[FFS]Crits and Headshots Nerf

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Author: Night_Sniper

Last revision: 12 Jan at 12:03 UTC

File size: 22.44 KB

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Description:

Fixes Feast of Fire and Smoke’s crits and headshots, making other weapon stats matter, and making it compatible with more modded and vanilla content.

I really recommend FFS Double Damage mod and/or My Weapons Expansion Pack to go with it.

With that out of the way

Feast of Fire and Smoke is an amazing mod that suffers tremendeously from how "secluded" it is within boundaries of its own missions. Being the goof he is, the author decided to use vanilla armor values as a unique mechanic made to balance out guns – if the enemy in this mod has armor, only crits and headshots will deal damage to it. Which is down to RNG, unless you are using specific weapons designed to punch through said armor.

However, being hilarious and funny, he also balanced said crits out manually. How you may ask?

They deal 10 times the f*cking damage.
  • Okay, I lied, only headshots smash x10 damage values. Normal crits deal only x3 the damage value, which then ignores armor… Which essentially doubles it to x6… And that’s when enemies have 50 armor…

To put simply, if you take any [FFS] weapon outside the missions, and into lategame dungeons or other mods, they’re gonna either deal 1 damage because enemy has 80 armor, or deal 120 damage because it just so happened to proc the crit and oneshot them.

Did I mention crits ignore boss armor? Now I did. Yeah, a Mosin Nagant rifle can kill the Erchius Horror in 2 shots. Yeah, it’s bullsh*t.

This mod fixes these random onetaps to every creature you encounter by significantly nerfing base damage bonus on critical hits and headshots.

How it works:
  • This mod edits every "ffs_bullet_…_crit/head_start.projectile" projectile file, editing the ill-fit damage bonus on all bullet-based weapons.
  • Critical hits changed from "X*3" DMG multiplier, to "X*1" DMG multiplier. They still ignore armor, which means that at the baseline, any human-based NPC will have the damage to them at least doubled, since they start with the armor value of 50, which climbs up with planet tiers.
  • Headshots changed from "X*10" DMG multiplier, to "X*3" DMG multiplier. They too, still ignore armor, which makes them extremely powerful against human enemies.
  • Critters, such as animals, don’t have armor value (deers don’t wear kevlar), which means only headshots will speed up combat. However, other critical effects (such as additional penetration) still apply, letting you, possibly, hit two enemies at once. I didn’t even know that was a thing until i went into code, lol!
  • This mod DOES NOT edit explosives and their own "crits" and armor penetration parameters, making explosives the reliable way to punch through armored enemies, such as bosses or Feast of Fire and Smoke’s own armored vehicles.

What it means to YOU, the player:
  • It is COMPATIBLE with any mod that adds weapons using the same bullet projectiles, which should be most of them.
  • It is VERY COMPATIBLE with mods that make edits to weapons, such as the popular Double Damage mod.
  • It makes all FFS weapons MORE COMPATIBLE with other mods, that stick to vanilla armor/damage balancing. New modded and vanilla missions, dungeons, and microdungeons are more likely to play out as intended and be challenging and fun.
  • I REALLY F*CKING RECOMMEND you have this, if you are using FFS Dungeons and Encounters, which should solve all the bullsh*t cases of you getting onetapped by a tier5 planet cultist with a Mosin before you can even see him on your screen.
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[FFS]Feast of Fire and SmokeSteam Workshop