GrongusMods-Grongus_Vanilla_Overhaul icon

Grongus Vanilla Overhaul

This overhaul is designed to improve GTFO's gun and tool balance, and remove any cases of weapons being objectively bad.

Last updated 5 days ago
Total downloads 2284
Total rating 1 
Categories Client Mods
Dependency string GrongusMods-Grongus_Vanilla_Overhaul-1.1.1
Dependants 0 other packages depend on this package

This mod requires the following mods to function

dakkhuza-MTFO-4.6.3 icon
dakkhuza-MTFO

The premier in GTFO DataBlock editing ;^)

Preferred version: 4.6.3

README

Grongus's Vanilla Overhaul

This is a comprehensive overhaul for most weapons and tools in GTFO. This game has some...questionable balancing decisions, that were exacerbated by Rundown 8’s ridiculous changes. In this mod I seek to fix all of them, to the best of my ability. This also includes some tweaks purely for immersion's sake.

Anything not listed here is not changed. Vanilla stats are listed in (brackets) for comparison.

Primary Weapons

Accrat Golok DA Bullpup Rifle

  • Damage: 2.84 (2.1)
  • RPM: 850 (1090)
  • Mag Size: 45 (40)
  • Total Ammo: 245+45 (306+40)
  • Stagger Multi: 0.8 (1.0)
  • Hip Spread: 2.0 (2.5)

*The Bullpup is pretty terrible in the base game. These changes are designed not just improve it, but also rework how it and other non-SMG automatic weapons play. I want these kinds of automatics (Bullpup, Burst Rifle, Assault Rifle) to be more distinct from SMGs with higher damage, lower RPM, less ammo, and much longer reload times. They require better accuracy/performance from the player, in exchange for a greater payoff. *Also...maybe it's just me, but the Bullpup sounds WAY better at a lower RPM.

Bataldo 3RB HEL Revolver

  • Round count: 6 (8)
  • Can now penetrate 2 targets per shot, up from 1.

*The HEL Revolver has 6 chambers, not 8 - but this IS a fairly significant nerf. So I paired it with a buff that talented shooters will take advantage of. It makes sense to me that this revolver would have more force/pentration power than the HEL Autopistol/shotgun, and could go through more targets.

Bataldo Custom K330 Slug Shotgun

  • Can now penetrate one target, allowing for multiple kills with one slug.

Buckland SBS III Sawed-Off Shotgun

  • Damage: 5x8 (3.8x8)
  • Falloff start: 4m (6m)
  • Mag Size: 3 (4)
  • Reload time: 1.8s (1.6s)
  • Total ammo: 38+3 (41+4)
  • Shot Delay: 0.4s (0.25s)
  • Cone size / Spread: 3 (2)

*Quite possibly the most insane change with R8 was giving the gun with three barrels a fourth shell. WTF were they thinking? Additionally, leaning harder into the 'sawed-off' aspect with more damage and worse range/spread. Slowed RPM/reload serves to balance, but also it just looks better.

Drekker Pres MOD 556 Rifle

  • Damage: 6 (5.08)
  • Falloff start: 6m (22m)
  • Stagger Multi: 1.2 (1.75)

*In the base game, the 556 Rifle struggles to find it's own niche against the pistol - 'longer range with less ammo' isn't very interesting, so now it can two-shot sleepers at short ranges.

Malatack CH 4 Burst Rifle

  • Damage: 3.3 (2.71)
  • Mag Size: 42 (30)
  • Reload Time: 2.2s (2.0s)
  • Shot Delay: 0.06s (0.04s)
  • Total Ammo: 242+42 (278+30)

*'Assault rifle-style' rework. Higher damage and slower burst to differentiate farther from the Carbine, mag size increased to reflect the gun's drum magazine.

Malatack LX Assault Rifle

  • Damage: 3 (2.1875)
  • Precision Multi: 0.78 (0.8)
  • Mag Size: 42 (30)
  • Reload Time: 2.4s (1.8s)
  • Total Ammo: 230+42 (312+30)
  • Stagger Multi: 0.8 (1.0)

*'Assault rifle-style' rework. Now has a larger mag size (Same as the CH 4), which combined with the damage increase, gives it a much larger amount of kills-per-mag. Ammunition and reload speed lowered to compensate.

Raptus Steigro HEL Autopistol

  • Reload Speed: 1.4s (1.3s)

*The HEL Autopistol reloads oddly fast for having a 60-round drum mag.

Raptus Treffen 2 Machine Pistol

  • Reload Speed: 1.3s (1.25s)

*This gun reloads so fast the animation breaks a bit.

Shelling S49 Pistol

  • Recoil max power: 1.7 (2.0)

*When rapid firing, the S49's shots land far above the iron sights. This helps mitigate that, without affecting the balance of the weapon.

TR22 Hanaway DMR

  • Total Ammo: 44+8 (78+12)
  • Damage: 8 (7.51)
  • Precision Multi: 0.85 (0.87)
  • Mag Size: 8 (12)
  • Range: 30m/80m (50m/100m)
  • Flashlight replaced with Extended Range.

*These changes give the DMR the noteworthy ability to oneshot Strikers to the head. In exchange, the gun loses a significant amount of ammo (roughly 41%) and 1/3rd of its mag size.

*This is a very drastic change for the Hanaway - its performance was vastly different with a +Main DMG booster, and I seek to close that gap. Better hit your shots!

Van Auken CAB F4 Carbine

  • Range: 8m/60m (10m/65m)

*This gun is an extremely good all-rounder, this change will hopefully make it a bit more of a close-quarters weapon. Doesn’t make any sense this thing has the same range as an Assault Rifle.

Secondary Weapons

Buckland S870 Pump Shotgun

  • Falloff Start: 5m (4m)
  • Shot Delay: 0.7s (0.6s)

*Giving this shotgun a little bit more leeway with its effective range, considering it’s a full-barreled special weapon. Shot Delay slightly increased, so the pumping animation plays properly when rapid firing.

Buckland XDIST2 Choke Mod Shotgun

  • Total Ammo: 28+4 (27+4)
  • Shot Delay: 0.1s (0.05s)

*One more shell, as a treat. Also a slight reduction to rapid-firing, as it's very unnatural-looking. But don't worry, the gun can still be emptied in an instant.

Drekker CLR Short Rifle

  • Firemode: 3-Round-Burst (Semi Auto)
  • Damage: 7 (4.81)
  • Total Ammo: 99+30 (166+30)
  • Shot Delay: 0.01 (0.04)

*Turning the Short Rifle into what it was always meant to be - a burst gun. 3 rounds in a lightning-fast burst, that can instantly kill Strikers if all shots hit the body, or 2 headshots for Spitters. While less ammo efficient then alternatives, it makes up for it with ease of use - click and they're dead.

Drekker Del P1 Precision Rifle

  • Reload Time: 3s (3.3s)

Drekker INEX Drei Scattergun

  • Precision Multi: 0.6x (0.7333x)
  • Total Ammo: 11+2 (14+2)
  • Flashlight replaced with Short Range.

*An attempt to make the scattergun less insanely OP against bosses, while retaining its giant-destroying properties, so the Sniper has a reason to exist. The game has a 1x ‘limit’ for precision so weak spot hits will never do LESS than the gun’s regular damage, but it should have less of an insane effect on high-multiplier weakspots like Mother pustules.

*Additionally, ammo count lowered. This gun gets a LOT of ammo for how insanely useful it is, against all types of enemies.

Köning PR11 Sniper Rifle

  • Mag Size: 3 (2)
  • Total Ammo: 10+3 (13+2)

*The Köning got murdered in R8 for no reason.

Malatack HXC Heavy Assault Rifle

  • Damage: 5.2 (5.01)
  • Total Ammo: 140+30 (119+30)
  • Recoil minimum power: 0.7 (0.8)
  • Recoil maximum power: 1.0 (1.3)

*A notable ammunition/recoil buff, as well as a small increase to damage. The heavy AR's normal recoil is absurd, and while it may not be a BAD gun, it struggles to see use over alternatives.

Mastaba R66 Revolver

  • Damage: 15.25 (14.21)
  • Flashlight replaced with Medium Range #2.

*This changes the breakpoints for the R66 significantly, allowing it to two-shot certain enemies it previously had to empty half its mag for. Also, a more appropriate flashlight.

Omneco EXP1 Hel Gun

  • Total Ammo: 36+9 (40+9)

Omneco LRG Hel Rifle

  • Total Ammo: 21+5 (23+5)

Shelling Arid-5 High Caliber Pistol

  • Damage: 33 (30.1)

*This will allow the Arid-5 a bit more leeway with back damage angles, and to a lesser extent, effective range.

Techman Arbalist V Machine Gun

  • Damage: 6.5 (5.35)
  • Falloff start: 14m (15m)

Techman Klust Burst Cannon

  • Magazine size increased to 21 (20)

*Why would you make a 3-round-burst weapon where the mag size isn't divisible by 3? Are you French?

Techman Veruta XII Machine Gun

  • Damage: 4.3 (3.51)
  • Falloff start: 12m (15m)

Melee

Bat

  • Charged swing damage: 14 (12)
  • Charged precision multiplier: 0.9x (1x)
  • Charged stagger multiplier: 6x (7x)

*This is designed to give the bat a little more 'oomph' and effectiveness against midsized targets, without giving it the ability to headshot Scouts from the front / making it too easy to headshot small enemies and overshadow the Knife.

Knife

  • Sleeping multiplier: 1.8x (1.5x)
  • Backstab multiplier: 1.2x (1.7x)

*With R8's odd 'backstab' addition, the knife gained the ability to stunlock Giants from behind - which strongly invalidates the Bat, and doesn't make sense for this style of weapon.

Spear

  • Charged precision multiplier: 1.7x (1.5x)

*The spear isn't great. This will help it lean into it's unique 'great for big monsters' role, notably allowing players to now kill Giants in two stabs, to the occiput + back.

Tools

Sentries, as a whole, no longer use less ammo firing at biotracked targets. I found this mechanic incredibly unintuitive and nonsensical - there's no way a player would even know this is a mechanic without a lucky guess or the wiki. Now, the ammo count you see on the display is what you get.

I wanted to reduce their reliance on biotracking in general, as in my experience the game is far more interesting without one (although many levels require it), while at the same time, adding some consistency with biotracking - the HEL Auto sentry and Burst sentry now benefit from it to a small degree.

Burst Sentry

  • Biotracker Acquisition Multi: 0.9 (1.0)

HEL Auto Sentry

  • Bullet Cost: 0.6 (0.7) - max ammo is now 877 (751)
  • Biotracker Acquisition Multi: 0.9 (1.0)

Shotgun Sentry

  • Bullet Cost: 0.6 (1.58) - max ammo is now 87 (66, 133 with bio multi)
  • Damage: 2.1x10 (3.01x5)
  • Falloff start: 5m (4m)
  • Acquisition Time: 0.2s (0.5s)
  • Biotracker Acquisition Multi: 0.7 (0.25)
  • Biotracker Fire Rate Multi: 0.8 (0.6)
  • Biotracker Rotation Speed Multi: 1.2 (2.0)
  • Biotracker Ammo Multiplier removed.
  • Rotation Speed: 16 (8)
  • Detection Max Angle: 50 (40)
  • Sentry now aims center mass

Sniper Sentry

  • Bullet Cost: 13 (16) - max ammo is now 40 (32, 46 with bio multi)
  • Acquisition Time: 2s (2.8s)
  • Biotracker Acquisition Multi: 0.7 (0.5)
  • Biotracker Rotation Speed Multi: 1.5 (2.0)
  • Rotation Speed: 8 (6)
  • Biotracker Ammo Multiplier removed.

Flashlights

  • Short-Range: 10m (8m)
  • Medium-Range #1: Beam replaced with MR2 (but whiter), 15m (13m)
  • Medium-Range #2: 17m (15m)
  • Wide-Range: 18m (16m)
  • Extended-Range: 22m (20m)
  • Long Range: 30m (25m)

Flashlight range overall has been increased, which is both a buff and a nerf - while the player has more visibility, the capacity to accidentally trigger sleepers has gone up as well.

IMO the short-range flashlight borders on comedically useless in most scenarios, and the medium-range #1’s beam is in-practice much shorter range than it states, due to the center being very dark. I’ve replaced MR1 with the beam for MR2, which does not have this problem. The color of the short-range beam was also changed to be whiter (to make all gun lights more distinct from the headlamp.)

Other

  • Dodging no longer costs stamina. Dodging is pretty much useless anyways (running to the side to avoid attacks is much easier and more consistent, in my experience) and dodging ate a SIGNIFICANT amount of stamina.
  • Minimum damage taken from falling: 4% (8%)

The End

I learned how to make GTFO mods and made this in about a day. I'd like to imagine I have decent balancing takes after ~600 hours but who knows. Regardless, I believe it's a massive improvement over vanilla.