
 Rebalanced Equipments and Classes   ver. 1.03



 First, my English skill is NOT well.
 If you can read Japanese, please cheack "description_jp.txt".



 Thank you for downloaded this MOD.
 I hope this description makes your play more fun.
 If you have anyting unclear, cheack "Explanation" chapter.

 I'm grateful to KillHouse Games for created this awesome game.



===========================================================



< Index >
-About this MOD
-Compatibility
-Supported language
-The concept of rebalance
 -Rifles
 -Suppressed weapons
 -Shotguns
 -Handguns
 -Hundguns(one hand)
 -Other equipments
 -Additional equipments
-Explanations
-Compatible version and full version
-Uninstall
-Update log



=============== About this MOD ==================

 This MOD will...

-Improve equipments and classes spec balances.
-Add some weapons and gadgets.
-Add a map for shooting trial.

 Door Kickers is a great game, but equipments and classes balances are not well. I made this rebalance MOD to improve it to discover more choices and actics.





=============== Compatibility ==================

 This MOD overwrite these files.

 customization.xml
 abilities.xml
 equipment.xml
 equipment_patch_3.xml
 equipment_patch_4.xml
 equipment_patch_4i.xml
 equipment_patch_5.xml
 equipment_patch_6.xml
 equipment_pistols.xml
 equipment_rifles.xml
 equipment_shotguns.xml
 firearm_attacktypes.xml
 firearm_attacktypes_patch_3.xml
 firearm_attacktypes_patch_4.xml
 firearm_attacktypes_patch_6.xml
 humans_friendly.xml
 
 This MOD gets conflict with other MODs that overwrites these files.





================= Supported Language ===================

 This MOD supports English and Japanese. If you play other language, some text will not work normally.

 By default, this MOD provides English mode. If you want to play Japanese version, please read "description_jp.txt".




================= The concept of rebalance ===================

 I noted these two points when I'm working. 

1. Same total balance, different peculiarity.
 All equipments has both good and bad points. There is no "the storngest" weapon, just "suitable" weapons to situations and tactics.

2. Respect the original.
 Keep peculiarity of equipments as I can. Don't make a mismatch of in-game description and performance.






================= Rifles ===================

 The chapter about Assaulter class's weapons.

 This category was changed many parameters.
 Mainly, SMG and Semi-auto rifle's attack motion was changed to increase firepower. And suitable range of each weapon types ware emphasized.

 SMGs are good for short range. It will exert high firepower by full-auto shoot in under 7m from a target. Good for Run-and-Gun style because SMGs are given lower firerate bonus from taking-cover status than other weapons.

 PDWs are good for short and middle range.  When your unit isn't in taking-cover position, they can shoots full-auto in under 5m from a target. But in taking-cover position, full-auto range is increased 10m. Try to take cover and beware of the combat distance.

 Semi-auto rifles are good for middle and long range. Almost weapons can't exert enough firepower in over 10m from a target, but semi-auto rifles can. When your unit is in taking-cover position, fire rate is almost keeped in over 15m. 



< Mp5A3 SMG >
 Well balanced weapon. The Highest accuracy in SMG makes stable performance.
-Changed the shot animation *1
-Impreved handling *2



< MPX .40 SMG >
 MPX has the best handling in SMG category. High movement speed, maneuverability, reload speed will cover low accuracy.
-Changed the shot animation *1
-Impreved handling *2



< UMP45 SMG >
 .45ACP and 2 shot burst are very effective for non-armored targets.
 2 shot burst animation has lower DPS than 3 shot burst, but it has faster Aim Time maximum 30ms.
-spread 0.19 > 0.17
-Changed the shot animation *1
-Impreved handling *2



< M4 Carbine >
 Standard semi-auto rifle by high stopping power and high accuracy.  
 Reload time was small increased to make balance with other rifles. However, the solid performance in middle and long range is not changed.
-Reload time 1800 > 2000
-Emergency reload time 2500 > 2700
-Changed the shot animation *3



< G36C Assault Rifle >
 Need a gun that has enough firepower in middle range and easy handling in a narrow place? It's a one of the best choice.
 The shot animation has 13~25% higher fire rate, 50ms faster Aim time in middle range, 10% lower accuracy compared to the basic semi-auto rifle animation.
-Muzzle drop distance meters 0.69 > 0.65
-Reload time 2000 > 1900
-Emergency reload time 2700 > 2600
-Changed the shot animation *3



< HK416D10 >
 HK416's stopping power is lower than M4 Carbine but it has fine reload speed and Maneuverability.
 Fire rate is 7% higher than M4 and SAR-18 but it isn't indicated on the graph.
-Fire rate 6 > 6.4
-Muzzle drop distance meters 0.765 > 0.704
-Reload time 1800 > 1900
-Emergency reload time 2500 > 2600
-Changed the shot animation *3



< Commando 553 >
 The performance is like G36C but keeping high accuracy. It has the fastest Ready Time in semi-auto fifles, same as SMGs(200ms).
 The shot animation has 13~25% higher fire rate, 50ms faster Aim time in middle range, 10% lower accuracy compared to the basic semi-auto rifle animation.
-Fire rate 6.5 > 7
-Reload time 2000 > 1800
-Emergency reload time 2200 > 2000
-Changed the shot animation *3



< SAR-18 Bullpup >
 Reload time was increased because it wasn't enough compensation for high stoppingpower, accuracy and fine maneuverability.
 If you can choose proper timign to reload, SAR-18 will show you the excellent performance combination still.
-Reload time 3000 > 3500
-Emergency reload time 3000 > 4000
-Changed the shot animation *3



< P90 PDW >
 Versatility is a important peculiarity of PDW. But P90 had too much versatility. 
 However, P90 has high piercing power like rifles and fine handling like SMG even now.
-Fire rate 15 > 14
-Movement speed -12 > -13
-Changed the shot animation (*4)



< Mk 16 PDW >
 Mk16 has been reborn! It's porewful short range weapon now. Only Mk16 can combines high movement speed, handling, stoppingpower and piercingpower.
 The shot animation has 13~42% higher fire rate, 50ms faster Aim Time in short range, 30% lower accuracy to the basic semi-auto rifle animation.
 It was named "PDW" but be set up specs and animations like semi-auto rifle.
-Stoppingpower 10 > 11
-Fire rate 6.5 > 8.5
-Spread 0.3 > 0.21
-Movement speed -12 > -6
-Changed the shot animation (*3)



< Mk 17 Long Barrel >
 "7.62*51mm" is not a bluff now. Mk17 became a great marksman rifle and bullets pierce ALL armors.
 You should beware of low fire rate and poor handling in a narrow place.
-Fire rate 4.5 > 2
-Armor piercing level 5 > 6
-Spread 0.1 > 0.07
-turning speed -5 > -75
-Muzzle drop distance 1.035 > 1.2
-Ready time 450 > 1000
-Shot animation: Increased Ready Time 50ms in 3~15m. All animations bocame single shoot.



< MP7 PDW >
 There is no explosively firepower but combines high accuracy, fire rate, piercing power. If you focus on solid performance, MP7 will be a good partner for you.
-Ready time 250 > 230(same as P90)
-Changed the shot animation (*4)


< Evo 3 SMG>
 A powerful SMG that has very high fire rate and ordinary accuracy. Handling is not fine but high density bulletstorm will take down targets in a moment.
-Spread 0.3 > 0.2
-Changed the shot animation (*1)
-Impreved handling (*2)



< Vector SMG >
 It has the lowest accuracy in the category, low magazine capacity, slow reload. However, stopping power by .45 ACP round and 20 shots per second are enough to compensate for those weak points.
 The 2 shot burst animation has lower DPS than 3 shot burst. But it has faster Aim time maximum 30ms. And the Vector dedicated animation has additional Aim time bonus 20ms but shot intervals become longer in middle range.
-Shot animation: Changed Max/min Aim Time and Reset Time in Vector dedicated animation.
-Changed the shot animation (*1)
-Impreved handling (*2)



< Bren A1 Assault Rifle >
 In almost range, Bren's Aim Time is slower 50ms than other semi-auto rifles. However, Bren has 20% higher accuracy, 15% higher shoot intervals in over 15m distance from a target, keep shot intervals in over 30m, and fine movement speed.
 Good for long range shooting with moving.
-Movement speed -14 > -11
-Shot animation:  Improved accuracy and shoot interval in Bren dedicated animation.
-Changed the shot animation (*3)



< X635 PDW >
 X635 has the highest stopping power in PDW. The catalog spec is very fine but not be obedient because of unstable burst shot. 
 The poor shot animation was changed to increase firepower. Basic performance was a little degraded instead of the improved shot animations.
-Movement speed -5 > -13
-Muzzle drop distance 0.685 > 0.7
-Ready time 200 > 230(same as P90)
-Shot animation: Reduced the shoot interval in all range. Increased number of burst 1~2.
-Changed the shot animation(*4).
-Fixed very high fire rate when taking cover(it was 33 rounds per second!).



< MCX 300 Carbine >
 By improved shot animation, MCX300 became short and middle range rifle based on in-game description. Aim time and Reset Time are faster maximum 50ms in short range, maximum fire rate is kept 3m farther.
 Aim Time become slower as a distance (e.g. it will become 200ms slower in 30m distance).
 Basic performance was a little degraded instead of improved shot animation.
-Muzzle drop distance 0.703 > 0.69
-Spread 0.13 > 0.15
-Reload time 1800 > 2000
-Emergency reload time 2500 > 2700
-Shot animation: Improved shot interval, Aim Time, Reset Time in MCX300 dedicated animation.





*1 Changed SMGs shot animations.
 All SMGs shot by full auto in under 7m distance from a target, burst shot in 7~50m, single shot in over 50m now.
 By default, all SMGs shot by burst fire in under 7m, single fire in over 7m. So SMG's fire rates are almost meaningless and firepower are not enough in short range.
 After changed, SMGs exert high firepower in short range and fire rates became more important.
 ..."SWAT uses semi-auto mode basically in real life"? That's right, but in-game SWAT doesn't mind collateral damage because the city they are working is lawless wasteland. If not, why they must fight ten times thugs as many as them?

*2 Improved SMGs handling.
 All SMGs Ready Time became faster 50ms, movement speed penalty reduced 5(about 1 block in the graph).
 By default, SMGs had almost same Ready Time and movement speed as semi-auto rifles.
 After changed, SMGs gain advantage in a narrow place and run-and-gun style.

*3 Changed semi-auto rifles shot animations.
 Almost all semi-auto rifles shoots interval became shorter in over 15m distance from a target.
 By default, all semi-auto rifles lose rate of fire in over 15m distance(maximum 77% lose!). Therefore, rifles show more stable and fine performance in under 15m. However remember, these rifles are midde and long range weapons.
 After changed, semi-auto rifles became true middle and long range weapons. It exert higher firepower by "Barricade Shooting" doctline in long range.

*4 Changed PDWs shot animations.
 Almost all PDWs full auto shoot range was reduced from 7m to 5m, full auto shoot range with taking cover was reduced from 15m to 10m, shoots interval was  
reduced 20% in over 10m distance.
 Full auto shot range of PDW is increased by taking cover. It's PDW's important peculiarity. But 15m was too powerful.
 The fire rate in over 10m distance was increased 20%, instead of reduced full auto shot range.






================= Suppressed weapons ===================

 The chapter about Stealth class's weapons.

 I adjusted balances by shot soud basically. Some weapons were reduced shot sound. Relations of contradictory performances - battle and stealth - were emphasized.





< Mp3A3-SD SMG >
 Average firepower and shot sound. Well balanced weapon.
-sound radius 10 > 5
-Changed the shot animation (*1)
-Improved handling(*5).



< Mp5SD3 SMG >
 It has poor firepower but the most silently. If you'll completely focus stealth action, this is one of the best equipment.
 Be ware, shot sound is very silently but a be killed target makes 4m, a hit bullet makes 3m radius of sound.
-Soud radius 2.5 > 1.5
-Changed the shot animation (*1)
-Improved handling(*5).



< MPX-SD .40 SMG >
 This is more silently than almost guns. It's good for stealth action and small-scale combat.
-Changed the shot animation (*1)
-Improved handling(*5).



< UMP45-SD SMG >
 High stoppingpower and compact shot animations are effective to silences non-armored enemies quickly.
-Muzzle drop distance 0.875 > 0.84
-Changed the shot animation (*1)
-Improved handling(*5).



< MP7-SD SMG>
 High fire rate, accuracy, piercing power. MP7-SD is still keeping versatility after set a suppresser.
 It was named "SMG" but be set up specs and animations like PDW.
-Changed the shot animation(*6).



< HK416D10-SD Carbine >
 It has fine firepower and long combat range in the category. Shot sound isn't small but if you keep enough distance, you can shoot targets one sidely.
-Sound radius 13 > 10
-Changed the shot animation (*3)


< Honey Badger >
 This special rifle has high stoppingpower same as M4, and shot sound is very silently. 
 You should be ware about low accuracy, low piercing power sama as pistols.
-Not changed



< P90-SD PDW >
 It's one of the best supressed weapon for combat. Fine fire rate, accuracy, maneuverability.
 Just one weak point is loudly shot sound.
-Changed the shot animation(*6).



< Vector-SD SMG>
 The shoot sound is enough small for sneak action. You can go near a target easily to exert Vector's firepower.
 You should be ware about miss shot because of low accuracy. Missed bullets make sound around hit place.
-Changed the shot animation (*1)
-Improved handling(*5).



< Six 12-SD Shotgun>
 This powerful shotgun has fine combat performance almost the same as non-suprresed version. However, big shot sound will call near enemies.
 It's not suitable for sneak acution, suitable for limit combat area compact.
-Not changed





*1 Changed SMGs shot animations.
 All SMGs shot by full auto in under 7m distance, burst shot in 7~50m, single shot in over 50m now.
 By default, all SMGs shot by burst fire in under 7m, single fire in over 7m. So SMG's fire rates are almost meaningless and firepower are not enough in short range.
 After changed, SMGs exert high firepower in short range and fire rates became more important.
 ..."SWAT uses semi-auto mode basically in real life"? That's right, but in-game SWAT doesn't mind collateral damage because the city they are working is lawless wasteland. If not, why they must fight ten times thugs as many as them.

*3 Changed semi-auto rifles shot animations.
 Almost all semi-auto rifles shoots interval became shorter in over 15m distance.
 By default, all semi-auto rifles lose rate of fire in over 15m distance(maximum 77% lose!). So rifles show more stable and fine performance in under 15m. But remember, these are middle and long range weapons.
 After changed, semi-auto rifles became true middle and long range weapons. It exert higher firepower by "Barricade Shooting" doctline in long range.

*5 Improved SMGs handling.
 All SMGs Ready Time became faster 50ms, movement speed penalties reduced 5(1 block in the graph).
 By default, SMGs had almost same ready time and movement speed as semi-auto rifles.
 After changed, SMGs gain advantage in a narrow place and run-and-gun style.

*6 Changed PDWs shot animation.
 Almost all PDWs full auto shoot range was reduced from 7m to 5m, full auto shoot range with taking cover was reduced from 15m to 10m, shoots interval was reduced 20% in over 10m distance (without Mk16, it's not full auto).
 Full auto shot range of PDW is increased by taking cover. It's PDW's important peculiarity. But 15m was too powerful.
 The fire rate in over 10m distance was increased 20%, instead of reduced full auto shot range.






================= Shotguns ===================

 The chapter about Breacher class's weapons.

 The min/max value of accuracy and maneuveravility graph were changed to indicate accurate performances. Therefore, the graphs looks changed but real performances are not changed except commented points.



< Breacher Shotgun >
 Who would use this poor shotgun? Now Breacher Shotgun gained very specialized performance.
 Almost all parameters became the best value in the category. However, the one of biggest weak point - magazine capacity - was not changed.
-Movement speed -13 > -8
-Muzzle drop distance 0.755 > 0.5
-Fire rate 1.75 > 2
-Spread 0.8 > 0.45
-Reload time 450 > 350
-Emergency reload time 1400 > 600
-Change in time 300 > 100
-Ready time 340 > 200
-Reduced CAR doctrine effect(*7).



< M870 Room Cleaner>
 This shotgun shows standard and stable performance. Fine maneuverability and fire rate is always useful in close range.
-Reduced CAR doctrine effect(*7).



< M590 Shotgun >
 It's good for more far distance than other shotguns because of high accuracy and low maneuverability. Accurate shot and high capacity magazine will make many bodies.
-Reduced CAR doctrine effect(*7).



< Joint Combat Shotgun >
 High rate semi-auto shot will take down targets who stand far range by rapid fire. However, you should beware low maneuverability and reload speed.
-Reduced CAR doctrine effect(*7).



< M26 LSS>
 If you will focus run-and-gun style with shotgun, high DPS including reload time, try this one. Light handling and the best reload time efficiency at each ammo are suitable for your style.
-Movement speed -11 > -8
-Rounds per Magazine 5 > 10
-Spread 0.8 > 0.6
-Reload time 1800 > 1200
-Emergency reload time 2500 > 1600
-Reduced CAR doctrine effect(*7).



< S12K Tactical Shotgun >
 High rate semi-auto system, fine maneuverability, enough magazine capacity. These are work very powerful in close range.
 Spread was increased little to give a risk to combats in far distance.
-Spread 0.6 > 0.7
-Reduced CAR doctrine effect(*7).



< KSG Shotgun >
 Yes, KSG was one of the strongest weapon in vanilla. KSG could deal very high damage in close range and middle range because of great capacity magazine and high rate of fire by Fast Pump doctrine. therefore, almost close range weapons were losed their uses,
 Now KSG has high accuracy and maneuverability still, but fire rate was reduced to prevent rapid-fire accurate pellets. Also reload speed was reduced to emphasize a weak point.
 You may think "just 0.8 fire rate is too low", but remember, you can increase Shotguns' fire rate greatly by doctrines.
-Fire rate 1.45 > 0.8
-Reload time 550 > 800
-Reduced CAR doctrine effect(*7).



< Six 12 Shotgun >
 It has fine accuracy, fire rate, maneuverability, and movement speed. However, slow speed magazine reload requires carefully movement.
 You should remember that the emergency reload is 1.4 seconds faster than the tactical reload.
-Reduced CAR doctrine effect(*7).






*7 Reduced CAR doctrine effect.
 Center Axis Relock doctrine effect were reduced from 0.4 to 0.3.
 Each shotguns' default maneuverability value become more important.






================= Handguns ===================

 The chapter about handguns except Shield class equiped.

 The biggest change is Double Tap and Mozambique doctrine effect applied to revolvers.

 The min/max value of graph were changed to indicate accurate performances. So the graphs looks changed but real performances are not changed except commented points.

 Note: It's not changed point but important. All semi-auto handguns shoot slower rate than catalog specs in over 4m distance from a target. It means Fire rate specs are work only in under 4m.



< G17 Pistol >
 High capacity magazine and fire rate make stable performance in close range. Just beware about low accuracy.
-Fixed Mozambique effective destance(*8)



< 1911 Pistol >
 The graph looks perfect? It's almost perfect handgaun expect mabazine capacity.
 When you shoot just single target, this is the best handgun certainly.
-Not changed



< P226 Pistol >
 P226 has well baranced performance and the fastest reload speed. It's very handy side arm.
-Fire rate 5.5 > 5.8
-Armor piercing level 3 > 4 (same as other 9*19mm handguns)
-Fixed Mozambique effective destance(*8)



< P226-SD Pistol >
 This is the second silently handgun. It's not ehough to use hard combat but good for sneak action.
-Armor piercing level 3 > 4 (same as any other 9*19mm handguns)
-shot sound radius 9 > 4
-Fixed Mozambique effective destance(*8)



< M&P 40 Pistol >
 This handgun completely focused close range combat. You can take down near targets very quickly.
-Not changed



< VP-9 Pistol >
 Almost handguns don't have high accuracy and fire rate both, but VP-9 has it.
 The Reload speed was reduced because VP-9 had too high total paerformance.
-Reload time 1300 > 2000
-Emergency Reload time 1900 > 2300
-Fixed Mozambique effective destance(*8)



< 686 Plus Revolver >
 Frequent reload is all revolver's weak point. This one reduced that demerit by the fastest reload speed in revolvers.
 Note,  reload speed in graph are calculated "reload time at one bullet * total magazine capacity", and it's not precise. This gun's true reload speed (280ms at one bullet) is fastest in revolvers, Tactical .357 and Magnum 44 are same speed.
-Stoppingpower 11 > 12
-Spread 0.14 > 0.12
-Reload time 350 > 280
-Emergency reload time 350 > 280
-Changed the shot animation (*9)
-Applied Double Tap and Mozambique doctorine(*10)



< HK45 Pistol >
 HK45 has fine balanced spec in .45 pistols. If you want high stoppingpower and steady performance, it will matche your request.
-Fire rate 5 > 5.3



< HK45-SD Pistol >
 .45 round gives fine stoppingpower for suppressed weapons. 
 Combat in narrow space, sneake action. It has various uses.
-Shot sound 6 > 5



< XD4 Ported Pistol >
 It has the fastest fire rate, 7 round per second (G17 and others are 6).
 Just one weak point is Center Axis Relock doctrine effect isn't applied this gun. 
-Spread 0,32 > 0.25



< FS AP Pistol >
 "AP" means this handgun has high armor piercing power same as rifles.
 You can cover poor stoppingpower by Mozambique doctorine.
-Not changed



< Tactical .357 Revolver >
 8 rounds is the highest mabazine capacity value in revolvers, and 4.5 rounds is the fastest fire rate. 
 Note,  reload speed in graph are calculated "reload time at one bullet * total magazine capacity", and it's not precise. This gun's true reload speed (350ms at one bullet) is slower than 686 Plus, same as Magnum 44.
-Stoppingpower 11 > 12
-Changed the shot animation (*9)
-Applied Double Tap and Mozambique doctorine(*10)



< Magnum 44 Revolver >
 The bullet that the highest stoppingpower in all handguns will take down almost targets just one shot. Beware about the lowest magazine capacity.
 Note,  reload speed in graph are calculated "reload time at one bullet * total magazine capacity", and it's not precise. This gun's true reload speed (350ms at one bullet) is slower than 686 Plus, same as 686 Plus.
-Spread 1.5 > 1.4
-Changed the shot animation(*9)
-Applied Double Tap and Mozambique doctorine(*10)



< Mark 23 Pistol >
 This large caliber handguns isn't the best choice in very close range because of low fire rate. However, high stoppingpower, accuracy, magazine capacity are suitable for more far range.
-Not changed



< Mark 23-SD Pistol >
 This supressed handgun has fine firepower like non-supressed version. However, shot sound is the most loudly in supressed handguns.
-Not changed



< SP01 Shadow Pistol >
 Top class accuracy, fire rate, magazine capacity are here.
 Now SP01 was reduced reload speed because almost handguns were lose their uses. Emergency reload speed was reduced specially, and you will be required more cautious combat.
-Armor piercing level 3 > 4 (same as any other 9*19mm handguns)
-Reload time 1300 > 2500
-Emergency reload time 1600 > 3500



< Veterinary Pistol >
 This special weapon is completely focused sneak action. The most silently shots make only 1.5m sound radius.
 You should shoot one target by two units at the same time because of very low fire rate.
-Fire rate 0.8 > 1.5
-Spread 0.3 > 0.25
-Shot animation: Increase fire rate and reduce Aim Time in all range greatly.






*8 Fixed Mozambique effective destance.
 Fixed Mozambique doctrine's minimum effective destance from 1.4m to 0m.
 By default, some handguns didn't be applied Mozambique effect in under 1.4m distance from a target.

*9 Changed revolvers shot animation
 All revolver's fire rate was became faster than semi-auto pistols in over 8m distance from a target. Aim Time was reduced and accuracy was increased in these range.
 By default, All revolver's shot animations in middle range were very slow, and semi-auto pistols are more useful in short range because of high fire rate and Mozambique effect. 
 After changed, all revolvers exert higher firepower than semi-auto pistols in over 8m distance.

*10 Applied Double Tap and Mozambique doctrine
 All revolvers were applied Double Tap and Mozambique doctrine effects.
 Have you ever shoot armored-targets by revolver? And how many did you see targets are standing after shoot all rouds? The bitter situation will end today.
 However, it means revolvers will consume 3 bullets at one target in short range. You need more attention to magazine status.






================= Handguns(One Hand) ===================

 The chapter about Shield class's weapon.

 All handguns that in this category were became powerful and accurate.
 By default, Shield class has very poor firepower. Therefore, they took many shots before they kill targets, they were often injured in spite of equiping a shield.
 To solve it, all handguns were changed many things.



< G17 Pistol (One Hand) >
 It has the highest fire rate and magazine capacity in the category. Suitable for close range combat and Mozambique doctrine.
-Muzzle drop distance 0.7 > 0.6
-Changed the shot animation (*11)
-Applied some handgun skill (*12)



< P226 Pistol (One Hand) >
 There are well balanced performance and the fastest reload speed in the category. It's precious peculiarity for Shield class because almost Shild's weapons have slowly reload speed.
-Muzzle drop distance 0.7 > 0.5
-Reload time 4000 > 2500
-Changed the shot animation (*11)
-Applied some handgun skill (*12)



< M&P40 Pistol (One Hand) >
 This handgun focused combat in narrow place. Accracy is the worst but the highest maneuverability will give you a big advantages.
-Muzzle drop distance 0.6 > 0.4
-Reload time 4000 > 3000
-Changed the shot animation (*11)
-Applied some handgun skill (*12)



< VP-9 Pistol (One Handed) >
 The combination of high accuracy and fire rate is useful for Shield too. It can exert a solid performance in any range.
-Muzzle drop distance 0.7 > 0.6
-Fire rate 5.8 > 5.5
-Changed the shot animation (*11)
-Applied some handgun skill (*12)



< XD4 Ported (One Hand) >
 XD4 focused offensive parameter - stoppingpower, accuracy, fire rate. These were best mixed. However, other parameters are almost worst in the category.
-Changed the shot animation (*11)
-Applied some handgun skill (*12)



< 686 PLUS (One Hand) >
 The fast reload speed is always useful for Shield class. Of course, 686 PLUS and other revolvers will work more effective than semi-auto pistols in middle range.
 Note,  reload speed in graph are calculated "reload time at one bullet * total magazine capacity", and it's not precise. This gun's true reload speed (500ms at one bullet) is fastest in revolvers, Tactical .357 and Magnum 44 are same speed.
-Stoppingpower 11 > 12
-Reload time 1050 > 500
-Emergency reload time 1050 > 500
-Spread 0.14 > 0.12
-Changed the shot animation (*11)
-Applied some handgun skill (*12)



< Tactical .357 (One Handed) >
 If you don't feel satisfaction 686 PLUS's firepower, try this one. Tactical .357 has more fire rate and magazine capacity.
 However, beware about the slower reload speed that requires more "tactical" move.
-Stoppingpower 11 > 12
-Reload time 1050 > 800
-Emergency reload time 1050 > 800
-Changed the shot animation (*11)
-Applied some handgun skill (*12)



< Magnum 44 (One Hand) >
 The highest stoppingpower is still here. It will work more effective for Shield class.
 The worst magazine capacity will work more effective too.
-Spread 0.15 > 0.14
-Reload time 1050 > 800
-Emergency reload time 1050 > 800
-Changed the shot animation (*11)
-Applied some handgun skills (*12)






*11 Changed the all one-handed hundguns shot animation
 All one-handed handguns' Aim Time, fire rate, accuracy are buffed.
 By default, Shield couldn't work well most of missions. The one of the reasons that, Shield's firepower was very poor.
 After the change, Shield isn't suitable to middle range still, but this class will show very stable performance in short range and face to face situation.

*12 Applied some handgun skills for one-handed handguns
 Precision, Double Tap, Mozambique effects applied all one-handed handguns.
 In default, Shield couldn't work well most of missions. The other one of the reasons that, Shield didn't have approach to defeat armored targets.
 Double Tap and Mozambique animations for Shield are little slower than other class's. Effect range is 6m that is 2m shorter than other's. However, it's enough to change Shield to unstoppable tank in short range.
 Now Shield gains great firepower. The next theme is "how does slow Shield go up to targets in Mozambique effect range?". Your tactical skill is challenged. 





================= Other Equipments ===================


< Flashbang >
 Flashbang duration was reduced from 3000ms to 2300ms.
 This famous gadget is very useful and reliable, but it was too effective.



< Stinger >
 Stun radius was increased from 1m to 1.5m, and stun chance was increased from 50% to 100%.
 Just 50% stun chance harms reliability of Stinger. Now, you can plan more reliable tactics with Stinger.



< Breaching Charge >
 Now all classes can have 1 more Breaching Charge at a utility pouch slot.
 By default, having Breaching Charge was not attractive choice in almost missions because just 1 Breaching Charge occupies a gadget slot.



< Armors >
 All armors were improved protection based on Extended Proteciton armor. Protection level and protection chance were writen in in-game each armor scriptions.
 By default, almost armors have no uses after unlocked Extended Protection armor.
 Enemy's armors status are not changed.



< Shields (Equipment) >
 All shields were Improved based on Bunker Shield and Ironman Shield. Protection degree and probability were writen in in-game each shield descriptions.



< Pointman (Class) >
 Pointman's field of veiw was increased from 90 degrees to 130 degrees, and perception radius was increased from 0.7m to 1.5m.
 By default, Pointman has no adbantage except little faster movement speed. Now Pointman become the specialist of reconnaissance and room clearing by fast movement speed and wide veiw.



< Shield (Class) >
 Shield class can equip lockpick and Spy Camera now.
 Recconnaissance and lockpicking are very important in this game, so one of the big demerit of Shield was it.
 Now Shield can use these tools but lock picking is slower than other classes.



< Equipment slots >
 Some gadgets were changed their equipment slot. Also, Crowbar and Lockpick became visible in inventory.
 Herewith, you can try new equipments combinations. For example, Spy camera and Bolt cutter both, only Lockpick to increase movementspeed.






================= Additional Equipments ===================

 This MOD adds these 5 new equipments.
 However, you must change a setteing "Full version" to add new flashbangs and breaching charges. Please read "Compatible version and full version" chapter.



-M26 LSS Underbarrel
 Assulter and Stealth can equips this compact shotgun in secondary slot. It's useful for close range combat and door breaching.
 You should know that the compact one has reduced total spec compared to Breacher's M26 LSS.



-Flashbang Wide
 This new Flashbang has increased effect radius and reduced effect duration.



-Flashbang Concentrate
 This another new one has increased effect duration and reduced effect radius.



-Breaching Charge Light
 The new Breaching Charge has increased carriable quantity, reduced set up time. However, blast damage, blast radius, stun duration was reduced.



-Breaching Charge Heavy
 Another new Breaching Charge has increased blast radius, blast damage and stun duration. Beware of reduced carriable quantity and increased set up time.






================= Exparanations ===================



< Aim Time >
 The amount of time required to first shot after a target in sight.



< Armor piercing level >
 When armor piercing level is more than protection level, bullets ignore protection chance.

 AP level of bullets

-Level 6: 7.62*51mm
-Level 5: 5.56*45mm 5.7*28mm 4.6*30mm 6*35mm .300BLK (mainly rifle and PDW bullets)
-Level 4: Others (mainly handgun bullet)

 Protection level and chance about "enemies' armor" (same as SWAT's armor in vanilla).

-Low Threat Armor
 Front: level 4, 40%
 Side : level 4, 20%
 Back : level 4, 40%

-Raider Vest
 Front: level 5, 40%
 Side : none
 Back : level 5, 40%

-Extended Protection
 Front: level 5, 60%
 Side : level 5, 30%
 Back : level 5, 45%



< ms >
 Mili-second. A unit of time. 1ms is 1/1000 second.



< Muzzle drop distance >
 The distance that units down their gun when object or friendly unit exist in front of them.
 "Maneuverability" graph reflects this parameter. When Muzzle drop distance value become lower, Maneuverability become higher.



< Ready Time >
  The amount of time required to up the muzzle again after downed the muzzle.





=============== Compatible version and full version ===============

 This MOD was set "Compatible version" by default to prevent conflicts. 
 If you change to "Full version", you can use new Flashbangs and Breaching charges. However, Full version setting overwrites "game.xml" and "hud.xml". These files are often used other MODs and Full version will get conflicts with these MODs.


 How to change to Full version.

1. Go to "rebalanced_equipments_and_classes > options > full_version".

2. Copy all files in "to_gui" folder, go "rebalanced_equipments_and_classes > gui", and paste files to the folder. If there are same name files, overwrite those.

3. Copy all files in "to_object_library" folder, go "rebalanced_equipments_and_classes > object_library", paste and overwrite files to the folder.



 How to change to Compatible version.

1. Go to "rebalanced_equipments_and_classes > options > compatible_version".

2. Copy all files in "to_object_library" folder, go "rebalanced_equipments_and_classes > object_library", paste and overwrite files to the folder.

3. Go to "rebalanced_equipments_and_classes > gui", delete files "game.xml" and "hud.xml". Beware that you don't delete "customization.xml".


 


=============== Uninstall ===============

 When you uninstalled this MOD, Crowbar and Lockpick are unequiped sometimes. In that case, you can fix it by that process.

1. Go to "Documents > KillHouseGames > DoorKickers", open "roster.xml" with any text editor.
2. Add these scripts.

            <Item name="Crowbar"/>
            <Item name="Lockpick"/>

 Please cheack details by pictures in "rebalanced_equipments_and_classes > options > uninstall".





=============== Update log ===============

< ver 1.03 >

-Fixed a bug that Pointman class can't equip some gadgets in Japanese version.


< ver 1.02 >

-Removed armor unlock cost.



< ver 1.01 >

-Mk 16 PDW gain dedicated shoot animation. Accuracy was reduced about 20% in middle and long range.

-Fixed Vector SMG's dedicated animation. Aim time was reduced about 30ms in short range, increased about 30ms in middle range.

-Rebalanced almost all SMG's accuracy by shot animation. Importance of accuracy is increased in middle range.




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 Thank you for read this description.
 If you have any ideas about this MOD (or better English description!), please tell me.

 Have fun with Door Kickers!


