Gun Changes: Base Guns - kking117/balls.txt GitHub Wiki
General Pistols
Can be broken into two groups:
- Pistols, the standard.
- Revolvers, increased damage and shot cost.
General Rifles
- Elemental Effect Chance increased.
- Critical Hit Damage reduction removed.
- Ammo drops give 21 instead of 18 ammo.
These are the few things that suck on Rifles.
General Launchers
Can be broken into two groups:
- Light Launcher, the standard.
- Heavy Launcher, increased damage and shot cost.
Launchers have been rebalanced to be closer to BL1 and BL3. Key changes include:
- Damage reduced.
- Clip Size increased.
- Reload Speed increased.
- Ammo pool increased.
- Ammo drops at the same rate as Snipers.
- Can regenerate ammo.
Plays the role of being a fairly easy to use burst damage option with a large downtime. Rather than a slightly disappointing super gun.
Bandit
Bandit Guns have had their gimmick expanded since it lacks both usefulness and personality. Notable changes include:
- Launchers are classed as a Heavy Launcher, gaining increased damage and ammo consumption.
- Guns can fire twice randomly or instead get increased projectile counts.
- Worse Min Accuracy but better Max Accuracy, to support a close-mid range hip fire heavy play style.
- Damage increases.
- Ricocheting bullets.
Pistols
- Damage increased.
- Reload Speed increased.
- Clip Size reduced.
- Has a chance to fire twice.
SMGs
- Damage increased.
- Has a chance to fire twice.
Rifles
- Damage increased.
- Reload Speed increased.
- Has a chance to fire twice.
- Reload cancel timing increased.
White and Green Body Reload Cancel Timing: Just after the Charging Handle starts getting pulled.
Blue and Purple Body Reload Cancel Timing: Just after the Mag Box lid is bumped down with their fist.
Shotguns
- Damage reduced.
- Reload Speed increased.
- Projectile Count increased.
Launchers
- Classed as a Heavy launcher, gaining increased damage and ammo per shot cost.
Dahl
Dahl Guns have been given changes to lessen carpal tunnel and be slightly less part dependent. Notable changes include:
- Standardized burst counts, no longer do you need a Dahl Grip or Barrel to increase the burst count.
- Damage increase when bursting.
Pistols
- Fires full auto at the hip.
- Standard burst count of 3.
SMGs
- Standard burst count of 5.
Rifles
- Damage increased.
- Standard burst count of 5.
Snipers
- Standard burst count of 2.
Hyperion
Hyperion Guns haven't been given any major changes, mostly special gear has been changed.
Pistols
No changes.
SMGs
No changes.
Shotguns
- Clip Size increased.
Hyperion Shotguns feel the closest to an automatic shotgun, so the clip size was bumped up for it.
Snipers
- Fire Rate increased.
- Stablises faster during ADS.
- Spread reduced further during ADS.
Boosting fire rate really helps with their damage output and inverse recoil.
Jakobs
Outside of Snipers and Special gear, Jakobs has not gotten any large changes. Notable changes include:
- Snipers are usually Bolt-Action with massively increased base damage.
- Pistols are classed as Revolvers, gaining increased damage and ammo consumption.
Pistols
- Classed as a Revolver, gaining increased damage and ammo per shot cost.
Rifles
No changes.
Shotguns
No changes.
Snipers
- Always Bolt-Action, gaining a massive damage increase and massive fire rate reduction.
Maliwan
While Maliwan hasn't been given direct changes, it has benefited greatly from the overhaul to Elemental Effect. Notable Changes Include:
- Pistols are classed as a Revolver, gaining increased damage and ammo consumption.
- Launchers are classed as a Heavy Launcher, gaining increased damage and ammo consumption.
- No increased ammo consumption from certain E-Tech Parts.
- Elemental Effect Damage and Chance is moved to the base stats so it benefits more from stat multipliers.
Pistols
- Classed as a Revolver, gaining increased damage.
Didn't actually get the ammo per shot cost increase, since they always felt a bit lacking even with splash. Even with this they have lower base damage than Jakobs and Torgue which are two other types that are classed as Revolvers.
SMGs
No changes.
Snipers
No changes.
Launchers
- Classed as a Heavy launcher, gaining increased damage and ammo per shot cost.
Tediore
Tediore Guns haven't been given any major changes, mostly special gear has been changed.
Pistols
No changes.
SMGs
No changes.
Shotguns
No changes.
Launchers
- Classed as a Light Launcher.
Torgue
Torgue Guns haven't been given any major changes a part from some class changes. Notable Changes Include:
- Pistols are classed as a Revolver, gaining increased damage and ammo consumption.
- Launchers are classed as a Heavy Launcher, gaining increased damage and ammo consumption.
- Increased damage from certain E-Tech parts.
Pistols
- Classed as a Revolver, gaining increased damage and ammo per shot cost.
Rifles
- Damage increased.
Shotguns
No changes.
Launchers
- Classed as a Heavy Launcher, gaining increased damage and ammo per shot cost.
Vladof
Vladof Guns haven't been given any major changes.
Pistols
No changes.
Rifles
- Fire Rate increased.
Snipers
No changes.
Launchers
- Classed as a Light Launcher.