Serious Sam 4

Serious Sam 4

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OBO: Enemies Part 1, rebalance
   
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16 Nov, 2021 @ 4:36am
2 Dec, 2021 @ 6:01am
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OBO: Enemies Part 1, 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 Part 1 of the Enemy portion of OBO, the rebalance mod, which tweaks, twists, modifies and mangles virtually each and every enemy in this game. Easily the largest part of OBO, this mod is intended to be used with the OBO weapon rebalance mods, but if you have another weapon mod you prefer, it's not required. Part 2 will handle the collision/weakspot stats of enemies, while this focuses on enemy stats.

REMEMBER TO GET PART 2. It is not a strict requirement, but certain enemies may become too difficult or too easy without it.

RATIONALE:
Below are some highlights of the changes. Reading this is not a requirement or anything, and I recommend jumping into the game to experience all the changes live, but for those who are curious, there's this.

Beheaded attacks have been reworked. Rocketeer homing attacks seek a little less actively, but hit harder. Firecrackers fire three projectiles, not five, but hurt more. Bomber damage and radius have been nerfed a tad, and Kamikazes run a bit slower so you aren't annihilated on Serious as often.

Processed Commons die quicker (like zombies!) and move slower, since they usually attack en masse. Processed Brawlers (the fat dudes that explode) are much tankier and punch harder.

Vampire attacks are more powerful, both the projectile and melee, but they're more fragile now, which makes killing them before they disappear much more doable. This makes fights with swarms of them less tedious and more fun.

Gnaars are generally tougher but slower, making kiting a viable strategy, and in turn making them more fun to fight. Females will require a Double Shotgun blast to put down (if you use my OBO shotgun mod) while males only need a Single Shotgun blast.

Kleers are much less frustrating on harder difficulties now. They run at a reasonably fast speed and are more fragile, but can no longer be headshotted (with the Part 2 mod).

Mummies are tougher and can't be headshotted anymore (did I mention the Part 2 mod?). Their projectiles travel slightly slower but are also slightly more powerful.

And as for Troopers, in general their projectiles are slower but slightly more powerful, excluding the Commanders (shieldboys) whose attacks got a slight nerf. And the highlight of this, the Snipers' bullets are NO LONGER HITSCAN. Their bullets are still fast and near perfectly accurate, but they won't be a constant HP drain if you so happen to be caught out in the open. You can actually watch their lasers and bait their fire, change directions to bob and weave through their fire (kinda like Half-Life 2 or Black Mesa snipers). So much less annoying.

Zealots have gotten a complete rework! No longer are they lightning-fast bullet-sponges who eat Sam for breakfast. Now, they're large, tanky, slow brawlers whose armor only REDUCES damage instead of blocking it completely. Thanks again to NSKuber for his help with this. As previously stated, the armor changes REQUIRE the Part 2 of the mod. I'm quite proud of this, because no enemy in a Serious Sam game should make you feel weak. Get in close with a Zealot and stick a Double Shotgun into his belly, it's super fun.

Both Spider babies and adults have had their predictive shots nerfed (but not removed). This means they only shoot SLIGHTLY ahead of you, about one third of their previous setting. The babies also take two shots from the OBO AR/Minigun to kill to make swarms more dangerous.

Reptiloid projectiles will now explode on objects instead of endlessly seeking you, and Reptiloids themselves can now be stunned with sustained fire. Glad to be of service.

Werebulls run VERY slightly slower and are a bit easier to kill. Their melee attacks also got a huge nerf. In vanilla, they did 40 damage on Normal (80 on Serious). Now you at least have a chance to recover if a few make it close enough to hit you.

Harpies are much more fragile and have had their HP specially tuned to make shotguns more effective. Their projectiles now travel significantly faster.

Pyros no longer have any splash damage or perfect prediction on their mortar attack and have significantly less HP, making them easier to take out and less annoying, while still retaining their role. The canisters are still a weakspot.

Both Arachnoids now have travelling bullets that can be avoided, and do more damage to compensate. Depending on how close they are, either strafing or sprinting sideways can help you stay alive. In addition to this, both are significantly easier to stagger with gunfire, giving you more options.

Scrapjack rockets have gotten a major treatment. They're slower, do less damage, and have some inaccuracy to them so their predictive rockets won't be as unfair as they were. Scrapjacks are also harder to stun now, but a stun is no longer needed to initiate a melee attack (though that's much safer). Their melee attacks have also been nerfed from near-instakill to merely brutal.

Both the Blue and Red Mechs have been adjusted for fairness. Blues are slightly tougher while Reds are slightly weaker. Blue lasers are slower and hit very slightly weaker. Red rockets are faster but deal much more reasonable damage. Both Mechs' melee (step on) damage has been nerfed and Red rockets have slightly smaller splash, to make surviving point-blank against them more possible.

Technopolyp Helicopters have had their ridiculous homing rockets replaced with dumbfire ones like in SS3, and their damages were reworked. In the case of their "FastRockets", I've even added splash damage to retain some challenge to compensate for the lack of seeking. Technopolyps are also marginally easier to shoot down now, especially with explosives.

Khnums have FINALLY had their perfectly-predictive fireballs nerfed into the realm of reason! No longer will you eat a fireball in the middle of a horde because you didn't (and oftentimes can't) focus on them. The prediction is varied, from minor to very good, but none are perfect anymore. Also, their charge/melee attacks deal a more reasonable amount of damage.
4 Comments
Lankycide  [author] 4 Dec, 2021 @ 3:53am 
@Tim Ozman:
I'm glad you're enjoying it. Yeah, the Gnaars may need a bit of a speed buff, the male ones especially. I'll keep them in mind for the next update. :)
Tim Ozman 4 Dec, 2021 @ 1:33am 
I'm quite enjoying it but gnaars are a touch too slow I reckon. They're almost entirely fodder, whereas in vanilla they can trip me up if I'm not careful.
Tim Ozman 3 Dec, 2021 @ 10:33pm 
This seems pretty good. Will try it out
Мальчик со Сваги 17 Nov, 2021 @ 12:37am 
What a shitpost lol