Bullets start losing damage the moment they leave the barrel due to air resistance (drag), losing more damage the farther they fly. Many weapons are clearly tuned around a specific breakpoint. A rifle doing 165 against a 150-health head, or a pistol doing 140 against a 110-health head. However, because Arrowhead rarely takes bullet drag into account, the shot doesn't kill because it was like 2 damage short.
Breakpoints Remastered fixes those cases. Every weapon's damage and every enemy body part's health was pulled from the current game files and cross-referenced. Each weapon was checked against every enemy at the range they're meant to be used at:
Weapons not affected by damage loss over distance (laser, rocket propelled etc) are unchanged.
Breakpoints Remastered fixes those cases. Every weapon's damage and every enemy body part's health was pulled from the current game files and cross-referenced. Each weapon was checked against every enemy at the range they're meant to be used at:
- marksman rifles: 115 m
- SMGs: 35 m
- shotguns: 25 m
- everything else: 50 m
How it stays fair
- Small raises. Mostly 1–10%, never more than 20%.
- Standard and durable damage are raised separately, each only as much as needed.
- Rapid-fire weapons don't get a free DPS boost. For an automatic weapon (500+ rounds per minute), one fewer bullet is a fraction of a second, but extra damage is extra damage on every bullet. So these either get a tiny raise (3% at most), or a bigger raise with their fire rate lowered by the same amount (between 6% and 12% damage buff and fire rate nerf in these cases). Damage per second stays exactly the same; you just need fewer bullets for key kills.
- Bullet hoses stay bullet hoses. The Bullet Storm, Gallant and Knight never get fire-rate cuts, only a tiny raise where one helps.
- Only damage values and those fire rates change. No other weapon stats, and nothing on enemies.
Examples (there are many more changes than just these)
Marksman rifles and snipers- R-63 Diligence (damage 165 → 172, durable 45 → 53): kills a Terminid Warrior with 2 shots to the face out to about 107 m. Before, that only worked inside about 50 m.
- R-2124 Constitution (180 → 189): kills a Stalker in one shot out to about 110 m.
- APW-1 Anti-Materiel Rifle (450 → 474): one-shots a Gloom Warrior's face out to about 105 m.
- P-113 Verdict (140 → 156): one-shots a Berserker's head out to about 45 m. It used to take 2.
- P-2 Peacemaker (100 → 117, durable 32 → 48): blows off a Warrior's or Gloom Hunter's limb in one shot.
- M6C SOCOM (125 → 142): drops a Shrieker in one hit.
- SMG-32 Reprimand (140 → 148) and SMG/FLAM-34 Stoker (130 → 141): one-shot a Berserker's head at SMG range.
- MG-206 Heavy Machine Gun (150 → 155, fire rate 600 → 581): one-shots an Iron Fleet Berserker's head out to about 50 m.
- M7S SMG (90 → 102, fire rate 872 → 769): blows off a Warrior's or Hunter's limb in one bullet instead of two.
- AR-2 Coyote (75 → 80, fire rate 600 → 563) and VG-70 Variable(85 → 93, fire rate 550 → 503):
- blow off a Warrior's limb in one bullet;
- kill an Iron Fleet Berserker with 2 headshots instead of 3.
- SMG-37 Defender (110 → 116, fire rate 520 → 493): kills a Stalker in 2 hits instead of 3.
- MGX-42 Bullet Storm (100 → 102, durable 25 → 28): drops a Shrieker in one hit.
- SG-225 Breaker (30 → 32 per pellet): blows off an Iron Fleet Berserker's arm in one volley.
- Entrenchment Hatchet: 240 → 252
- Ceremonial Saber: 188 → 200
- Entrenchment and Trench Shovels, CQC-19 Stun Lance: 165 → 180
- Stun Baton: 120 → 126
Weapons not affected by damage loss over distance (laser, rocket propelled etc) are unchanged.
In numbers
- 38 weapon damage types raised, covering 41 weapons.
- 8 fire rates lowered to keep damage per second the same.
- 9 melee weapon damage increases.
- 294 breakpoints now land where they should, 121 of them two shots becoming one.
Compatibility
- Works with my other mods, no special order required.
- With Melee Restored installed, melee is left to it, and it has its own damage numbers built in. Breakpoints Remastered aims to be a completely fair, close to vanilla, slightly less frustrating experience. Melee Restored aims to make melee fun, "viable" but not at all overpowered, which ultimately still means higher damage than Breakpoints Remastered does.