{"id":975667,"date":"2024-12-09T08:31:16","date_gmt":"2024-12-09T14:31:16","guid":{"rendered":"https:\/\/jbsgame.com\/?p=975667"},"modified":"2024-12-09T08:31:25","modified_gmt":"2024-12-09T14:31:25","slug":"stalker-2-datamining-reveals-entirely-nonsensical-weapon-balancing","status":"publish","type":"post","link":"https:\/\/jbsgame.com\/stalker-2-datamining-reveals-entirely-nonsensical-weapon-balancing\/","title":{"rendered":"STALKER 2 datamining reveals entirely nonsensical weapon balancing"},"content":{"rendered":"

Oh boy. If you were struggling to make sense of what GSC Game World was doing when balancing STALKER 2: Heart of Chornobyl<\/em>‘s weapons, I can tell you now that chasing realism wasn’t it. Datamining has shown that this game’s guns make absolutely no sense whatsoever, as many have suspected.<\/p>

Choosing the right gun in STALKER 2<\/em> is no mean feat<\/a>. Not only will you have access to a select few low-tier armaments early on, but it now turns out that you won’t even be able to stick with your trusty AK for long, either. According to SMGJohn_EU’s findings while data-mining the game, STALKER 2<\/em> is way more of an RPG when it comes to gun and weapon progression than I expected it to be. In other words, the fact that Skif’s Makarov fires 9×18 Doesn’t matter at all for balancing purposes. It just hits harder than many other guns do! Fun<\/em>.<\/p>

Weapon stats in-game make no sense, so I pulled them from the game file to see what they actually are.<\/a>
by
u\/SMGJohn_EU<\/a> instalker<\/a><\/blockquote>