife in Binoc slot addon" rigth? Sorry for my english.

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MagnusJMJ Author
MagnusJMJ - - 9 comments

I looked at the files for it and there are no conflicts, though I'm unsure how they will behave together. Try it!

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Grokitach
Grokitach - - 896 comments

Much likely not compatible with Grok's Balanced Overhaul of Ballistic System (where axes and knives are rebalanced already)

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TheVoidPancake
TheVoidPancake - - 68 comments

Great addon, Great Preview Picture. 10/10

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Dorsai!
Dorsai! - - 14 comments

I feel like at least the hunting axe should still be able to skin mutants.

Also, what is your rationale why hunting axe remains one-handed? Not that I disagree necessarily, I'd just like to know why.

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MagnusJMJ Author
MagnusJMJ - - 9 comments

I'm on the fence about letting the hunting axe skin mutants, but definitely considering it. On one hand, how tf do you dissect an animal and delicately separate its organs with an axe? On the other hand, it would give it more of a mechanical difference/advantage over the other axes, like the hunting knife.

The other changes to hunting axe are just made on my gut feeling of how it ""should"" work. The model is slightly smaller and (in both vanilla and with this mod) actually deals less damage than the other axes.

The way it works now, the hunting axe offers a compromise - it still offers a significant damage increase over knives, but is not as powerful as the other axes. It's more versatile and is a balanced way of "having your cake and eating it too" - without making it a no-brainer pick over other melee weapons.

Ideally, the two-handed axes should be good enough to warrant taking up the secondary slot, which is why they offer better damage and range as well.

Hope that clears some things up!

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Dorsai!
Dorsai! - - 14 comments

"On one hand, how tf do you dissect an animal and delicately separate its organs with an axe?"

Probably just not delicately, I mean. Your chopping it up.

If this didn't mean completely reworking the mutant harvesting mechanic (which wouldn't be worth it) I would say give it the full yield of some things like meat and external organs (hands, feet, heads), while lowering the chance to harvest internal organs intact. Way to much effort to justify though.

Then again, a sharp axe almost handles like a knife when you are holding the head directly. Sadly the animation from the THAP mod does not reflect that. The actor flips the axe around and drags it across the mutant exactly like he would a knife, which just looks plain weird.

I have reenabled it for now, since I wouldn't use axes at all otherwise. Maybe you could make it an optional patch in the future?

"The way it works now, the hunting axe offers a compromise"

That makes sense, both gameplay and immersion-wise. I could see carrying the hunting axe at the belt like a knife instead of across the back like I'd imagine the actor carrying the second slot weapon. I couldn't imagine carrying the larger axes at the belt.

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Jivixfromwc3
Jivixfromwc3 - - 39 comments

There's absolutely nothing challenging about skinning an animal with an axe (warning: dead animal ahead):

https:// youtu.be/aTM7Csb3_iU

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Malac88
Malac88 - - 137 comments

Could you make a mod, that just simply scales down the fire and hunting axe to a normal size?
In third person view, the fire axe and the hunting axe is a bit oversized. The normal axe is ok.

Moddb.com

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