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| 1 | + |
| 2 | +Wimpy Burer addon for Call of Pripyat **Gunslinger** mod. Not compatible with vanilla or any other mods. |
| 3 | + |
| 4 | +# Installation |
| 5 | +* Just copy the gamedata, Rico. You know what to do. |
| 6 | +* 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. |
| 7 | +* If you get conflicts with any other files, you're going to have to merge the changes. |
| 8 | + |
| 9 | +# Changes |
| 10 | +* Burer's gravi attack was too fast and too deadly. It was impossible to dodge in most situations. |
| 11 | + - Gravi attack shockwave speed nerfed significantly. |
| 12 | + - Gravi attack damage nerfed slightly, so it's not a one-shot kill. |
| 13 | + - Burer no longer uses gravi attack at point-blank range. |
| 14 | + - Extended gravi attack range to compensate. (It's too easy to dodge at long range, tho.) |
| 15 | + |
| 16 | +* Burer does not actualy have a shitload of health, but its damage resistance was very high. |
| 17 | + - Nerfed burer damage resistant very slightly. Two barrels of buckshot in the face should be enough to kill one. One barrel should not. |
| 18 | + |
| 19 | +* 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. |
| 20 | + - Settled with deeply nerfing the manipulated object count from 4 to 1. This should give a stalker some non-zero chance of survival. |
| 21 | + |
| 22 | +* Disarm attack (which sapped stamina) was immensely powerful. |
| 23 | + - Heavily nerfed stamina damage from the disarm attack, so a stalker should be able to survive the first attack without losing their weapon. |
| 24 | + |
| 25 | +* Burer does not actually have infinite shield, but the shield never goes into cooldown. |
| 26 | + 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. |
| 27 | + 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. |
| 28 | + You will notice he is more reluctant to lower his shield when you are holding something strong like a gauss rifle. |
| 29 | + If you are holding a crappy PM, he will get cockier and will drop his shield more frequently to use his attacks. |
| 30 | + - Slightly increased burer's risk threshold. He should now cower behind his shield for a shorter duration. |
| 31 | + |
| 32 | +* Depriving burer from a short range gravi attack left him kinda helpless, so, |
| 33 | + - Somewhat buffed burer's standing claw attack to keep his lawyer's mouth shut. |
| 34 | + |
| 35 | +* He also played mind games, shaking the view and splashing blood on screen when he wasn't even dealing damage, so, |
| 36 | + - Disabled some of his cosmetic viewport animations which didn't make sense. |
| 37 | + |
| 38 | +# Final Notes |
| 39 | +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, |
| 40 | +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 |
| 41 | +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 |
| 42 | +still not a good way to engage these dwarves, but short-range strategies with shotguns (or even a Desert Eagle) should be viable now. |
| 43 | + |
| 44 | +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 |
| 45 | +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. |
| 46 | + |
| 47 | +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. |
| 48 | + |
| 49 | +Good hunting. |
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