DESCRIPTION:
This mod aims to make the AMR more focused on being a High damage precision weapons that is capable of killing armored enemies without raising the penetration above AP4 or making the weapon grossly overpowered compared to other support weapons or removing it's base function.
With the changed values, not only will the AMR feel more like a sniper, but also a true precision weapon capable of punching through key armor components on enemy units, rewarding good precision, stability and positioning.
This mod requires Bingus Mod Loader v18 (or newer) and HD2Runtime v0.30.3 (or newer)
As of October 20th, I will be sunsetting the mod, removing current versions and ending support.
This mod was made to make snipers feel like snipers, and AH seems to deliver with the new warbond.
Thank you all for your downloads and support
---
WEAPON CHANGES (key unchanged stats also listed):
- The weapon now has a third person reticle.
Stats:
Velocity | 880 -> 920 (This is in line with most .50 cal snipers IRL)
Penetration | AP4 -> AP4 (unchanged across all angles [Extreme angle still AP0])
Drag | 30% -> 5% (This heavily reduces the damage falloff on the weapon, allowing it to engage from sniper distances)
Gravity | 1 -> 0.5 (Reduces bullet drop for longer ranged targets)
Stagger Force | 25 -> 35
Push Force | 25 -> 35 (Liable to change after more testing)
Damage | 450 -> 450 (unchanged, see next stat)
Version 0.1.4: Durable Damage | 225 -> 785 (Bile TItan: 4 headshots)
(all other stats left unchanged
Why the high durable damage but not AP and SD?: (No TL;DR)
I find that the way durable damage is implemented in game is highly interesting and underutilized.
The way I see it (even if the way the game describes it doesn't make sense); is that the parts in the game that are hard to target are usually most durable. (ie. Factory Strider Eye, Leg and Neck internals; War Strider Eye, Bile Titan Head, etc.)
Specifically noting the Factory Strider but not withholding other units. These parts are so small in most cases that they are difficult to hit in high stress scenarios. The problem with this; is that these targets also have such high durability, that even if you can reach or exceed the penetration value it still takes exponentially more time to target and destroy these fatal parts than just attacking a different part with a higher penetration weapon, such as the head with a Recoilless Rifle.
To make matters worse, most weapons are not precise enough to even target these hard to hit spots, unless the enemy is completely stationary at close range, which is extremely rare.
With this mod, It will allow players to target these specific hard to hit precise spots with more damage without actually increasing the standard damage of the weapon. This simulates the round going 'clean through' a non-durable part, while the durable armor is 'pierced' truly bring this weapon into an armor-piercing role.
These changes will also allow the sniper to feel more into their role as such. Key points of this change is properly utilizing range, focusing on hard to hit rewarding zones on armored enemies (such as legs and eyes) and changing your overall shooting position to allow you to better see and engage these spots.
This mod was created after studying Durable Damage and specific enemy targetable zones such as on the Factory Strider. Despite this, I have carefully balanced it for all factions.
Stat reference for factory strider kill (Greater than 100m) Version 1.4:
Eye [Head_Body] - 20 shots -> 6 shots | Neck Internals 20 shots -> 6 shots | Leg internals: 15 shots -> 4-5 shots | Belly Panels 6 shots -> 3 shots per panel
This mod aims to make the AMR more focused on being a High damage precision weapons that is capable of killing armored enemies without raising the penetration above AP4 or making the weapon grossly overpowered compared to other support weapons or removing it's base function.
With the changed values, not only will the AMR feel more like a sniper, but also a true precision weapon capable of punching through key armor components on enemy units, rewarding good precision, stability and positioning.
This mod requires Bingus Mod Loader v18 (or newer) and HD2Runtime v0.30.3 (or newer)
As of October 20th, I will be sunsetting the mod, removing current versions and ending support.
This mod was made to make snipers feel like snipers, and AH seems to deliver with the new warbond.
Thank you all for your downloads and support
---
WEAPON CHANGES (key unchanged stats also listed):
- The weapon now has a third person reticle.
Stats:
Velocity | 880 -> 920 (This is in line with most .50 cal snipers IRL)
Penetration | AP4 -> AP4 (unchanged across all angles [Extreme angle still AP0])
Drag | 30% -> 5% (This heavily reduces the damage falloff on the weapon, allowing it to engage from sniper distances)
Gravity | 1 -> 0.5 (Reduces bullet drop for longer ranged targets)
Stagger Force | 25 -> 35
Push Force | 25 -> 35 (Liable to change after more testing)
Damage | 450 -> 450 (unchanged, see next stat)
Version 0.1.4: Durable Damage | 225 -> 785 (Bile TItan: 4 headshots)
(all other stats left unchanged
Why the high durable damage but not AP and SD?: (No TL;DR)
I find that the way durable damage is implemented in game is highly interesting and underutilized.
The way I see it (even if the way the game describes it doesn't make sense); is that the parts in the game that are hard to target are usually most durable. (ie. Factory Strider Eye, Leg and Neck internals; War Strider Eye, Bile Titan Head, etc.)
Specifically noting the Factory Strider but not withholding other units. These parts are so small in most cases that they are difficult to hit in high stress scenarios. The problem with this; is that these targets also have such high durability, that even if you can reach or exceed the penetration value it still takes exponentially more time to target and destroy these fatal parts than just attacking a different part with a higher penetration weapon, such as the head with a Recoilless Rifle.
To make matters worse, most weapons are not precise enough to even target these hard to hit spots, unless the enemy is completely stationary at close range, which is extremely rare.
With this mod, It will allow players to target these specific hard to hit precise spots with more damage without actually increasing the standard damage of the weapon. This simulates the round going 'clean through' a non-durable part, while the durable armor is 'pierced' truly bring this weapon into an armor-piercing role.
These changes will also allow the sniper to feel more into their role as such. Key points of this change is properly utilizing range, focusing on hard to hit rewarding zones on armored enemies (such as legs and eyes) and changing your overall shooting position to allow you to better see and engage these spots.
This mod was created after studying Durable Damage and specific enemy targetable zones such as on the Factory Strider. Despite this, I have carefully balanced it for all factions.
Stat reference for factory strider kill (Greater than 100m) Version 1.4:
Eye [Head_Body] - 20 shots -> 6 shots | Neck Internals 20 shots -> 6 shots | Leg internals: 15 shots -> 4-5 shots | Belly Panels 6 shots -> 3 shots per panel
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