About this mod
Reliable ricochets. Ballistic Coprocessor made competitive.
- Requirements
- Permissions and credits
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This mod loosens the angles at which ricochets snap to valid targets (enemies, explosives,...) so you can more reliably use them.
You can still shoot the ground in front of the enemies for the free damage multiplier, but with this you can now also use walls, ceiling, and all the rest of the environment to manage impressive feats and hit targets behind cover.
You can use either Native Settings UI or a text editor to control the seeking angle. The higher the value, the easier the bounce.
(you may need to reload your save in order to apply the changes).
Details
This mod normalizes all ricocheting weapons to seek targets up to a specific angle (decided by the customizable value).
Default value is in the range of what you could reach with a vanilla legendary attachment and its reliability lets you learn what to expect from the bounces (so you can try them even while not aiming).
Johnny's Malorian is the only exception as it now makes use of its native potential of 75°, by staying 15° beyond all other weapons. The gun is an iconic without an iconic perk, but this gives it a niche.
Silencers and Explosive bullets
Default mod behaviour is that silenced weapons can ricochet but explosive bullets can't.
There is a new switch in the options that allows you to enable ricochets even on explosive bullets, and this applies to all Power weapons (including ones modded with Firecracker) except O'Five (which uses an entirely different kind of bullets, more akin to a shootable grenade).
Number of bounces
Game update 2.0 rebalanced a lot of things and, among them, it nerfed the bonus damage to ricochets and cut down on (pretty much all) the ways to increase the number of possible bounces.
The former is a much needed balancing act, since ricochets need something to compensate the lack of headshots (which they have) but were objectively overtuned before. The latter is a harsh denial of functionality.
The video you can still find on yt about a gun with 6 bounces? Impossible now to even get close to that.
That amount of ricochet stacking may have indeed been too much, but 2 bounces are still the required minimum for any use of this mechanic that goes beyond single-surface complexity. So, with this mod the Ballistic Coprocessor cyberware will also give a bonus +1 Ricochet bounce when upgraded to Epic or above rarity (deactivable through the options), bringing the total of possible bounces up to 2.
All weapon vendors will also, sometimes, have in stock a new Power weapon Mod: Ricochet Engine, that gives +1 ricochet bounce to the weapon it gets fitted in.
Kongou and Breakthrough
As this mod brings these two iconics to share the same, customizable, seeking angles of all other weapons (except Malorian 3516's), their iconic modifications lost a bit of character. To compensate for this, and to dig them further into their own niches, i've ensured they now really do what their description promises and done so in a way that allows for people that play around with iconic mods, to apply those benefits even to other weapons.
- Kongou now always qualifies for trajectory preview (even without a Ballistic Coprocessor cyberware), and retains its other native modifiers.
- Breakthrough no longer needs to pierce something first, in order to ricochet. Uncharged shots will just ricochet, giving direct control over the behaviour.
Here is the detailed breakdown of the effects specific of their iconic mods, while this Ricochet Redux is installed, for people interested in appling them into different weapons (either through Weapon Mod Overdrive, save editing, or other methods):
- Kongou: +1 Ricochet, Ricochet Preview, + Fire Rate, + Critical Chance, + Ricochet Critical Chance, - Recoil, - Magazine Size.
- Breakthrough: +3 Ricochet.
Complementary mods
Keep Drawing The Line - Control when/how the ricochet preview line is showed.
Ambush Compiler - Alternative Ballistic Coprocessor cyberware, meant for stealth play.
For Modders
You can make the ricochet capabilities of your custom silenced/explosive power weapons controllable through this mod, by making them depend on a ConstantStatModifier with a specific name and added to your weapon.
Use either "Items.RRSilencedControl" or "Items.RRExplosivesControl", according to the reason why ricochet is in doubt. Example:
Items.RRExplosivesControl:
$type: ConstantStatModifier
statType: BaseStats.RicochetCount
modifierType: Multiplier
value: 0.0
Installation
Copy/extract the contents of the archive into the main "Cyberpunk 2077" folder.
Uninstallation
Remove the "Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\RicochetRedux" folder and all its content.
Remove the "Cyberpunk 2077\archive\pc\mod\RicochetRedux.archive" file.