Edited ltx files with Silencer Nerfs removed, but at the cost of weapon degradation.
Ver 1.01 Updated to work with latest B&S.
Ver 1.02 Included versions for older B&S (Some of us still use it :))
Ver 1.03 Recoil now reduced by 5% when Zoomed.
Ver 1.04 Updated for Latest B&S (28/11/21)
Ver 1.05 Forgot to include separate B&S Silencers.ltx in Ver 1.04. Fixed.
Fixed error "section 'wpn_sil_osprey'" found in Previous B&S Version. Sorry it took so long.
We all know that silencers in the real world do not have the same drawbacks as they do in the virtual world. Less velocity, less stopping power, etc, I decided to look into another way of nerfing them in game but in a more realistic manner (I hope).
Having watched videos online about silencers, it was clear that they take a a lot of punishment, and require constant cleaning maintenance in order to perform at their best.
So I made it that when you use a silencer, the wear on your weapon is increased. I got rid of the usual nerfs.
Here is an example
Hit Damage = As unsuppressed
Hit Force = As unsuppressed
Round Velocity = 2% increase
Shot Dispersion = 2% decrease
Recoil = 5% decrease
Zoomed Recoil = 5% decrease
Weapon Wear = 50% increase
There are three files, one for standard Anomaly, and one for Anomaly and B&S (Latest version 28\11\21, and the previous version.
Use the appropriate one. Make a backup of the original, or use a mod manager.
I find 50% increase a little small so I have included two more versions. One with 75% wear increase and one with 100% wear increase.
Both of these also have Standard and Two B&S versions.
I did a test firing 120 new rounds from a G36.
Without silencer weapon condition was 94%
With silencer weapon condition was 87%
This was with wear set to 100%
From the reasearch ive done this is pretty well spot on. If you wanted to drive the realism a bit farther id look into seeing if theres a way to set up a small rpm increase for supressors on smgs and rifles, and a small decrease for pistols.
Also, you need to use subsonic rounds to fully use a silencer to its full potential but that's probably going too far for a game lol
It is not, people are already very far from "going too far for a game" in anomaly TBH. This line has been crossed in CoC already lol
I shall look into this, thx
The mp5sd lowers supersonic ammo to subsonic ammo by dispersing some of the propellant gases. So every gun using subsonic ammo and the mp5sd should be near silent for npcs.
Would be neat if these details would make in into the game/mod :)
The range at which the weapon can be heard is actually coded into the sound file itself.
Hello, I checked your mod with base weapons and WEAPON PARTS OVERHAUL mod.
With the basic weapon, wear with a silencer at 75% is 2% faster at 100% by 4% for assault rifles (I checked wear after shooting 3 magazines with and without a silencer).
With WEAPON PARTS OVERHAUL wear (in the WPO mod, the state of the weapon shows the pollution of the weapon) the state with a silencer at 75% is 1% faster at 100% by 2% for assault rifles. Thanks for changing the silencers in the game with the WPO mod, it becomes very real.
Great addon. The BaS Version is outdated by the way, other than that, great job.
Thx, I will update it as soon as possible.
Thanks for the update. :)
Hi, do you think it would make for interesting gameplay to slightly worsen handling when a silencer is applied, as a way to make the player feel that there's something attached to the tip of the gun?
I was gonna start looking into this, thx for confirming an interest in this feature.
Do I understand correctly that we are talking about zoom_rotate_time? If so, then increasing this value with a suppressor on is a great idea!)
Thats the idea, hopefully.
As of version 1.02, there are now 3 versions inside each main folder.
One for Original Anomaly, One for Current B&S versions, and one for Older B&S versions.
does this mod affect mp5sd?
It appears as though the MP5SD uses the same silencer as the standard MP5, so yes it will affect it.
It's necessary to start a new game ?
No, works on any game.
Hi, i installed the mod and then this error shows up:
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::Load
[error]File : Xr_ini.cpp
[error]Line : 305
[error]Description : fatal error
[error]Arguments : Duplicate section 'wpn_sil_osprey' found.
Hi, i installed the BaS ver. mod and then this error shows up:
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::Load::<lambda_ec64b35e8aa0aeb0970bc80bf034f482>::()::<lambda_84ef1a8812c179d2b2d7097563ce696c>::operator ()
[error]File : Xr_ini.cpp
[error]Line : 330
[error]Description : fatal error
[error]Arguments : Duplicate section 'wpn_sil_osprey' wasn't marked as an override. Override section by prefixing it with '!' (![wpn_sil_osprey]) or give it a unique name.
Hey, thanks a lot for this mod it's a great idea and a much better and more realistic way to balance silencers. Ideally silencers should not affect the weapon condition, and instead have their own durability and be expensive to repair/replace, but that's probably impossible/too much work with current game code. So this is the next best thing. I'm looking forward to when you implement the handling penalty, as some have suggested.
If I may make my own suggestion, have you considered making the wear-and-tear dependent on weapon caliber? You know, considering bigger calibers are more difficult to suppress. For example how about 9mm silencers at 1.5, 5.56mm at 1.75, and large caliber/shotgun silencers at 2.0? I'm going to do this for my own game as it's trivial to implement. Just wondering if it would fit in with your vision.
Great mod. I'm already a fan and haven't even merged it into my stack yet, because it just makes sense.
Would be better to add durability to suppressors and then repair them by cleaning them periodically.
This comment is currently awaiting admin approval, join now to view.