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

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

QoL Changes x Better Ballistics - PART 2
16 Comments
Inflated_chair 31 Jul @ 9:01am 
ok thanks
Kazz7420  [author] 31 Jul @ 6:41am 
yes, only use one version and not both together. and update for this version will hopefully be out soon
Inflated_chair 30 Jul @ 3:37pm 
do i unsub from the stand alone better ballistics?
Excel 30 Jul @ 6:12am 
Please, can we get an update to latest Better Ballistics?
Vitalyon_ENEY 19 Jul @ 5:17am 
Kazz7420, Thank you very much for your answer.
Kazz7420  [author] 18 Jul @ 11:03am 
Most likely a mod conflict - are you using any weapon mods here? If so, strongly recommend you to uninstall them and check whether this issue still happens
Vitalyon_ENEY 18 Jul @ 7:32am 
Hello! The sound and caliber of the Clusterfuck rifle has become standard again, but a few days ago the caliber was 308 and the sound of the shot is much better, I don't understand why. Did the author change the mod or is it my problem?
Kazz7420  [author] 9 Jul @ 2:37am 
known bug, will be fixed soon
Jeremiah 9 Jul @ 2:24am 
the spitter smg is broken using this mod. idk if its smgs in general because when I use the Spitter it does no damage to npcs :(. I'm sure its this mod because its the only one I have installed that changes guns.
Kazz7420  [author] 6 Jul @ 4:51am 
I don't plan to touch any of Shay's QoL changes, and hence they'll be provided as is for now. Same for scripted mission - the in-game difficulty setting does work as a way to reduce difficulty, so no plans on that either
🐲 5 Jul @ 1:56am 
Suggestion: adjust difficulty slightly for story missions (like The Arch)

I really enjoy the realism of your ballistics mod — firefights feel intense and rewarding.
But I’d like to suggest a small balance tweak for story-heavy missions.

In regular open-world fights the mod works great, but during scripted quests — like “The Arch” battle with Monolith and Varta, or boss fights like Faust — it gets extremely hard.

With so many enemies and high-damage weapons, the player can die instantly, like being evaporated.
I personally managed to beat The Arch after 10 restarts, so it’s possible — but still frustrating.

👉 Maybe you could add a special exception or slight balance adjustment just for major story missions?
It's not urgent, but would improve the overall pacing and reduce frustration in key battles.
🐲 5 Jul @ 1:52am 
One more thing about difficulty in story missions:

The mod works really well in general gameplay — gunfights feel intense but fair.

However, during story missions (like fighting Faust, or large battles in the Arch with Monolith and Varta), the difficulty spikes too much.

With this mod, you often die instantly, like you're being evaporated — especially when facing groups or whole squads.

It's manageable in normal fights, but during story-driven combat against full factions, it becomes almost impossible.
🐲 5 Jul @ 12:03am 
First of all — great mod, I love how realistic and challenging it feels.
But I noticed that the current +50% sprint stamina bonus is a bit too much.
With just 2 stamina-related artifacts, the player can run almost endlessly, making energy drinks nearly useless.
I suggest reducing the sprint bonus from 50% to around 30%, to keep stamina management more meaningful — especially when combined with artifacts and consumables.

Right now, movement feels a bit unbalanced in favor of infinite running. A 30% bonus would still feel good but more fair and immersive.
🐲 4 Jul @ 12:18pm 
good
Kazz7420  [author] 4 Jul @ 10:48am 
Yeah, both of these mods don't conflict so should work
Kinsect 4 Jul @ 10:11am 
Say can this work with Unforgiving Zone and Better Ballistics Mutant Rebalanced?