Halo CE comprehensive rebalance(obsolete for EAC update) - Updates

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PC Halo CE comprehensive rebalance(obsolete for EAC update) 1.4.2

Updates for Helldivers 2
AR-61 tenderizer
  • starting, resupply, and spare mags 7-->10
  • sway 1-->0
  • armor pen 2/2/2/0--> 3/3/2/1
MA5C
  • horizontal and vertical spread 2-->250
  • stagger 15-->25
  • push force 10-->25
  • penetration slowing 0.25-->0
m-102 gunner FRV(mounted machine gun)
  • starting mags 4-->1
  • mag resupply 2-->1
  • maximum spare mags 4-->1
  • mag capacity 100-->800
  • penetration slowdown 0.25-->0
  • armor pen extreme angle 0-->3
rocket launcher
  • armor pen on explosion 5/5/5/5-->4/4/4/4
  • armor pen on projectile 5/5/5/5-->4/4/4/4

use this mod to get the intended experience for the rocket launcher it removes the backpack for the recoilless https://ayakamods.com/mods/no-backpack-necessity-recoilless-rifle-无后座无需背包.5013/


**Also, optional files are back**
M7S smg
  • durable damage 13-->18
  • stagger force 5-->10
M90A Shotgun
  • durable damage 20-->25
  • standard damage 55-->60
MA5C Assault Rifle
  • standard damage 90-->117(if you know you know)
  • durable damage 16-->17
  • armor pen extreme angle 0-->2
p-113 magnum
  • spare resupply and starting mag 6/6/6-->5/5/5
  • ergonomics 100-->60
  • drift vertical recoil 50-->80
  • climb vertical recoil 45-->100
  • armor extreme angle pen 3-->2
AMR(sniper rifle)
  • new stratagem icon
  • standard damage 1880-->900(breakpoints on devastators are unchanged but larger enemies should be tougher)
g-8 recoilless rocket launcher
  • new stratagem icon
  • projectile armor pen 6/6/6/6-->5/5/5/5
  • explosion armor pen 4/4/4/4-->5/5/5/5(hulks breakpoint remains the same but larger targets like tanks are far easier to deal with)
lift-850 jump pack
  • recharge time 10s-->8s
g-12 high explosive grenade
  • explosion damage 800-->950
you can now download and install the rocket launcher, magnum, and sniper rifle individually if you don't want the rest of the changes
so turns out when you change an explosive projectile to a ballistic you lose a fuck load of damage even if there is no damage in the explosion.
on top of that apparently when you change the projectile it only takes the damage stats from the donor, so in order to buff the sniper rifle damage and keep the look of the railguns projectile I had to buff the railgun. so, if you like that thing I guess it's going to be cracked now.

railgun(same projectile as sniper rifle)
  • standard damage 600-->1880
AMR (sniper rifle)
  • reload speed 3-->2
sniper rifle
  • now fires the railguns projectile
p-113 magnum
  • now fires in full auto (if you know you know)
rocket launcher
  • velocity 50-->45
M90A
  • ammo 50-->60
  • increased recoil 200-->300
  • decreased ergo 65-->60
p-113
  • spare mags 10-->6
Maxigun(chain gun)
  • durable damage 45-->55
  • backpack ammo 1000-->500
  • backpack resupply 500-->250
p-113(magnum)
  • velocity 285-->880
g-12 high explosive grenade ("frag" grenade)
  • maximum carried 5-->4
  • resupply 3-->4
  • fuse 3.5-->2
  • inner radius 2.5-->5
  • explosion ap 4/0/0/0--->4/4/4/4
g/sh-39 shield (bubble shield)
  • max carried 4-->3
  • count from resupply 2-->3
  • shield radius 1.8m-->4m
  • shield health 1000-->5000
recoilless rifle(rocket launcher):
  • projectile speed 35-->50
  • ergonomics 10-->25
maxigun(chaingun):
  • ergo 4-->30
  • fire rate 1500-->500
  • stationary while firing=off
  • wind-up time 0.5-->0
  • wind-down time 0.5-->0
  • penetration slowdown 0,5-->0
  • standard damage 80-->150
  • durable damage 18-->45
  • armor pen 3/3/3/0-->4/4/3/2
  • stagger force 15-->20
  • push force 12-->25