Mo Bettah Guns
🟡 Updated this yearPreview

🔍 Analysis
- 👍 4.1% endorsement rate — high engagement, a strong quality signal
- 🏆 #444 of 674 Miscellaneous mods in this game by downloads
📋 About This Mod
Tweaks guns to be a little more realistic. Not a cheat mod.
Updated for v0. 61, just waiting on virus check for upload to be visible.
v1. 5 currently only contains damage and recoil changes; rate of fire changes no longer work and I am investigating a new approach.
Just fiddled with parameters to make guns a little more realistic.
Installation:
extract and drop .pak file in
...\TheKillingAntidote\TheKillingAntidote\Content\Paks\~mods
Details, for those who care:
I wanted to tweak a few things in the guns, but all of the other gun tweak mods seem to be either cheat mods or have a bunch of other cr- stuff I don't want included. So I made my own.
For the Glock 17, I gave it a very very slight buff to damage, and brought its magazine capacity up to the correct 17. Recoil slightly buffed. I assume the developer balanced the game around the Glock, so all further adjustments from here using the glock as a baseline. Values derived roughly from muzzle energy, since everything is hitscan, so there's no velocities, ballistic coefficients, trajectories, expansion, etc. to account for. (slight Rate of Fire increase planned)
I assumed the revolver was intended to be something in . 45 Long Colt, based on vanilla damage compared to the glock, however the model seems to be something in . 380 or . 38 SPC that they just scaled up. Anyways, it got a very slight nerf to damage and slight buff to recoil.
Shotgun got a slight nerf to damage and a SIGNIFICANT buff to spread. I based this on Federal 9 Pellet Buck (Not Flite Control) and even then I didn't bring the spread to realistic levels, as the engagement ranges in game would have the shot still in the wad most of the time, and I didn't want to turn the shotgun into basically a rifle. Expect to see in-game patterns to be about 1. 75x what you'd expect from real life buckshot at any range beyond 5m. (Previously 1. 5x real life patterns, but with the introduction of the SA58, the close range cannon role no longer felt right, so I upped the spread just enough that you could headshot 2 or 3 clustered zombies with one shot at 5m)
UMP-45 got a very slight buff to damage, and recoil was messed with a touch to make it act more like a blowback gun. I'll be further adjusting it to feel a little more punchy.
HK 416 got a significant buff to both damage and rate of fire (Not in v1. 5, currently investigating), bringing it in line with real 556 guns. It will burn through ammo fast, so use short, controlled bursts. I don't know if my changes will affect the human enemies with 416s after the shower scene, and I didn't feel like playing through the game again just to get to that point and test it, so beware, they may be a LOT scarier, or not.
DEagle got a damage buff. Hilariously, it was already pretty close to being standardized to 9mm based on muzzle energy, so it wasn't as large a buff as the 416.
SA58 got a huge buff to damage and reduction in magazine capacity. (Have you ever seen 30-round FAL mags? They are absolutely silly long.) By huge, I mean it ended up doing more damage than grenade's default values after doing the math, so grenades got a damage buff too just to make sure they stood at the top of single-hit damage. The sounds for the SA58 REALLY bug me, (My GF said it sounds like shooting a Ruger 10/22 lol) so I plan on looking at that, while also drastically increasing the recoil and adjusting rate of fire to be in line with real FALs, but that is under investigation. I've got some old video of me shooting a full auto L1A1, so I'll probably yank the sound from that, add a lil snap and bass, and then bug someone to add the sounds because I don't know the first thing about TKA's audio engine.
I plan on giving the spear gun a slight buff to velocity, and the grenade launcher and landmine a damage buff to bring them to parity with hand grenades.
The suppressed shot sound is also really, really bad. You have no idea how much it bugs me. The only thing that quiet is a suppressed . 22, so when you put the suppressor on the SA58, it's downright comical. I will probably change that too, but I need to bug someone to let me borrow a can rated for supersonic ammo to get audio from, first.
📊 Mod Details
- Game
- Thekillingantidote Mods
- Author
- MeanderingBeing
- Version
- v1.5
- Downloads
- 1,565
- Endorsements
- 64
- Category
- Miscellaneous
- Created
- 8/31/2025
- Updated
- 11/19/2025
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