S.T.A.L.K.E.R. 2: Heart of Chornobyl

S.T.A.L.K.E.R. 2: Heart of Chornobyl

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Better Ballistics Mutant Rebalanced
   
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26 Jun @ 7:32am
26 Jun @ 8:01am
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Better Ballistics Mutant Rebalanced

In 1 collection by Ace
Ace's Re-imagined ZONE
15 items
Description
REQUIRED MOD
This mod IS MADE to be USED with Better Ballistics - Hardcore Gunplay Overhaul[www.nexusmods.com] to function PROPERLY, it can be installed by itself, but I can't guarantee a balanced experience.
This mod is specifically designed to enhance and rebalance the mutant combat for players using Better Ballistics, as mutants can feel too easy with that mod alone.




Mod Description
This mod functions to make Better Ballistics have more engaging and tougher combat against mutants. It merges the excellent concepts from AniHVX's Modular Hard Mod[www.nexusmods.com] with his abilities and balance changes to ensure mutants are a credible threat. I just ported and tweaked it for 1.5, and to work with Better Ballistics.

The majority of mutants are no longer simple pushovers. They have improved damage, new abilities, and rebalanced health pools that encourage tactical gameplay. If you felt mutants went down too easily with your enhanced ballistics, this mod restores the danger and provides a proper challenge. It might be wise to bring stimulants with you... just in case.




Mutant Rebalance Summary
  • Chimera: Slower and less erratic, encouraging direct, tactical fights. It's less armored but has more health, rewarding headshots with hollow-point rounds.
  • Controller: A potent psychic threat whose attacks now knock you down and are used more often. Less armored but tougher, making it a high-priority target.
  • Burer: Its telekinesis is rebalanced; it shields more often and throws more weapons. Less armored overall, making headshots critical.
  • Pseudogiant: Throws a larger barrage of objects and its ground stomp now excels at piercing armor. Vulnerable to direct fire, especially headshots.
  • Poltergeist: Now a master of telekinetic bombardment, throwing many more objects that can knock you down. Less durable but has more health.
  • Pseudodog: A new psychic threat with a damaging aura and psy-clones. Faster and more dangerous, especially on higher difficulties.
  • Bloodsucker: More unpredictable, now flanks you with armor-piercing attacks that cause heavy bleeding. Faster and less predictable than before.
  • Cat (Bayun): No longer a minor pest. Its attacks deal significantly more damage and cause severe bleeding. It is much faster and more durable.
  • Blind Dog: A greater threat in packs, moving considerably faster and hitting harder.
  • Boar: Faster, tougher, and can now knock you down with both charge and running attacks, making it a serious physical threat.
  • Flesh: Minorly buffed with more health, speed, and armor penetration to remain a threat in the mid-to-late game.
  • Deer: More aggressive with its charge attack. Its armored body is highly resilient, making headshots the only viable tactic.
  • Snork: Faster and more agile pack hunters. Their attacks pierce armor more effectively, but they are more vulnerable to gunfire.
  • Rodent (Tushkano): A major bleed threat. While their direct damage is low, their frequent, armor-piercing bites can quickly drain your health.
12 Comments
Inflated_chair 30 Jul @ 5:10pm 
ok thanks
Ace  [author] 30 Jul @ 4:59pm 
yes should work
Inflated_chair 30 Jul @ 3:48pm 
does this work with the QoL version of the better ballistics?
Duchess 23 Jul @ 3:11am 
perfect, i was just thinking about how i needed something like this after better ballistics fixed the game's stats. As far as I understand, the problem is the base armor values of mutants is that correct? I've also heard it was hp pool but not sure.
Ace  [author] 12 Jul @ 6:36pm 
Sounds good. Ill release a change on that soon
GeneralHavok 12 Jul @ 1:24pm 
Got to echo Brando_Mando. It is extremely difficult to deal with Burers now that they can re-shield almost instantaneously after the last one drops. Really only allows you to get off one headshot per shield use. Against multiple Burers? Almost impossible without the perfect vantage point to prevent getting your high damage weapon yanked immediately.
Brando_Mando 9 Jul @ 7:31am 
Thing is I was shooting them in the head with the mosin and AR but they only seem to drop shield long enough for one shot ? Maybe I’m just bad at the game lol. Please don’t change it base on only my feedback, I’m just worried about later game quests with multiple Burers !
Ace  [author] 8 Jul @ 10:25am 
Yeah its supposed to suppress the sprint towards them tactic and wait for shield down. They take a lot of head shot damage, so now shooting from a corner/far away for headshots is a valid strat. I can tweak this if you think the idea isnt fun
Brando_Mando 8 Jul @ 3:58am 
I like the changes to mutants overall, however I think burers now keep their shields up too long. Encountering one without a shotgun makes for a VERRY long fight.
thomasominous 26 Jun @ 8:29am 
Ah you're totally right, thank you I'll do that.