
This mod aims to re-balance all vanilla weapons, so every weapon is viable regardless of what level you are!
Welcome to Weapon Balance Revised, part of the ‘Starfield Revised’ Series. Which aims to bring balance to our gameplay across the settled systems.
Updated for Shattered Space!
What does this mod do?
This mod aims to balance all vanilla weapons, so the Grendel you found in Kreet labs is just as viable as the Magshear you pick up later on (Provided they’re both the same quality level).
It also adds in missing weapon tiers to those that were missing it, such as the Equinox and Rattler.
Quality levels have been adjusted and you will start to find all weapons in higher tiers at the exact same level. those levels being 15, 30 and 45.
Weapons accuracy has been tweaked, with weapons being much more accurate, at the expense of more recoil, the goal is to provide you with more skill-based, tighter gunplay.
All weapon crosshairs are set to a ‘dot’, the reason being is that you don’t need the original crosshair anymore since weapons are much more accurate!
Prices have been adjusted for everything related to weapons, overall it should make more sense. In vanilla you could get a magazine mod that doubles the price of a weapon! I’ve also taken the extra amount you get for quality tiers, so an advanced weapon will cost the same as a basic one. see the spreadsheet for more details!
Weapon ranges have been increased for everything (about 50% more) except for shotguns, which have been reduced in order to preserve their identity as close range powerhouses.
All laser visuals removed (Including the Maelstrom built in one), They don’t match up with the actual crosshair and it bugs me lol, they still work, it’s just the red beam that’s gone.
Finally, weapon mods have been adjusted, meaning there’s alot more flexibility in how you want to customise your guns.
How was the balancing worked out?
Balancing was calculated by DPS (duh), but mainly based off the weapons rate of fire and magazine count. since they’re the biggest factors. some weapons traits have been adjusted to provide a more even playing field, while others, like the Beowulf now having a magazine count of 50, have been ‘fixed’.
You can see a complete overview of all the weapon tweaks here, on my google spreadsheet!
Early and mid game has also been taken into account, In the early game, high powered weapons (Magshear, Hard target etc) will be less powerful, weaker weapons (Grendel, Eon etc) are slightly stronger, but no so strong as to make the beginning of the game trivial. This means all weapons should perform the same or at least very close to each other.
Once you get to the late game, the strong weapons will return to their former glory (Minus a few which threw off the balance a little) and the early game weapons will now be just as strong!
What else?
There’s been a bunch of other changes that makes just about everything viable, from red dot sight accuracy increases, to laser sight now giving more accuracy compared to the recon laser, since the recon laser also tags enemies, this made sense to me.
I don’t want to give away all the changes, sometimes it’s fun to find out yourself!
Something doesn’t feel right..
If you feel a weapon might be too strong/too weak, please post your thoughts in the comments, I’m always open to feedback, please provide me with good info on why you think said weapon/weapon mod might need changing.
I won’t always just change something on the base of a single comment, as one person might not speak for many, but if something is brought up a few times I’ll do my best to accommodate!
If you find this mod has something which seems more of an error and it’s NOT related to just something being weak/strong, please put it in the bug reports! It will be much easier for me to catch and rectify if you put it there rather than in the comments!
Credits:
Samuel181093

