In this guide, we will be discussing the details of Weapons Balancing 2 in Alien Swarm: Reactive Drop. This update brings changes and adjustments to the weapons in the game to improve balance and gameplay. Keep reading to learn more about the new changes and how they will impact your gameplay experience.
2.2 Weapons Balancing
Damage:
19 + 1 * skill_accuracy
Fragmented Grenade Damage:
900 + 100 * skill_grenade
When launching a fragmentation grenade, the fragmentation grenade will better point to the position pointed by the player’s cursor (allowing for firing to a higher place).
The fragmentation grenade of the assault rifle performs too strongly in Weapons Balancing, so we weaken it and make some convenience modifications.
Damage:
16 + 1 * skill_accuracy
Firing Rate Bonus
0.011 * skill_engineering
Overall, Vegas’s DPS using prototype rifles is higher than Crash, but ammo consumption is also faster.
Damage:
16 + 1 * skill_autogun
Now every bullet of Autogun will stop alien (just like exploding an alien).
The occupational restrictions have been lifted.
Now the Autogun has a very strong ability to bring up the rear, and I hope it can be used as a replacement for miniguns.
Damage Of Single Pellet:
17 + 1 * skill_vindicator
Amount Of Pellets:
7 + 0.6 * skill_vindicator
The occupational restrictions have been lifted.
For marines without skill points, Vindicator can also be used to deal a drone at close range with one shot.
Damage:
33 + 1 * skill_accuracy
Duoshot Damage To Drone:
104 -> 71
Reduce the difficulty of fast reloading, and increase the reduction by the skill_reloading.
Damage:
68
Ammo:
400
Range:
800
The Sentry can be easily used in defense to aliens horde. Of course, you have to live to a defend-place first.
Amount:
5 + 1 * skill_healing
HP Recovery:
150 + 37.5 * skill_healing
Range:
100 + 15 * skill_healing
Duration:
20 + 1.5 * skill_drugs
The healing beacon can now be thrown a short distance towards the position of player’s cursor .
The occupational restrictions have been lifted.
Amount Of Ammo Boxes:
4
Damage Of Single Pellet:
106 + 5 * skill_accuracy
Reduce the difficulty of fast reloading, and increase the reduction by the skill_reloading.
Each pellet will stop the alien (just like exploding it).
Restore an additional magazine when picking up ammo.
Reduce damage to large aliens to 50%.
Reduce damage to distant targets.
Damage:
350 + 30 * skill_accuracy
Amount Of Bullets Per Magazine:
7
Amount Of Ammo Reserves:
14
Reduce the difficulty of fast reloading, and increase the reduction by the skill_reloading.
Now only one bullet can be reloaded at a time.
It can empty magazine in a very short amount of time, which is enough to instantly kill a Shieldbug when the magazine is full.
Reduce damage to Alien Queen to 50%.
HPS:
6.25 + 1.25 * skill_healing
Damage:
19 + 1 * skill_accuracy
Number Of Ammo Reserves:
640
Reduce the difficulty of fast reloading, and increase the reduction by the skill_reloading.
Restore an additional magazine when picking up ammo.
Reduced damage to distant targets.
Improve deployment speed.
Perfect weapon.
Damage:
270 + 5 * skill_accuracy
Damage Zoomed Bonus:
270
Increase the damage to aliens at a distance from 400 to 800 by 50%.
Are we playing Battlefield 1?
Damage:
28
Ammo:
850
Ready for a barbecue party.
Damage:
42 + 5 * skill_melee
Damage:
700
Interval:
0.75
Much cooler than grenade launcher.
Damage:
100 + 5 * skill_grenade
Damage:
150
Cancel the damage decay on large aliens.
Reduce the difficulty of fast reloading, and increase the reduction by you know what.
Number Of Ammo Reserves:
70 -> 140
Restore an additional magazine when picking up ammo.
Damage:
18 + 1 * skill_accuracy
Amount Of AMP:
105 + 15 * skill_drugs
Amount Of Heal:
30 + 6.75 * skill_healing
Damage:
23 + 1 * skill_accuracy
Damage:
18 + 1 * skill_accuracy
Reduce damage to distant targets.
2.3 Equipment Balancing
Heal:
100 + 5 * skill_healing
It can quickly cure infections.
Increase welding speed.
Amount:
3
Duration:
15
Now the SM75 Combat Flares has the effect of bait, attracting all nearby aliens and igniting nearby buzzers.
Amount:
10
Damage:
2650
According to skill_grenade, marines can throw 2, 3, or 4 mines at once.
Amount:
4
Basic Damage Reduction:
50%
Amount:
4
Damage:
200
Amount Of Missiles Launched:
13 + 1 * skill_grenade
Amount:
5
Freezing Time:
3.5 + 0.6 * skill_grenade
Range:
210 + 10 * skill_grenade
Amount:
4
Slow Motion Rate:
0.5
Duration:
2.5 + 0.4 * skill_drugs
The adrenaline effect now does not stack with the Slow Motion in the game.
Amount:
4
Ammo:
25 + 3 * skill_engineering
Interval:
0.8s
Range attack.
Can destroy a shell of motarbug.
Amount:
3
Duration:
15s
Now when marines activate their armor, they will also briefly charge nearby teammates, which can directly prevent nearby teammates from being infected with parasites.
Marines can continue to activate their armor while it is activated (CD 3s).
Amount:
4
Duration:
20 + 1.5 * skill_grenade
Length:
3.0 + 0.25 * skill_grenade
The occupational restrictions have been lifted.
Melee Damage Scale:
8
Amount:
5
Damage:
1000
Amount of Cluster Grenades
1 * skill_grenade
Shortened the fuse time for cluster bombs, and it is believed that Jaeger’s frequency of changing teammates can be reduced.
Reduce damage to the Alien Queen.
Amount:
3
Amount Of Missiles Launched:
20 + 1.5 * skill_grenade
Interval:
0.8
Amount:
4
Damage:
35 + 5 * skill_drugs
Duration:
23 + 1.5 * skill_drugs
Interval:
0.2
The occupational restrictions have been lifted.
It will obstruct the view of players entering the range of the grenade.
It will poison the alien that has been damaged by the gas (turning green and reducing movement speed).
The smoke and range indicators of the gas grenade thrown into the distance now are not so easily misplaced.
Charging time:
60s
And that wraps up our share on Alien Swarm: Reactive Drop: Weapons Balancing 2. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by DaiLouFu, who deserves all the credit. Happy gaming!