
InaccurateAPEXWeaponPack
Just as title says. Simulate APEX Legends' weapon in GTFO.Inaccurate APEX Weapon Pack
v0.02 made by Large Uselessness
Just as the title says. Trying to copy APEX Legends' weapons to GTFO. All new weapons are based on new string. This means every player MUST USE THIS MOD, otherwise the cagedrop won't work correctly. So even if this weapon pack is not balanced at all, it's still OK and can't be use to ruin other player's experience lol.
How I balanced weapons: Every data from APEX are under best-attached condition. Especially extended mag, because APEX usually has a smaller clipsize and longer reloadtime, even they have best attachments equiped. Some simulate extra attachment like Quickdraw Holster, Double Tap Trigger, Precision Choke, Skullpierecer Rifling and Hammerpoint Rounds. Calculate every GTFO weapons DPS (consider reloadtime, charguptime, burstdelay), and make new weapons' DPS (almost) same as GTFO weapon. Then let them has (almost) same total amount of damage to balance ammo capacity. (damage * ammo capacity) Some weapons are not using the way above for their ammo capacity.
Then final result seems new weapons are much more powerful, but with limited ammo capacity. Still needs to test.
The boosters should still work? See below which is their original GTFO weapon.
Primary Weapon
B1202 Pistol
from P2020. based on Pistol. dmg 3.125 2.35x stagger multi 0.75x precision multi shotdelay 0.08s clipsize 18 reload 1.13s
RD-18 Auto Pistol
from RE-45 Auto. based on Pistol.
dmg 2
0.75x precision multi
shotdelay 0.077s
clipsize 22
reload 1.74s
Quick Draw
R-66 SMG
from R-99. based on SMG. Dmg 1.8 0.77x precision multi Shotdelay 0.055s Clipsize 27 Reload 2.21s Not 100% accurate.
R-103 Carbine
from R-301. based on AR. Dmg 2.45 0.875x precision multi Shotdelay 0.074s Clipsize 28 Reload 2.88s
74-KV Flatedge
from Flatline. based on HeavyAR. Dmg 2.7 0.875x precision multi Shotdelay 0.1s Clipsize 30 Reload 2.2s appearance is from Bullpop. Full reloadtime should be more than 3s, however using bullpop stock means that it will change mag at the end of animation, which is different to other weapon and is a huge shortcome. So set to 2.2s, which is shorter by 0.2s to Faltine's tac reloadtime.
D7 Recon DMR
from G7 Scout. based on DMR. dmg 7.5 0.875x precision multi shotdelay 0.25s clipsize 20 reload 3s Damage seems didn't change so much.
Nailock
from Hemlok. based on DMR (...why me didn't choose Double Tap?).
3 rounds burst.
Dmg 2.5
0.875x precision multi
Shotdelay 0.066s
Burstdelay 0.25s
Clipsize 30
Reload 2.48s
Secondary
Clawman Revolver
from Wingman. based on Revolver. dmg 9.6 1.25x precision multi shotdelay 0.38s clipsize 9 reload 1.83s Quick Draw Long shotdelay might be weird comparing to GTFO's trigger-sensitive 0.1 shotdelay. GTFO didn't have something like input buffer when firing, which is you can just hold LMB to wait semi weapon shot next round. Sure I can set it to auto mode but...weird.
Karibbean Shotgun
from Mozambique. based on HELRevolver
dmg 4*3.5
2.26x stagger multi
0.775x precision multi
shotdelay 0.32s
clipsize 6
reload 2.1s
Crosshair fits spread which is pretty loose at mid range
Fixed spread pattern. Can't rotate it to a standing delta △ shape. This is a problem about game design, not me...
...Pirates of Karibbean!
Peaceguardian
from Peacekeeper. based on Pumpshotgun. Dmg 3.5 * 12 0.6x precision multi (!) No damage falloff because it's energy weapon. Shotdelay 0.86s Clipsize 5 Reload 3.5s Crosshair fits spread after falloff removed now it almost remains same dmg to GTFO's pumpshotgun so don't need to touch ammo capacity now. Changed fire animation. Every shot it will cock back and forward but with SFX(however seems everyone might heard it universally).
REVA-7 Auto
from EVA-8. based on Autoshotgun.
Double tap mode.
Dmg 2.2 * 7
0.75x precision multi
Shotdelay 0.15s
Burstdelay 0.35s
Clipsize 8
Reload 3s
Crosshair fits spread
Fixed spread almost like a super flat 8 shape lol
REVA-7's ammo capacity increased to 48 instead of calculated result. (if I didn't remember wrong), as its double tap mode can easily waste ammo.
The reason about set it to double tap instead of fullauto is that this can make it more unique, lol.
...also because even with best attachment, I personally still feels slow about its RPM. But in double tap mode it feels much better.
M-200 Arson LMG
from M700 Spitfire. based on R5(or R1?) machinegun. 1x precision multi as APEX designed this way.
Immersion LMG
from Devotion. based on R2machinegun.
0.7s chargeup time
Dmg 2.7
1x precision multi as APEX designed this way.
No damage falloff because it's energy weapon.
Shotdelay 0.66s
Clipsize 48
Reload 3.27s
not that much recoil as the RPM is increased badly, also for it has long chargeuptime. Unlike Devotion, it can't shoot while chargeup firerate!!
but does this zero-falloff feature acutally useful?
wh0'd #eck 1s g01ng t0 u5e th1s 9un t0 k177 a str1k3r 100 m3ter5 aw4y???
Archer Heavy DMR
from Longbow DMR. based on Sniper. dmg 18 1.5x precision multi shotdelay 0.76s clipsize 12 reload 3.29s Archer's ammo capacity also increased, increased much. You don't want a weapon that don't even fill up a mag when drop down, with a damn hard miss punishiment!!!. When firing, you can hear a clicking sound. Same idea with Peaceguardian. The clicking will sound in 0.38s, combine with fire sound it would be a steady rhythm. But this clicking sound might be universal and other players might heard...?
Patchnotes v0.02
New Stuffs
Add B1202 as P2020. Add RD-18 Auto from RE-45 Auto Failed to add a rifle stock and make it work properly for RD-18. So just removed it's reciver. Add D7 Recon as G7 Scout. Failed to use Chokmod shotgun's front with rifle's animation and a proper magazine placement. Have to stay in GTFO's DMR appearance. Add Clawman as Wingman. Add Karibbean as Mozambique. Add M200 Arson as M600 Spitfire A recent update cut its clipsize from 55 to 50... me still use 55 in this mod. 50 is too close to Devotion's 48. Add Archer DMR as Longbow DMR.
General
Set all energy weapons(include peaceguardian) have no damage falloff. Most weapons now have less than 1x precision multi as APEX designed that way. Me didn't understand actually but just try to experiece them in GTFO.
Weapon Data
R-66 dmg 1.7 to 1.8 precision multi to 0.75 reloadtime 1.8 to 2.21 R-103 dmg 2.2 to 2.45 reloadtime to 2.88 Flatedge dmg 3 to 2.7 clipsize 20 to 30 Nailock dmg 3.25 to 2.5 clipsize 18 to 30 reloadtime 2.4 - 2.48 Changed front and sight
Peaceguardian
dmg 4.65*11 to 3.5*12
shotdelay 1.03 to 0.86
reloadtime 3 to 3.5
Set its damage much weaker this time, because its damage falloff is removed.
but this time its precision mutil cut severely, do we need to rollback???
Changed reciver.
Reva-7
dmg 2.5*7 to 2.2*7
burst delay 0.45s to 0.35s
reloadtime 2.7 to 3
changed stock.
Immersion
dmg 3 to 2.7
reloadtime 3.63 to 3.27
Clipsize 54 to 48
changed stock.
Later Updates? v0.02
Going to add
Add Transistor as Alternator.
how about 3 pellets in a line??? If set to 2 pellets, only the right side has pellets, which feels weird.
Add Predator as Prowler.
as the Prowler is a bullpop, so it has GTFO's feature which means a reload disadvantage.
Add Shock Rifle as Havoc.
No damage falloff because it's energy weapon.
Add 7-Star as L-Star EMG
Set huge clipsize for it. I should set clipsize huge same as its ammo capacity. However a huge clipsize is likely to cause trouble while refilling ammo. I see a cooldown string in json file. Hope that works for auto weapon.
Add Triple-shot as Triple-take.
Add Overlook as Sentinel and Kraber? and Havoc???.
Sentinel and Kraber got a extreme low RPM because they are bolt-on action guns. GTFO has no bolt-on action gun so no animation for their fire sequence. The waiting between each shot is more than 1s and feels so weird. So I think one low RPM Sniper rifle is enough. I try to combined Sentinel and Kraber - Data mostly from Sentinel, and add Pirecing effect for Kraber, though Kraber actually can't penetrate target in APEX. Kraber seems deserves a huge precision multi, but there's no piercing gun yet. And precision multi is kind of useless under such a low RPM. Let it pierce through targets is more comfortable for players.
Also wants to combine Havoc's charge-up semi mode? Only charge-up weapons can pierce in GTFO. Charge up time will cancel a part of shotdelay, might feel better in waiting shotdelay but trade badly in aiming...
Going to change
Adjust each weapons ADS fov. In APEX's default setting, close guns got 60 dgre fov, other guns got 55 dgre. I plan to use 1x, 1.2x, 1.5x, 2x, 3x sights. GTFO really don't need far distance combat that much.u rea11y +h1nk y0u can p1ay APEX 1n GTFO????
Misc plan
v0.02 update used to have a Charge Rifle copy. However it did not feels right and I just delete it. What's more, 16 shots burst with 0.033 shotdelay might cause performancing problem. Unity engine seems not so talent to handle too much things happened in a very short time?? I personally don't like extreme settings, too.
Unless one day GTFO can custom spread pattern, I can't recreate exact same pattern in APEX. Such as Mastiff's unique horizental spread. GTFO seems really don't need that kind of thing, so it's just alright, for itself...
GTFO seems can't tighten spread when ADS. This feature was plan to put it on Peaceguardian and Tripleshot. But failed.
I always feels weird about GTFO's weapon swap technique to get faster reload. In this mod we need to stress RD-18 and Clawman's quick swap feature. Rather than set these two's to a shorter time, I actually wants to extended other weapon's swap time... the formula is: APEX's full reload time - APEX's tac reload time + GTFO's default weapon equip time. Damn they might be more than 1 second to swap...! In v0.02 I didn't change that. This is not a thing that can be easily changed.
__u rea11y +h1nk y0u can p1ay APEX 1n GTFO???? __
Old Version Backup?
v0.01
EVERY JOURNEY BEGINS WITH A SINGLE STEP