SUPPORT TOPIC File Information
- Submitted: Apr 11 2018 03:19 PM
- Last Updated: Apr 11 2018 03:26 PM
- File Size: 261.9KB
- Views: 263
- Downloads: 31
- Approved by: milestails
- Approved on: 14 April 2018 - 11:20 PM
- K1R Compatible: Yes
Download Weapon Base Stats Re-balance (K1)
Weapon Stats Balance Damage Criticals
In KotOR 1 there is a obvious balancing issue concerning weapons that is especially noticeable in the early game, ie: Taris. What is it? Ranged Weapons are utterly outclassed by melee wepons. Yes, i know a stun stick isn't more powerful than a heavy repeater but I'm addressing the general problem here - In almost all situations you'll be better off charging at an enemy using your vibroblade instead of firing a blaster rifle, even when it seems like using a blaster would be the best option. The developers at Obsidian noticed this and in KotOR 2 blasters are now a viable option as well.
So this mod changes the base stats of ranged weapons (damage, criticals etc.) to be like the ones on K2. But that's not all - I've also modified the lightsabers as well. Basically, ranged weapons and lightsabers will be statistically equal to their K2 counterparts; except for ion and sonic weaponry damage values, i've kept those unaltered purposely - It doesn't make sense that, for example, a disruptor and an ion pistol would do the same damage against an organic target.
So following that:
Blaster Pistols now do 1-8 damage instead of 1-6; Disruptors' critical threat range is now 18-20x2 instead of 20-20x2; Regular lightsabers now deal 2-20 damage instead of 2-16 etc...
I have included optional files to add massive criticals to Hold Out Blasters (like in K2)
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