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Kotor 2 best weapons

broken image

Basically, ranged weapons and lightsabers will be statistically equal to their K2 counterparts except for some weaponry damage values that i've kept unaltered purposely - It doesn't make sense that, for example, a disruptor and an ion pistol would do the same damage against an organic target.īlaster Pistols now do 1-8 damage instead of 1-6 Disruptors' critical threat range is now 18-20x2 instead of 20-20x2 Ion blasters' critical multiplier is now x3 instead of x2 Regular lightsabers now deal 2-20 damage instead of 2-16 etc. But that's not all - I've also modified the lightsabers as well. So this mod changes the base stats of ranged weapons (damage, criticals etc.) to be like the ones on K2. The developers at Obsidian noticed this and in KotOR 2 blasters are now a viable option as well. Yes, i know a stun stick isn't more powerful than a heavy repeater but I'm addressing the general problem here - In almost all situations you'll be better off charging at an enemy using your vibroblade instead of firing a blaster rifle, even when it seems like using a blaster would be the best option. What is it? Ranged Weapons are utterly outclassed by melee weapons. In KotOR 1 there is an obvious balancing issue concerning weapons that is especially noticeable in the early game, ie: Taris.