Classic Combat (Improved weapon balance / physics and combat) 1.7


All rights reserved, do not redistribute.

Rockstar shit the bed with many core game mechanics, weapon and combat mechanics not being an exception. Although there are many mods that attempt to address the issue, I didn't find any of them satisfactory. Some add too much recoil, others not enough, some give the pedestrians way too much health, etc.

The aim of this mod is to make combat more like older GTA games, that is more simple, realistic, and balanced. Sad that it takes a mod to do this, but at least we have the option. There are 4 major issues with combat :

1) Guns : First of all, there are WAY too many damn guns in this game, instead of configuring the whole mess of them I decided to zero out the ammo of the redundant / unnecessary ones (to drop guns completely from your inventory use the remove weapons script I link below). Machines pistols and micro SMGs are the same damn thing basically, so I removed the former. LMGs are gone too, this ain't Battlefield. There are only 2 - 3 guns per category now.

2) Physics : All the automatics fire the same damn way, with zero recoil. Many modders (no disrepect) don't understand gun physics. Micro SMGs aren't laser accurate zero recoil weapons. Sawn-off shotguns don't do more actual damage per pellet, they do less due to smaller barrel / lower velocity, but can potentially cause more trauma due to greater spread. Just some examples of what I fixed, read below for full overview. Also no more sending NPCs flying or moving cars with bullets.

3) NPCs : They get KO'd / killed way too fast, a single knife stab, a slap or punch and they are gone. This mod makes everyone from peds, animals to cops more robust and allows them to go longer in fights and shootouts. It's still far from ideal though, as they still tend to writhe and die shortly after being shot once or twice. To fix this and make the game damn near perfect, install the ERO mod linked below.

4) Ammunition : There is way too much of it. Thousands of rounds for every gun is absurd. With this mod you have to watch your ammo now, as firing like a maniac will run you dry, but you still have enough to duke it out with NPCs. Also ammo is not shared between weapons of the same class unless it is logical for them to do so (e.g. shotguns, 9mms).

Changelog :
Fixed proximity mine cap not increasing to 15.
Fixed combat pistol not having 8 rounds.

Pistol .50 damage increased (50 -> 85).
Widowmaker no longer shares ammo with minigun.
Widowmaker damage increased (30 -> 500).
Widowmaker accuracy greatly improved.
Widowmaker range increased (120 -> 200).
Added ability to use compact grenade launcher from car.
Added Heavy Pistol.

Fixes bug in 1.5 that prevented installation.

Tank shells go 1.5x farther, and 2x faster.
Added optional file that renames some weapons.

Important :

-This mod modifies weapons.meta, weaponcomponents.meta, pedhealth.meta, damages.meta, as well as weapon files for heavy pistol, homing launcher, proximity mines, railgun, and space weapons. Any other mod that modifies the same files will thus be incompatible (at least partially).
-This mod does not work with GTA Online. Deactivate the OpenIV rpf-loader before launching GTA Online!
-OpenIV Required (automatic install).

Combat Overview :

Peds, police, and even animals are tougher, and last longer in fights and shootouts. NPCs can take a barage of blows from fists and kicks, or several strikes from a knife, bat, crowbar etc.

-Knuckle Dusters still tend to instant KO.
-NPCs will still sometimes writhe and die shortly after being shot only once or twice, when they have a lot of health left (Deagle seems to cause this more often than others).
-Random one kit KOs and kills still happen.

-I don't recommend the Don't Writhe script, as it interferes with injury physics (NPCs tend to get up again after being shot in injured state).

-To make NPCs take more shots and writhing less common (injury physics much better overall), download this : RageEuphoria
(Only the euphora oiv, don't use the weapons oiv despite its claim as required).

The combination of that mod with this one produces an incredibly revamped game experience.

Weapon Changes :

Gun stats rebalanced and made more realistic / balanced overall. Accuracy, damage, and recoil correspond more accurately to gun type / caliber. Automatic gunplay style is much different now. Instead of holding down the trigger, you have to shoot in bursts else the gun will be uncontrollable, just like real life.

Bullet penetration is still the same :

-Pistols and SMGs : low
-Assault rifles : intermediate
-Snipers : high

1. Guns have much more recoil, and no minimum time between shakes (by default there is artificial limit on some guns' recoils).
2. Accuracy reduced for all guns, and no bonus for zooming in.
3. Shooting without aiming results in 50 percent instead of 100 accuracy penalty.
4. "Removed" redundant / unnecessary weapons.
5. All guns (except shotguns) now do quarter damage to limbs, whereas before they did half.
6. All guns do less damage when they strike half or more of their total range away (varied before).
7. Max ammo caps greatly reduced for all guns (including railgun), and slightly reduced for throwables and RPG.
8. All guns do half damage against light armor (instead of 3/4).
9. All guns take twice as long to reload in a vehicle.
10. Melee weapons and bullets no longer send NPCs flying, or move cars, all of which is physics defying (they still can fall when hit though).
11. Bullets must travel, no more instant hit.
12. Silencers and scopes no longer change HUD stats (they don't actually affect the stats anyways).
13. SMGs now use pistol ammo (9mm), as they do in real life.
14. Pistols don't share ammo.
15. Assault rifles don't share ammo.
16. Heavy and normal sniper rifles don't share ammo.
17. Minigun and Widowmaker don't share ammo.
18. Fire rate increased for smg and assault rifle types.
19. All shotgun blasts deliver 12 instead of 6 or 8 pellets.
20. Grenande launcher clip size is now 6, to match it's 6 barrels.
21. Sawn-off shotgun can be used from any vehicle now, not just bikes.
22. Shotgun pellet spread rebalanced, pump has the tightest spread, sawn-off the widest, and assault is in-between, just like real life.
23. Shotguns have much more range, allowing for natural effective range and damage reduction due to pellet spread.
24. Grenade launcher rounds explode immediately upon impact, no bounce.
25. Minigun spin up time slightly increased (0.5 -> 0.85).
26. Fixes RockStar mistake in which the heavy sniper shoots faster than the normal one, despite HUD showing differently.
27. RPG has double missile launch speed, making it much more effective against choppers.
28. RPG has double missile range (85 -> 170).
29. Promiximity mine cap is 15 instead of 5.
30. Homing Launcher cap is 12 instead of 10.
31. Minigun range increased (120 -> 200).
32. Minigun damage increased (30 -> 55).
33. Stungun effect lasts longer, but no longer does damage.
34. Compact grenade launcher can be used from any vehicle now, not just bikes.
35. Widowmaker damage increased (30 -> 500).
36. Widowmaker accuracy greatly improved.
37. Widowmaker range increased (120 -> 200).
38. Tank shells go 50 percent further, and 100 percent faster (affects Khanjali too).

-Removed means ammo is zeroed out. If you want to remove the weapon completely use the remove weapons script by Marcv0dka : Remove Unwanted Weapons

-As a consequence of ammo changes, you can't pickup NPC dropped rounds anymore.

Altered Weapons :

1) Pistol
2) Heavy Pistol
3) Pistol .50
4) Micro SMG
5) SMG
6) Pump Shotgun
7) Sawn-off Shotgun
8) Assault Shotgun
9) Assault Rifle
10) Carbine Rifle
11) Advanced Rifle
12) Sniper Rifle
13) Heavy Sniper Rifle
14) Grenade Launcher
15) RPG
16) Minigun
17) Widowmaker
18) Tank Cannon

Removed Weapons :

1) All pistols besides the "Pistol", Heavy Pistol, and Pistol .50, including machine pistols (Combat Pistol still has 8 round capacity, because it is required in one mission).
2) LMGs
3) All assault rifles besides the "Assault Rifle", Carbine Rifle, and Advanced Rifle.
4) All shotguns besides pump, sawn-off, and assault variants.

If you want some more weapons you can use this : Weapon Menu

The guns (anything that fires a bullet) that you can spawn won't have ammo, but you can add in the compact grenade launcher, flare gun, Up-n-Atomizer, Unholy Hellbringer, and Widowmaker.

Choice of gun is now situational :

Pistols : Good to pepper enemies from a vehicle, or when better ones are out of ammo.
Micro SMG : Bested by other automatics, but is the only automatic that can be fired from vehicle.
Macro SMG : Great close up, or a back up if your assault rifles run dry.
Assault Rifles : Great for dealing with enemies from a distance, or when there are a lot of them.
Sawn-off Shotgun : The only shotgun that can be fired from a vehicle, any vehicle now.
Assault Shotgun : Excellent short range killing machine.
Pump Shotgun : When the other shotguns are out of their effective ranges, this one does the trick. Improved spread and damage makes it much better at a distance than before.

The rest, sniper, grenade launcher, etc. are obvious.

More info in ReadMe file.

Related and Recommended (Highly) :

Remove Unwanted Weapons
CPRE OR Police Reponse & Tactics Overhaul
Realistic Reload
Disable Reticle
Forced First Person Aim
No Kicking / Stomping with Melee
Improved Explosions
Weapon Menu
Show Full Description

Pertama dimuat naik: 03 April, 2020
Tarikh Kemaskini: 05 Mei, 2020
Last Downloaded: 11 hours ago

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 1.7 (current)

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05 Mei, 2020


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19 April, 2020

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