VRM is a rebalance mod for both Single Player and Multiplayer that's compatible with MSP 2.4, it also fixes some bugs.
Enemies in Single Player are more dangerous and aggressive, especially Aliens, Predators use different equipment during fights.
Multiplayer was made with the League rules in mind, cheap weapons are either unavailable or changed so that they actually require some skill to use effectively.

List of the most important Multiplayer changes:

Aliens:
-more accurate and reliable claw and tail attacks
-headbite disabled to stop it's animation interrupting claw attacks to the head
-workarounds for some missing attack animations
-Aliens don't wave their tails while waiting in ambush with their tail charged

Humans:
-fixed the crouch bug (no headshot) for Humans & Predators
-changed the loadouts for humans, classes in both teams use the same weapon sets
-Motion Trackers are disabled
-fixed Pulse Rifle stagger & double shots during longer bursts
-reduced the damage of Minigun and Sniper Rifle
-Smartgun and Rocket Launcher are no longer available with Class Weapons On

Predators:
-Wristblades and Spear reliably hit what you are aiming at, no ghost shots and random animations
-Predator Pistol relies on direct hits to do serious damage
-Spears & Remote Bombs leave trails in the air
-Shoulder Cannon and Disc aren't homing anymore, no decloak on Disc throw

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All Changes

News

All changes (compared to vanilla, not previous versions), no info about something means it's the same as in vanilla

ACC - accuracy
AP - armor piercing
DMG - damage
DPS - damage per second
FR - fire rate
MP - Multiplayer
RNG - weapon range
SP - Single Player
SPD - projectile speed
"+" - value increased e.g. +ACC means better accuracy, DMG +25% means damage increased by 25%
"-" - value decreased

<<< Multiple Species >>>

• DMG to hands and feet -25% (from -50%)
• Modified idle animations
• Better durability of corpses (for Alien regeneration)
• Camera adjustments
• Moving around in crouch no longer protects the head from damage

<<< Aliens >>>

• Claws and tails of standard Aliens - +ACC, -DMG also -RNG for Predalien and Praetorian Claws (same range as Drone and Runner because of +ACC)
• Tails of standard Aliens - +ACC, -DMG at full charge, attack animation changed, the attack has always been instant, but the animation made it look like there is a delay
• Pounce - attack with claws or tail is possible a little sooner after the pounce animation is over
• Queen claws - +ACC, DMG -25%
• Headbite - removed to allow quick, reliable claw attacks to the head without the slow headbite animation interrupting them
• Quicker health regeneration by clawing corpses
• Workaround for aliens waving their tails while standing and crouching in ambush with the tail charge

<<< Humans >>>

• Knife - +ACC, DMG +80%, two slashes to cut the net
• Pistol Rounds - ammo: spawn - 36, max - 60, ACC = Pulse Rifle
• Pistol Alt Rounds - ammo: pickups - 12, max - 36, no AP
• Shotgun Shells - ammo: spawn - 30, pickups - 6, max - 42, ACC +10%
• Shotgun Slugs - ammo: max - 30, DMG 180>150, 100% ACC
• Pulse Rifle - no stagger in SP and MP
• Pulse Rifle Grenades - ammo: box - 2, dropped Rifles - 1, max - 2, a little more direct damage so that 100/200 humans always die on direct hits to the legs, 100% ACC
• Timed Grenades - ammo: spawn - 0, max - 6
• Proximity Grenades - ammo: max - 6
• EMP Grenades - ammo: spawn - 6, max - 6, decloak and energy drain for Preds, only Queen gets stunned, for 1.5 seconds, available on spawn instead of Timed Grenades
• Prox. EMP Grenades - ammo: max - 6, they replace Spider Grenades, a combination of Proximity Grenades and EMP Grenades
• Flamethrower - ammo: spawn - 150, pickups - 50, max - 200, +FR, DMG +160%, you can set yourself on fire, no delay
• Smartgun - ammo: spawn - 100, pickups - 50, max - 150
• Rockets - ammo: spawn - 3, pickups - 1, max - 5, reload after each shot, direct shot one hits Praetorians, 100% ACC
• Tracking Rockets - disabled
• Minigun - ammo: spawn - 200, pickups - 100, max - 300, DMG 50>25, +RNG
• Sniper Rifle - ammo: spawn - 4, pickups - 3, max - 6, scope is more transparent
• Exosuit - Laser: 100% ACC, no delay, Minigun - no delay
• Loadout changes: both teams - Assault(1234), Grenadier(12356), Sniper(120), Support(129)
• Removed Motion Trackers
• 5 Flares can now be picked up from green ammo boxes, limit: 10
• New skins for most humans, N/A in MP to keep the vanilla character visibility (Friendly Fire On + Name Tags Off on VRM servers)

Smartgun and Minigun have the same amount of ammo as in Vanilla, the change is only visual for the ammo counter

<<< Predators >>>

• Wristblades -
[Primary Attack]: always double swipe animation, +ACC, no attack delay
[Alternative Attack]: completely charged attack reliably kills anything up to a fully armored human or a Predalien
• Combistick -
[Primary Attack]: always double swipe animation, DMG -17%, +ACC [Alternative Attack]: happens when the spear head meets the crosshair (not when the swipe is over - vanilla), +ACC
• Predator Pistol -
[Primary Attack]: DMG -40% (only effective on direct hits), SPD +181%, no decloak
[Alternative Attack]: disabled
• Speargun - ammo: spawn - 9, pickups - 9, max - 9, DMG 100>250, slower fire rate 0.5s>1.5s, no alt fire
• Shoulder Cannon - DMG +194% (only effective on direct hits), FR -221%, SPD +275%, no alt fire, no auto targeting, no decloak
• Disc - faster throw, no auto targeting, no decloak, less visible trail
• Netgun - ammo: spawn - 2, pickups - 1, max - 3, nets are no longer launched at an angle
• Remote Bombs - ammo: spawn - 2, pickups - 1, max - 3, added trails, they are no longer launched at an angle
• Movement speed - Light Predator - vanilla speed, Predator = LP, Assault & Heavy - faster than humans but slower than LP

<<< Single Player >>>

• AI tweaked, more aggressive and challenging, tested only on Hard mode, so I suggest playing on Hard mode with saves by default and on Hardcore (which is now Hard mode without saves) for more of a challenge, you can still play on Normal or Easy difficulty if you wish
• Flamethrower doesn't set AI on fire, because AI died as soon as it caught fire, higher direct damage
• Some adjustments to stop/minimize the Marine player from clipping slightly through the walls, especially sloping ones, which sometimes caused the AI to freeze in place, including the Queen
• Added Ayleia's fix for single player crash (with her permission), there is no need to add AVP2SPFIX.rez to command line if your campaign used to crash in previous VRM versions

How to Start & Server Info

How to Start & Server Info

News

How to start playing & Discord/Game servers information.

RSS Files
VRM v1.33

VRM v1.33

Full Version

Vanilla Rebalance Mod v1.33 (release 19.01.24) Changelog in Description.

VRM v1.31

VRM v1.31

Full Version

Vanilla Rebalance Mod v1.31 (release 11.11.23) Changelog in Description.

Post comment Comments
SweetRamona
SweetRamona - - 5,114 comments

Does this only work for AvP2? Or does it also support Primal Hunt?

Reply Good karma Bad karma+1 vote
VRMTeam Creator
VRMTeam - - 2 comments

Hello, this works with base AvP2 only.

Reply Good karma+1 vote
SweetRamona
SweetRamona - - 5,114 comments

No plans on supporting Primal Hunt I assume?

Though to be fair that could do with some major improvements, the amount of enemies placed in the campaign is just ridiculous.

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VRMTeam Creator
VRMTeam - - 2 comments

No plans at the moment, we're still testing and trying to get VRM for base AvP2 well balanced.

To reduce the amount of enemies in PH, we'd have to edit the maps and none of us has any/enough experience with map making/editing as far as I know, which complicates things.

Reply Good karma+2 votes
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