Heart of Cinders
Autumn Aurora inspired rebalance for Heart of Chornobyl. Opened combat ranges, new difficulty scaling, weapon reliability boosts, damage buffs and more.
Well after attempting a rebalance of Armored Core VI built around longer engagement ranges, I’m taking a shot at a ‘large’ rebalance of HoC to address several of the current issues: spongy enemies, short combat ranges, sudden ‘ambush’ spawns, etc.
CHANGELOG
All weapons’ damage is now symmetrical between players and NPCs, bullets are now quite lethal
Bullet damage has been readjusted across all weapons to move away from CoD-esque firefights centered around point-blank full auto and towards
single shots taken at range
Difficulty scaling is now based around the mythical version of the original trilogy’s master mode (i hope we all know that wasn’t true by now)
bullet damage escalates as 0.4->0.6->0.8->1.0
Weapon reliability significantly improved, you’ll still need to maintain them but with how much slower degradation happens it actually feels
worth the cost now
Apawn range significantly expanded to 150m minimum and 650m maximum
Weapon muzzle velocities boosted to approximate real-world values, pistols and SMGs use separate projectile IDs to address this
Weapon ranges significantly expanded to approximate real-world values. Assault rifles in particular have much more reach
NPCs should now try to engage at longer ranges, idk how well this works yet
NPCs now fire shorter bursts, often using single shots at long range
NPC bullet dispersion: fewer rounds/burst ignore dispersion, zombies have been particularly nerfed