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Anomalous Zone 1.51.2 by FatalFunnel. Initial version, patches pending.

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Anomalous Zone v1.51.2
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Alfleet
Alfleet

Im confused. Category says its a skin pack.
Description has various gunplay related changes and a psy dog reference.
Whats is this?
A modpack?

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FatalFunnel Author
FatalFunnel

I labeled it skin pack because it includes skins, it's mostly just config changes to weapons/creatures. and general ballistics changes. see older version. Moddb.com

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Alfleet
Alfleet

I see, thank you for your reply and hard work.

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bvcx
bvcx

Hey, not sure about shotguns...roughly:
NPCs health is 1.0;
2.18 shotgun hit with buckshot 0.4 = 0.872 (not even counting 10% AP bonus);
wind velocity and distances reduce damage by just a little bit in this game, let's say minus 10% = 0.785;
If we take an average stalker (rank 2, 3 and some of the last rank 4) with 30% fire wound resist and if 1 single pellet hits him, it will do 0.55 damage, means u only need 2 pellets to kill most of the NPCs.... which I don't think is a "real world equivalent" ;p

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FatalFunnel Author
FatalFunnel

Oh yeah, I remember shotguns were somewhat of an issue for me with earlier versions and then I ended up buffing buckshot because people complained they were somewhat weak. I remember I had to make the scaling of buck feel comparable to the scaling of slugs, which do more damage.

I think buckshot was originally 0.22.

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bvcx
bvcx

I also not sure why your FMJ has more armor penetration than actual AP ammo...and it seems that 7.62x39 (any) is going to 1-2 shot literally any NPC except giant ;]

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FatalFunnel Author
FatalFunnel

Oh, that's because 7.62x39 "AP" is changed to SP, which is soft point ammo, which has poorer pen but ***** up mutants hard. In general the 5.45 gets AP for armored NPCs and the 7.62 gets the expanding rounds for mutants.

What you don't seem to be understanding here is that the scaling that I've used for much of the ammo is a compression scaling, which means that at a certain point Ammuntion outmatches the 1.0 value. The entire scaling sequence has been shifted up, mutant health and immunity is higher than human health and immunity, ergo humans in this scaling are rather weak in comparison to mutants and the more powerful rounds are generally balanced for the latter.

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bvcx
bvcx

Ah right, I missed that NPCs bone armor and resists have been changed too ;[

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FatalFunnel Author
FatalFunnel

Also, I made a mistake earlier in saying that k_pierce was changed since it's not used, what I actually changed regarding penetration was k_ap, some AP rounds are genuine armor piercing rounds while others like the 7.62x39 and 5.56 AP in data were replaced with different variants, 7.62x39 got a hunting variant and 5.56 got the IMI 77gr Mk262 clone, both of which have less pen but more damage.

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FatalFunnel Author
FatalFunnel

Yes, all of the creature configs including bones and immunities were changed.

In general humans are rather fragile in this compared to mutants, which are usually a bit more 'spongey' but can still be taken down easily.

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reter
reter

I like the bullet penetration based on material used, is this already in the vanilla anomaly or you created a script that does that?

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FatalFunnel Author
FatalFunnel

No script, I used k_ap for everything regarding that, it took meticulous testing to dial in.

i.e. anything including and upwards of 7.62x39, will quite easily pen brick walls. AP pistol ammo will go through metal doors, most bullets go through wood fencing. AP rounds and upwards of intermediate cartridges can pen concrete, especially VSSK, and M82.

You can sweep an entire village house with a PKM and kill the occupants inside, you can kill enemies with an SVD behind the walls of a window, etc etc.

I also improved the accuracy of many of the weapons in game, in particular I have tested the .338 rifles and M82 and made kills on targets out to at least 500m.

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massimogrecoab
massimogrecoab

Hi!, interesting mod. Can we have a video that show ammo penetrates materials and so on? It will support BaS weapons?

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FatalFunnel Author
FatalFunnel

1. you'll have to do that yourself.
2. I have been working on support for more addons, included at least with this version is a patch for Blindside's weapon animations, since I use those and a magazine mod with this.
3. I have been explicitly wanting to do work on a BaS compatibility port, and with this out and with subsequent rebuilds that is definitely on my timeline.

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massimogrecoab
massimogrecoab

Ok, i'll wait for the BaS compatibility port

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Alfleet
Alfleet

Ive been using Groks Ballistic overhaul.
Could you explain briefly the difference between your approach and his?
I like Groks overhaul, but he made AP ammo insanely expensive.
I think i will be using your mod for my next playthrough.

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Grokitach
Grokitach

Main difference is that this add-on doesn't change how ammo works he just tweaked the values.

I.e. Buckshots are still super strong against everything, AP ammo will still do a lot of damage to mutant compared to FMJ or HP. "HP" ammo will still work against armored targets etc.

Also the author buffed Buckshots which is a very questionable choice.

For GBO AP price is more important because they are so much more efficient than in the base game. With cheap AP ammo, GBO would make the game too easy for real.

Considering the AP values of that add-on and how damages work with the base game formula, I bet you two shot everything in the chest including Nosorogs with cheap 7.62x39 ammo. That depends on how npc k_ap scale was adjusted.

Also, base game damage reduce based on distance is kind of bad because the formula is bad. My Ballistics Overhaul fixes that too.

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FatalFunnel Author
FatalFunnel

I've been thinking of making a port for your addon as well, I'll have to try it.

What is the barrier penetration like? Did you factor that into this, in my tests so far I couldn't even pen a wall or car with .50BMG.

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FatalFunnel Author
FatalFunnel

Unlike Grok I didn't balance the AP factor around NPC armor, I balanced it entirely around barrier penetration, Grok came up with a much more comprehensive solution that actually handles armor the way that it should work.

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Grokitach
Grokitach

Well I guess a simple bump in ammo k_ap to pen surfaces, but an equivalent decrease of npc ap_scale in damages.ltx should actually work.

But I don't like how cheesable the system can be since NPC AI won't use that wall penetration mechanism.

Also change base guns damages is not really a good solution, ammo k_hit can be used.

damages.ltx can be used instead of changing every stalker / npc profile most likely.

Weapons profiles will not be compatible with my ballistics overhaul if you changed weapons damages because I factored that in the ammo k_hit.

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FatalFunnel Author
FatalFunnel

I see, I was really thinking of simply altering the penetration value for each cartridge and then recalibrating your armor values around them.

I didn't alter penetration with any sort of armor system in mind in the first place, I thought that would have to be done later, either if I, or someone else got around to it.

Most of your armor system is very reasonable, though if I had to change anything I'd probably nerf helmets against rifle rounds, everything else is spot on.

What are your opinions on the balance of Exos vs SKAT-9? I had initially thought of including suit changes in this release and I'd like to make several of them included in a future patch.

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Alfleet
Alfleet

I feel the Groks headshot "ap bonus" system kind of simulates ricochets. Even if the bullet isnt actually ricochetting, the increased number of shots to kill with FMJ/HP ammo is somewhat realistic considering that in some angles, those types of bullets would bounce off the helmet.
Although it would be nice to have some kind of % base system of helmet ricochets. Im sure the engine couldnt support something complicated as factoring the angle of the hit toward the head hitbox. But maybe a % based os ricochets to the head would be cool?
But i dont know the first thing about modding, its just pure spectulation on my part.

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Grokitach
Grokitach

No I actually made an AP bonus in weak parts of helmets. Because having eyes at the same level of protection than head is debil

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Alfleet
Alfleet

Really? i didnt know the engine could allow for separate hitboxes.
I thought it was just one big hitbox for the head.
Ill go for the eyes more often then.

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FatalFunnel Author
FatalFunnel

No, there's separate ones even for the eyes, jaw, head etc. Part of that means that helmets can be balanced properly.

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FatalFunnel Author
FatalFunnel

Did you make bleeding higher on the bones in general? That is what I did in the creature files.

I tried this out again today and I tested out limb shots with .45ACP and feel like the damage bones on limbs may be too high, I remember reducing damage on all the limbs in the creatures folder but upping the bleeding for everything, i.e. on lower limbs and a much higher bleeding_v.

i.e. Limb shots shouldn't really 1 or 2 shot someone when you load HP, what really drives that is bleeding. You only get like instadeath when you get shots that are either center mass or head.

Maybe I should just port my anatomical creature data into this and see how it goes.

By the way, did you also scale the KE between different calibers properly? I tried using a G3 on a merc with basic merc suit (which is just kevlar) in a test and it only like 2 or 3 shots him and I compared the damage graph with the UMP-45 I was using and it showed a calc of only +18% damage. (Yes I know going by the damage graph itself is ******* ********, I have to do the actual k_hit x hit_power calc.)

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SpookyGuy
SpookyGuy

Is this compatible with HD outfits addon to run in tandem?

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FatalFunnel Author
FatalFunnel

I have no idea, if that just changes outfits you should make a backup and try it and go ahead, I only changed weapon data, creature data, and explosives. I didn't get to editing suits or medical or artifacts yet like I originally wanted to do.

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