Firearms Stat Version 1.1 (Patched, Updated, Re-Released)#1050
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FalloutFalcon
approved these changes
May 18, 2026
Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
chazzyjazzy
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May 18, 2026
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OK it looks fine but don't think i don't notice the stealth buff to the AK and others
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Your Fix/Feature pull request is currently below zero (-34). Maintainers may close future Feature/Balance PRs. Fixing issues or helping to improve the codebase will raise this score. |
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About The Pull Request
Basically does the following:
Seen here firing a bolt-action, a burst, and a full-auto

Why It's Good For The Game
Overall this brings it a bit more in line with tabletop.
It was noticed on TFN that if you rolled that 40% bonus 'crit' it could make calibers bypass armor due to raw damage output. This wasn't a huge thing but it was asked 'why is this the case' - and realized in TT firearms skill works differently.
I didn't replicate the accuracy factor on TT since automatics do not work how they do on tabletop but attempted to simulate the method in which you roll for spread and recoil instead.
This should make guns require dots to properly use them well rather than just random bonuses to damage. Felt like using full autos were strong but kicked bad, encouraging me to use burst fire guns or semis the moment I had lower skills. Even failing a 9mm roll doesn't feel that bad due to low spread low recoil but failing a roll on an AK, and Aug, or a shotgun becomes very notable.
Changelog
🆑
add: Adds recoil calc stat check to reduce spread as well
add: Adds difficulty to recoil calc
del: Removes bonus damage random chance for firearm damage based on skill probability check
balance: Redoes some weapons recoil and spread slightly; overall changes ranged from 1-2 recoil/spread so very minor.
/:cl: