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

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

Better Ballistics Mutant Rebalanced
13 Comments
Prussian Wolf 7 Aug @ 7:48pm 
So I'm assuming that the burer change mentioned some comments back never happened.

Fighting multiple at the dig site was pretty awful. Wait behind cover forever for the shield to go away and then fire one shot, and it took quite a few shotgun shells to kill them. Overly long.
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.
Ace  [author] 26 Jun @ 8:21am 
Please thank the original author, Ani(linked in the description) of the changes. I ported it to 1.5 and did some small changes only.
thomasominous 26 Jun @ 8:19am 
When I first started to read the description I thought "great another person who's just gonna jack up mutants to immersion breaking levels for no reason" but when I read the content of your changes I think you have some really interesting ideas here that could add to immersion overall. I've never been a fan of the bullet spung difficulty scale for mutants (or most things really) but ability and tactics driven changes could really strengthen the sandbox for people who want more realistic gun simulation. I think your approach is intelligent, thoughtful and you've convinced me to give it a try. Thank you for your hard work.