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Apply all burer tweaks. Add readme.
Value tweaks explained in readme.
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gamedata/configs/creatures/m_burer.ltx

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Original file line numberDiff line numberDiff line change
@@ -217,20 +217,20 @@ weight_to_stamina_hit = 0.27 ;0.25 ;kg to stamina %
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; Gravi Ability
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;-------------------------------------------------------------------------
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Gravi_Cooldown = 5000 ; milisec
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Gravi_MinDist = 1 ; meter
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Gravi_MaxDist = 15 ; meter
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Gravi_Speed = 76 ; meter/sec
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Gravi_Step = 2 ; meter
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Gravi_MinDist = 4 ; meter
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Gravi_MaxDist = 25 ; meter
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Gravi_Speed = 25 ; meter/sec
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Gravi_Step = 0.8 ; meter
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Gravi_Time_To_Hold = 1200 ; milisec
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Gravi_Radius = 3.0
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Gravi_Impulse_To_Objects = 60.0
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Gravi_Impulse_To_Enemy = 1000.0
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Gravi_Hit_Power = 1.0
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Gravi_Hit_Power = 0.8
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;-------------------------------------------------------------------------
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; Tele Ability
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;-------------------------------------------------------------------------
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Tele_Max_Handled_Objects = 4;
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Tele_Max_Handled_Objects = 1;
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Tele_Max_Time = 7000; // (s) max time to be in telekinesis
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Tele_Time_To_Hold = 400
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Tele_Object_Min_Mass = 70
@@ -329,7 +329,7 @@ vision_danger_section = burer_vision_danger
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[burer_protections]
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skin_armor = 0.65
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hit_fraction_monster = 0.2
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hit_fraction_monster = 0.25
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[burer_immunities]
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burn_immunity = 1.0
@@ -374,7 +374,7 @@ transparency_threshold = 0.25
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; anim | time[0..1] | hit_power | impulse | impulse_dir (x,y,z) | Field of hit_test (left,right, bottom, top ) | Test Dist
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;---------------------------------------------------------------------------------------------------------------------------------------------
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;Left hand Strike
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stand_attack_0 = 0.4, 0.70, 100, 2.0, 1.0, 0.5, -1.6, 1.6, -1.6, 1.6, 2.5
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stand_attack_0 = 0.4, 1.0, 100, 2.0, 1.0, 0.5, -1.6, 1.6, -1.6, 1.6, 2.5
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stand_stamina_attack_0 = 0.4, 0.0, 0, 2.0, 1.0, 0.5, -1.6, 1.6, -1.6, 1.6, 2.5
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;=================================================================================

gamedata/configs/gunslinger_params.ltx

Lines changed: 2 additions & 2 deletions
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@@ -188,7 +188,7 @@ light_palevo_dist = 10
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light_see_dist = 60
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burer_superstaminahit_dist = 10
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burer_superstaminahit_value = 1000
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burer_superstaminahit_value = 0.8
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burer_superhealthhit_power = 0.4
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burer_superhealthhit_impulse = 14
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burer_superhealthhit_type = 5
@@ -204,7 +204,7 @@ burer_superstaminahit_conditiondecmax = 0.1
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burer_forceantiaim_dist = 10
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burer_forceshield_dist = 3
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burer_shielded_risky_factor = 0.027 ;ñêëîííîñòü íåîæèäàííî ñíèìàòü ùèò äëÿ êîíòðàòàêè
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burer_shielded_risky_factor = 0.05 ;ñêëîííîñòü íåîæèäàííî ñíèìàòü ùèò äëÿ êîíòðàòàêè
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burer_min_gren_timer = 1500 ;åñëè äî âçðûâà ãðàíàòû îñòàëîñü ìåíüøå âðåìåíè - óõîäèì â çàùèòó
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burer_antigrenade_throw_force = 10;
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burer_forcetelefire_min_delta = 400;

gamedata/configs/text/eng/gunsl_overrides.xml

Lines changed: 1 addition & 1 deletion
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@@ -2,7 +2,7 @@
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<string_table>
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<!-- From: st_dialogs_jupiter.xml -->
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<string id="jup_b220_trapper_about_mutants_11111">
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<text>Burers rely on telekinesis in combat. Get too close - it'll push you away. Keep your distance - it'll throw something heavy at you. Strategy for it is as follows: try to hit it from medium range - and most importantly never stand in one place. But try to conserve your energy, spend it carefully. And hold your gun tighter when aiming and shooting: burer might try to snatch it from your hands with telekinesis, when it gets angry. It does so pretty well, especially when the hunter gets a little tired. But when it comes to that, don't try to chase your gun and catch it mid-air - it'll punch your lights out. Better hide and wait, till your gun is flies back to you.</text>
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<text>Burers rely on telekinesis in combat. Keep your distance - it'll hurl a shockwave at you. Hide behind the corner - it'll throw something heavy. Strategy for it is as follows: try to snipe it from afar or run up close and fill its face with buckshot - but take care never to stand in one place. Try to conserve your energy, spend it carefully. And hold your gun tighter when aiming and shooting: burer might try to snatch it from your hands with telekinesis, when it gets angry. It does so pretty well, especially when the hunter gets a little tired. But when it comes to that, don't try to chase your gun and catch it mid-air - it'll punch your lights out. Better hide and wait, till your gun flies back to you.</text>
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</string>
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<!-- From: st_dialogs_zaton.xml -->
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<string id="zat_b33_stalker_snag_share_package_dialog_111">

gamedata/scripts/gunsl_burer.script

Lines changed: 3 additions & 3 deletions
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@@ -21,11 +21,11 @@ function HitAnim(need_bloodscreen)
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end
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function on_gravi_attack_when_burer_see_actor(junk, junk)
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HitAnim(true)
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HitAnim(false) -- No need for blood yet. The actor can still dodge the gravi attack.
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end
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function on_gravi_attack_unconditional(junk, junk)
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HitAnim(true)
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HitAnim(false) -- No need for blood yet. The actor can still dodge the gravi attack.
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end
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function on_close_antiknife_prepare(junk, junk)
@@ -38,5 +38,5 @@ function on_close_antiknife(junk, junk)
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end
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function on_risky_under_aim(junk, junk)
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HitAnim(true)
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--HitAnim(true) -- Hit animation is not needed here at all.
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end

readme.md

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Wimpy Burer addon for Call of Pripyat **Gunslinger** mod. Not compatible with vanilla or any other mods.
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# Installation
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* Just copy the gamedata, Rico. You know what to do.
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* If you get a conflict with `gunsl_overrides.xml`, keep your own version, this one just contains a minor bonus for the attentive. It's not important.
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* If you get conflicts with any other files, you're going to have to merge the changes.
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# Changes
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* Burer's gravi attack was too fast and too deadly. It was impossible to dodge in most situations.
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- Gravi attack shockwave speed nerfed significantly.
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- Gravi attack damage nerfed slightly, so it's not a one-shot kill.
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- Burer no longer uses gravi attack at point-blank range.
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- Extended gravi attack range to compensate. (It's too easy to dodge at long range, tho.)
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* Burer does not actualy have a shitload of health, but its damage resistance was very high.
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- Nerfed burer damage resistant very slightly. Two barrels of buckshot in the face should be enough to kill one. One barrel should not.
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* Telekinesis attack is an aimbot / one-shot kill in most cases even behind cover. I failed to lower the speed or damage of thrown objects.
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- Settled with deeply nerfing the manipulated object count from 4 to 1. This should give a stalker some non-zero chance of survival.
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* Disarm attack (which sapped stamina) was immensely powerful.
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- Heavily nerfed stamina damage from the disarm attack, so a stalker should be able to survive the first attack without losing their weapon.
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* Burer does not actually have infinite shield, but the shield never goes into cooldown.
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He will keep it for a very long time if he feels threatened and also put it up again immediately after lowering it for a fast attack.
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How long he will keep the shield up is related to how much threatened he feels by his attacker and this is related to the weapon held by the stalker.
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You will notice he is more reluctant to lower his shield when you are holding something strong like a gauss rifle.
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If you are holding a crappy PM, he will get cockier and will drop his shield more frequently to use his attacks.
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- Slightly increased burer's risk threshold. He should now cower behind his shield for a shorter duration.
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* Depriving burer from a short range gravi attack left him kinda helpless, so,
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- Somewhat buffed burer's standing claw attack to keep his lawyer's mouth shut.
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* He also played mind games, shaking the view and splashing blood on screen when he wasn't even dealing damage, so,
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- Disabled some of his cosmetic viewport animations which didn't make sense.
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# Final Notes
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I wasn't able to do most of the things I wanted to do with the burer, because either the engine ignores some values in the config files,
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or I'm wildly misinterpreting what they are for. In any case, I wasn't able to modify his shield behavior or his telekinesis attack the way
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I wanted to. I had to settle with values that seem to give a stalker a few more strategies with which to deal with him. Assault rifles are
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still not a good way to engage these dwarves, but short-range strategies with shotguns (or even a Desert Eagle) should be viable now.
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I may have made him too easy because I suck as a player but I can say that even though I can consistently kill him now, he is still able
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to pwn me if I get cocky or careless. If that balance does not work for you, I hope you can further tweak my values to find one that will.
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These tweaks were made against a sunrise suit and a TOZ-34 shotgun. An exoskeleton will probably make this fight far too easy. Oh well.
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Good hunting.

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