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Changelogs
Version 1.3e
Dear Nexus, why when I give you a new archive to post, do you just keep posting the old one?
Version 1.3d
I swear to christ
Version 1.3c
Actually fixed Kenshin damage for real this time
Version 1.3b
Fixed Kenshin damage
Version 1.3a
Moved NPC technical tweaks to NPC patch
Version 1.3
- Fixed scaling on Barghest weapons
- Adjusted all iconics in line with new base stats
Version 1.2
- Increased damage
- Kyubi
- Ajax
- Umbra
- Pulsar
- Saratoga
- Kolac
- Sor-22
- Grad
- Osprey
- Increased mag capacity
- Nekomata
- Added adjustments to Malorian
- Damage 25 -> 55
Version 1.1
Added missing osprey tweaks
Version 1.0
Init
Did you know that every gun in Cyberpunk 2077 has nearly the same DPS? Well, this undoes that, and throws "balance" out the window.
Weapons are balanced according to caliber, role, and real-life counterparts instead. Slow semi-auto revolvers have a lower overall DPS, but much greater damage per shot. Machine pistols fire lightning fast, but good luck keeping them on target. Every weapon feels like it has more of a defined role, and some are just plain better than others. Is it unfair that a LMG now shoots twice as fast and does twice the damage? Definitely! Big powerful weapons should feel big and powerful, not be dragged down by perfect balance.
Changes:
All Tech weapons have their charge time drastically lowered. Fire rate in rounds per minute. All recoil stats are untouched. Melee weapons are untouched. Optional: NPC damage set to equal player damage. May significantly change gameplay difficulty.
Pistols Power Lexington: Damage: 10 Fire Rate: 480 -> 1200 Mag Size: 20 -> 34