Serious Sam 4

Serious Sam 4

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OBO: Grenade Launcher rebalance
   
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16 Nov, 2021 @ 1:57am
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OBO: Grenade Launcher rebalance

In 1 collection by Lankycide
OBO: The Big Collection
22 items
Description
Welcome to OBO, the Overall Balance Overhaul, pronounced "oboe" (yes, like the instrument).

OBO is itself split up into many smaller mods to make finding, using, mixing and matching easier for users, and to make updating them easier on my end. Please read the main collection page for more info, as this description will only cover this submod specifically.

This is the Grenade Launcher rebalance mod, which makes some fundamental reworks to how this gun operates, specifically the charging mechanics.


RATIONALE:
Okay, so the good ol' Grenade Launcher. It's been in every Sam game since the Classics, barring SS3, and hasn't seen much in the way of changes since. I never really had a taste for it, because getting the grenades to detonate when I needed them to was tricky, so the Cluster Bomb module for it in this game was a breath of fresh air. Still, I felt the weapon lacked a certain degree of versatility. There was almost nothing the Grenade Launcher could do that either the Rocket Launcher or Devastator couldn't.

So the most significant changes are to the charging mechanics, so I'll start there. Firstly, the time it takes to reach full charge has been significantly increased, but so too has the maximum velocity of the grenade. If you take the time to charge to maximum, you'll be able to lob the grenade with the same high velocity as my OBO Devastator, making distant shots more doable, and far easier than trying to shoot that far with rockets, but at the cost of fire rate. Remember that the charge level never affected the grenade's damage, and that's still true, so it becomes a little game of getting a feel for how long to charge based on the enemy's distance.

To put it simply, the minimum velocity is slightly lower, the maximum is vastly higher, but so too is the charging time, but none of this affects the damage. Combined with the cluster bomb upgrade (which is essential to getting detonations where you want), this makes for a much more flexible weapon with a high skill ceiling, and can be incredibly fun to get right.

Minor changes include the usual more forgiving self-damage, ammunition pickups now divide evenly into reserve ammo, and the weapons slot has been moved to the second row of the sixth slot, below the Laser Gun. I hope you have as much fun as I have getting creative with bouncing grenades. :)


CHANGELOG (X means unchanged):


Default weapon modes, [0] GrenadeLauncher_PrimaryFire.rsc,
Fireable projectile params,
Projectile, "Grenade_ClusterBomb.ep", [Primary grenade]
Shard count: 5 to X
Damage min/max: 25 to X
Range damage min/max: 150 to 205
Damage hot spot min/max: 4 to 5
Damage fall off min/max: 8 to X
Don't explode period: 1.5 to X
Explode on first touch: No to X
Damage to owner ratio: 1 to 0.244 [205x.244=50.2]
Projectile, "Grenade.ep", [Grenade cluster pieces]
Damage min/max: 10 to 0
Range damage min/max: 50 to 60
Damage hot spot min/max: 4 to 3
Damage fall off min/max: 8 to 6
Damage to owner ratio: 1 to 0.17 [60x.17=10.2]
Charging time: 0.5 to 2
Quick fire time: 0.1 to 0.9
Full charged auto fire time: 0 to X
Min charge recoil duration: 0.2 to 0.9
Max charge recoil duration: 0.5 to 0.9
Charge launch velocity min: 30 to 25
Charge launch velocity max: 100 to 300
Weapon slot: 5.2 to 6.2
Items/Ammo/Grenades.ep, Received ammo quantity: 4 to 5