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I never tought of this as a game, a weapon rebalance mod for jb's shino numa

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Created 3 months ago
by ELIASREX
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Location: se
Date Registered: 1 January 2024
Last active: 2 days ago
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Well i guess you found Peter McCain tough he really isnt in the best shape to greet you
and thank you for finding him as you can clearly see if you just stare up at the celling.
say some of you did survive in verrukt thats good, so far it has been entertaining to behold this
like a game, if i am being honest i never tought of this as a game, tough i cant say
i havent been entertained, so please entertain me once again as you have done like the last few times
you are over halfway to the end point, from what i know, so please entertain me and survive
like you have done beofer and before, in otherwords entertain me and play this game and survive
to reach the end.

 
hi there its ELIASREX so due to my pc not messing up and me being on weekends i have been able
trough working in total of 2 days, i have been able to make this release that was more thank
the previous one, compared to the last one that had 7 changes, this one has 25, so its a major
upgrade, tough some guns will feel a bit more different than how it was before, some overlooked things
have been fixed, tough can still exist if i havent found them, overall the changes were mostly
for the better compared to the previous version
 
 
requirements : https://github.com/JBShady/COD5-Remastered/releases/tag/v1.0
 
a copy of waw with t4m installed duh
 
installation : 1) install JB's mod at user/appdata/local/activision/CoDWaW/mods
2) open the iwd file in nazi_zombie_remastered_dlc2
3) go into weapons/sp and drag all of the weapon files from my mod into the sp folder
4) got to go now its installed
 
 
changes from verrukt to shino numa :
 
1 : with the introduction of each characters pistol being tied into their countries sidearm
they will have different stats that fits their firearm instead of just being a reskin and remodel of the colt
with the only one being different is the 357 magnum, so here is a rank list of all the pistols & revolver
in effectiveness and how they work compared to each other
 
1st one is the nambu type 14, now being a pistol that was chambered in 8x22mm nambu which was considered
according to ian mcollum "a pretty weak and underpowered cartdrige for its time" which means its the weakest
pistol in the entire game that deals 30-50 dmg in comparisson the colt 1911 dealt 60-80 dmg in nacht
and verrukt which was the reason the type 100 was the weakest in both mods.
now the downsides with the type 14 was its pathethic low damage because again its using an underpowered
cartdrige (some of you may compare it to a 22lr for how much it sucks) and generally that is basically
the only major downsides with the pistol otherwise it has the same ammo capacity and mag capacity
as the other pistols besides the colt and 357 magnum.
however the upsides with this pistol is that it has the fastest fire rate and lowest recoil of all of the
pistols because again its using a underpowered cartdrige so while damage sucks fire rate and recoil
is the best, tough after testing the fire rate may not be that noticeable but it is faster with most pistols
compared to the 357 magnum and colt 1911.
in other words the nambu is the worst pistol in the game.
 
 
2st is the walther p38, the walther is chambered in 9x19mm parabellum dealing 40-60 dmg which is better
than the nambu but has less fire rate and more recoil, overall this one and the next one on this list
is probably the best middle in the road kind of guns this one has better fire rate and recoil
while the other one has more damage, so compared to the nambu this is a upgrade significantly in gameplay
 
3st is the tokarev tt33, the tokarev is basically same as the changes from the nambu to the walhter, more
damage, less rpm, more recoil which is basically what would be going as you go down the list of sidearms
 
4st is the colt 1911, again same things but this time it has 1 less round in the mag since how you reload
in the game would only give you 7 rounds in total and not 8 since the game doesnt have a 7+1 system,
so for the game its inaccurate but generally it would be if you didnt reload it in a specific way aka
already have a bullet in the chamber and then reload.
due to the 7 round mag capacity instead of 24 rounds (32 in total) in ammo capacity you have 21 in ammo capacity
(28 in total)
strongest out of all the base starting pistols but has less ammo, less rpm, more recoil compared to the other
pistols
 
5st is the model 27 or as i called it so far the 357 magnum, the model 27 isnt one of the base starting pistols
since in vanilla and in this mod you can only get it trough the mysterybox however you will find out
when you finally get it feels not as powerful as in vanilla which is because it deals 90-110 dmg which
is noticeably more powerful than the other pistols since the ammo its chambered in the 357 magnum
is basically as powerful sort of as the 223 remington or 5.56x45mm which for rifles isnt much
but for pistols yeah its pretty powerful but when you finally get it which is probably more than
round 6 which is by that point sidearms dont deal that much damage due to zombies health,
it doesnt help that the revolver like in real life has 6 rounds in its cylinder, it also deals
the higest recoil in the entire class of sidearms, higgest spread, higest idle sway, lowest rpm
but due to it being a mysterbox it has the higgest ammount of ammo capacity being at 42 (48 in total)
compared to the majority of pistols being at 24, so you can atleast use it longer than most pistols.
higest dealing damage side arm but not noticeable after some rounds when you finally get it.
 
in short i can rank them as this
 
nambu - lowest recoil, lowest damage, higest rpm, higgest accurate pistol, lowest sway, fastest reload speed
 
walther p38 - better damage, worse recoil, worse rpm, worse accuracy, more sway, slower reload speed
 
tokarev tt33 - better damage, worse recoil, worse rpm, worse accuracy, more sway, slower reload speed, generally best all around sidearm
 
colt 1911 - best damage of the base pistols, worst recoil, worst rpm, worst accuracy, most sway, slowest reload speed, higest damage pistol but worst pistol out of the base pistols
 
Model-27/.357 magnum - best damage out of all the sidearms, horrific recoil, horrific slow rpm, worst accuracy, higgest sway, slower? reload speed, most ammo capacity
basically a upgrade from the standard pistols "in damage and ammo"
 
 
 
2 : 7.7x58mm has been standardized into 130-150 dmg
 
3 : ammo capacity for the ariska type 99 has been lowered to 35 rounds (40 rounds in total)
 
3.1 : ammo for the type99 lmg has been lowered to 150 R.I.C (Rounds in Capacity) (180 R.I.T (Rounds in total))
 
3.2 : arisaka sniper rifle has been lowered to 40 R.I.C (45 R.I.T)
 
3.3 : ammo for the wunderwaffe has been reduced to 12 R.I.C (15 R.I.T)
 
4 : changed the recoil of the viewmodel of the shotguns to be higher
 
5 : made the mgs be designated using rifle bullets than before
 
6 : changed the weight of the bar type 99 lmg and dp27 to have slightly less weight than its irl counterpart
for gamebalance and consistency between other lmgs weight so basically, equipping and unequiping is faster
on the previous mentioned weapons slightly, so horray for anarchy lol
 
7 : changed the mg42 viewmodel recoil so it doesnt have much return speed anymore *only testing so might
be removed*
 
8 : the type 99 lmg has had its R.I.M (rounds in mag) been lowered to 30 like it is in real life
 
9 : added new names for the tpye 100/44 i think and other weapons that was added in JB's shino numa
that is the irl weapons name in its native language and a nickname for short
 
10 : damage to body parts have been sort of dumbdowned by having the multiplier damage of the upper parts
of the body do the same damage as the lower parts of the body exempt of the hands and feets
which has been standardised into the middle of the hands and feet multiplier, otherwise
it will give you more damage when attacking the upper parts of the body but not much different
on the lower part AKA you do more damage when shooting on the uper parts of the body, see
i am not cruel and evil, just an asshole most of the time :3
 
11 : fixed some oversights from the last mod because i was copy pasting the values from the first release
and the second release of this mod series, oh yes there will be blo- i mean more sorry i misspoke
 
in other words sorry for some of the oversights in the last release.
 
 
12 : m1897 shotgun has had its reload pumping reduced its speed so its a bit more slower
 
13 : added new names for the perk bottles that fit the location the map is in
 
14 : changed explosives equipment doing more damage than before
 
15 : basically made the bazooka act like the panzershrek but faster
 
16 : added some recoil to the grenades mainly the vievmodel for some immersion lol
 
17 : changes to the m7 launcher (not the m1 garandGL, what? do you think i am married to that gun?)
 
17.1 : changed the damage so it does 88888 dmg, may need to adjust later down the line for mp
 
17.11 : movement has been nerfed so now its the same speed as m1 garandGL
 
17.12 : zoom fov is 90 (tough i think it will do barely any effect)
 
17.13 : idle sway has been increased so its over the m1 garandgl
 
17.14 : bob is the same way as the idle sway, over the m1 garandgl
 
17.15 : actuall recoil has been added to the launcher
 
17.16 : changed the speed of the equiping and reloading of the grenade launcher
 
18 : and minor things i dont remember right now
 
 
when i make a revamp of all the releases to fix incosistencies between each release so they behave
8% the same accross each release, then the oversights wont be present in the future after the revamp and
packaging all of the releases into one big package
that being 1 nacht 2 verrukt 3 shino (this one) 4 der riese 5 multiplayer 6 singleplayer and the last
one being a repackaged of all of them into one mod so you dont need to download each release to get the
full package instead you just download 1 release and it has all of the other releases into 1 basically
a collection of all of the releases after that i am basically done with cod waw modding, i may come back
to do a second version of the sp release after the M.A.M project gets released otherwise i will go back
to my other projects which will be linked when this collection is out, i would want to mod cod bo1 weapons
however that game compared to cod5/WAW is a mess to mod due to .ff format and if i would want to mod
bo1 weapons it would be trough the reimagned mod (since renaisance is basically impossible to mod and
has apparently a bunch of problems so for modding its sadly a no go even tough its a great gameplay mod)
however idk how i would make changes to the mod because idk how to mod bo1 to say the least and i dont
understand how to mod .ff files
 
so for now enjoy the mod and wait for the final release of the zombies maps in my weapon rebalance mod series
for cod waw, Make my day, as of right now i am signing off and it may be released at the end of the next
week, but anyways have a good day and bye
 
www.mediafire.com

 
Last Edit: March 23, 2026, 12:17:06 pm by ELIASREX

 
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