You can post feedback/stat change requests for any new and current weapons here. Also, please try to be detailed with your requests (if necessary) so we are all able to float in the same boat as you. (The more weight a reason has, the better it will support the idea). Discussions are also accepted here If you would also like to see a weapon get added, you can post here. Here's some suggestions that I would love to see and/or make my life 100% easier (and for the weapon to be considered more quickly): The SWEP is using the TFA Base (in the event that it's not then I can easily convert it) This is not necessary if it's utility-based. The SWEP is using c_models (different playermodel hands) The SWEP is from a SWEP Construction Maker. 1000 bonus points, even if it's just a prototype or only contains velements, I will most definitely work on it based on what you envisage. A million bonus points if it's a utility that can be used. ∞ (infinity) bonus points if it makes Donkie super wet (just memeing, probably anyways ) The SWEP is something that everybody would enjoy using. https://devinity.org/pages/auditlogs/
Flood 2.1.7 changes: Replaced 6 weapons Added 1 new weapon Changed scope textures of the AWP/SG550 Decreased SSG Shotgun welding chance Decreased damage of all explosives by 5 Added viewmodel blowback on some weapons (357, AK, UMP, Galil) Allowed shooting while sprinting on pistols Allowed SSG Ironsights
The M4 Combat Shotgun should have its RPM and reload speed increased; right now it feels way too slow and clunky to be viable (courtesy of @Snowstorm) Also allow firing while sprinting on the Dual Deagles and increase the spread. Also get rid of the melee feature since it does no dmg The new m249 should have static spread instead of dynamic so people aren't able to easily snipe from across the map Spoiler: Done The galil should have it's firerate increased to make it become a more ideal weapon (Model Post)
The super shotgun I don't know how new it is but it seems to unweld many props I can shoot at, and just tears the boat apart after a few rounds perhaps we could get rid of the unweld.
8/28/18: static spread for minimi switched gun bases for ddeagle (removed bashing) increased spread recovery for ddeagle completely removed welding for ssg [@Alucard] increased shell time for spas shotgun ShellTime = 0.45 => 0.5 (slower reload speed) Changed SPAS Shotgun RPM: Primary.RPM = 75 => 80 Secondary.RPM = 60 => 55 decreased shell time for m4 combat shotgun [@Snowstorm] ShellTime = 0.7 => 0.45 (faster reload speed)
BRING BACK THOSE HL2 grenades, i beg u. Also inc. reload speen a bit for m4 sg, it is still shitty, only could be used for 1st magazine charge
As much as I would like the grenades back as well, we have removed them due to a serious exploit and is something Bayrock or Donkie may choose to fix The m4 shotgun's reload speed has been adjusted in correspondence to yesterday's changes so let me know if it still needs changing
Well, m4 still shitty in compare with double-barrel or spas cause of much lower dmg per shot (30, Carl, fockin 30!!), same bullets spreading (dispersion), same reload speed with spas (after update, lul), also costs 25k. It has no any good options to use. Mbe u should add super accuracy to it or smthing like that i dunno. Then GOL magnum. The same problem, absolutely shit in compare with guns from the same category so it has no use: SG550 - moar like best dpm weapon with good acc and rpm so fuck it, then AWP: 12dmg per shot (against 15), in the fact same (or little better) rpm than Gol, it has a perfect optical sight which means almost 0% chance to miss to any props in opposite corner of map (gol has stock sight, tbh i'm missing like 10-30% of shots), mag. size 10 (gol - 5), 50 ammo at all (25), costs 21k (gol - 30k, even sg550 costs 27.5k lul), same reload speed (mbe a little bit faster). Then bow: it costs nothing (against 30k), 25 arrows aswell, bookshelf destroyer, rpm in the fact > than Gol has, it's only bad cause of projectiles. So actually GOL is not even alternative to sniper rifles that u usually use to snip some little props at long range. U can say that: well, just use it after sg550 and awp then. But u know that 99% of all rounds plrs dont use all awp ammo so there's no option to use GOL at all. Mbe boost dmg from 15 to 20-22 or lever action speed could help, we can ask staff/plrs in discord for some suggestions.
The GOL Magnum's damage has been increased to 25 from 15. Reasoning: As a bolt action rifle that is reloaded per round, there needs to be a significant amount of damage to balance the inconvenience of use. The M4 Shotgun's damage per shot has been increased to 7 from 5 and the number of shots has increased to 7 from 6. Reasoning: The other two shotguns outclassed this one, so it needed more power to match them. The .357 Magnum's damage has increased to 12 from 9. Reasoning: This weapon should be more effective than the dual magnums instead of having the same damage. We also want to encourage use of pistols as they are an underused category.
8/30/18: Increased glock recovery speed (from 7 to 7.5) Nerfed SSG damage (from 3 to 2) Fixed world model positions for the mp5 and rpg
I think that you need to buff the heavy weapons a little bit or make them more appealing to use. Before the multiplier update the heavy weapons were basically the only weapons that could deal extreme amounts of damage at close range (and I think that its the way it should be) However after the update some of the rifles and other weapons are appealing as well and even do more damage (for example you are better off using the ak then the minimi para even at close range) I guess what I am trying to say is that they should be more appealing to use at close range then other weapons, and that is not the case right now.
Proposal for some balance changes :S : Decrease dmg from 6 to 5 for Flamethrower: after some time i can see that bit op since it has an amazing accuracy (no problem to focus any small props) and pretty decent radius. If u want to keep g36 with 6 dmg decrease the total amount of ammo for this from 270 to 150-180. Reason is pretty good acc and no recoil so no problem to hit anything at mid distance (6*270 with 800 rof Woah). Then L8 which costs 18k (g36 - 14k ehm), it has 5 dmg per shot and 180 ammo in total, (supposed to be better than g36 probably?) welp also it has a sight (+some recoil) and in general this gun is ok, so mbe + 60-90 ammo cause of low dmg. Uhm simplest way to solve this just swap the dmg between g36 and L8, depends on u Minigun: it's not even exist for now cause 700rof, 6 dmg per shot and NO FOCKIN ACCURACY at all (150 ammo in mag but does it matter if can't hit anything?), like almost every gun much better than this. Could try to inc. from 6 to 8-9 (decr. the magsize to 80-100) or just DELET. P.S. Scar iz evil, P2W NOOBS EXIST (welp we decided that supposed to be evil :O)
i really wouldn't encourage any balancing right now, as counter will be reverting the damage/health buff.
WIll he? rip then. Welp still don't get it, it doesn't look like rounds had been prolonged by that too much, in general we just lower the heavy weps output and make the players to receive extra money from dmg part.
I have been considering to revert everything back but I haven't came to a full conclusion yet. I'll try messing with the props first before doing anything else. I'll work on your suggestions in the meantime, @Snowstorm
Multiplier stats from this spreadsheet has been reverted. Changes made from old stats as part of the Halloween update Made pistols much more effective: [FLOOD] FiveseveN: Primary.RPM: [800 => 1200] [FLOOD] Glock 17: Primary.RPM: [600 => 1500] [FLOOD] Dual Deagles: Primary.RPM: [375 => 1200] You can double tap with your mouse to rapid fire You're now able to shoot all pistols underwater // Oct 23 Damage and RPM changes: [FLOOD] TMP: Primary.Damage: [3 => 2] [FLOOD] G36c: Primary.Damage: [3.5 => 4] [FLOOD] GOL Magnum: Primary.Damage: [25 => 20] [FLOOD] AK47: Primary.Damage: [4=> 4.5] [FLOOD] AK47: Primary.RPM: [600 => 500] [FLOOD] AWP: Primary.RPM: [40 => 52] [FLOOD] MP5: Primary.RPM: [700 => 800] [FLOOD] UMP45: Primary.RPM: [600 => 480] [FLOOD] Flamethrower: Primary.RPM: [800 => 1200] Shotgun changes: [FLOOD] Super Shotgun: Instructions: ["Replacement from XM1014" => ""] [FLOOD] Super Shotgun: Primary.NumShots: [16 => 8] (still theoretically 16 shots) [FLOOD] Super Shotgun: Primary.Spread: [0.1=> 0.15] [FLOOD] Super Shotgun: Primary.RPM: [300 => 500] [FLOOD] SPAS Shotgun: Primary.Damage: [5 => 4] [FLOOD] SPAS Shotgun: Primary.Spread: [0.08 => 0.1] [FLOOD] M4 Combat Shotgun: Primary.Damage: [6 => 5] [FLOOD] M4 Combat Shotgun: Primary.NumShots: [7 => 6] [FLOOD] M4 Combat Shotgun: Primary.Spread: [0.075 => 0.1] For an in-depth comparison regarding these changes (left is worse; right shows versatility in terms of stats): Damage: Super > SPAS > M4 Combat DPS: M4 Combat > SPAS > Super (this stat depends on how you look at it; M4 and SPAS requires shell loading) Spread: Super > M4 Combat > SPAS Fire rate: SPAS (varies) > M4 Combat > Super Knockback: Super > SPAS/M4 (this stat depends on how you look at it) Explosive changes: [FLOOD] Molotov: Primary.Ammo: [4 => 6] The molotov will also now fire faster compared to before (not sure if it's been that way) [FLOOD] Sticky TNT: Primary.DefaultClip: [1 => 2] This means the sticky will have a slower firing speed compared to before
The wunderwaffle needs an extreme buff. Its really bad to use to the point where the glock is a better option. - The reload time takes way too long and since there's only three ammo per clip you'll be reloading a lot - The fire rate is slow and the damage doesn't compensate for this so DPS is weak - Nothing outstanding compared to conventional bullet weapons despite being energy The gun is bad to use and its nothing more than a glorified weaker version of the GOL magnum.
It's not really supposed to have more DPS considering it's an event gun and I believe it's intended use is only really for last second damage, but I do see your point like the GOL for example. What if the damage does a bit of an RnG? Maybe that would be an interesting concept. I'm thinking around 30-45 would be a tad encouraging. If the poll on #polls succeed then we can boost that down to 20-35 after Halloween. As of right now the gun should do 30 damage per tick and will consider bumping it up to 35 throughout the event, but we shouldn't give it too much damage to the point where it can one-two shot props under 70 health. edit; the weapon should now do 25-45 damage
The Eviscerator has been added as a projectile-based weapon with a melee chainsaw feature Current todo: - remove weapon penetration (?)
Changed stats for Lightning Rail to become similar to the HL2 Crossbow Increased eviscerator saw damage from 4 to 5 Increased eviscerator clip size from 20 to 30 Increased GOL Magnum damage from 20 to 22 Decreased Flamethrower damage from 4 to 3.5 Increased Flamethrower clipsize from 200 to 250 for damage compensation Increased UMP45 RPM from 480 to 500 Increased Galil RPM from 1000 to 1250 RPM Increased AK47 RPM from 500 to 575 Rifle and SMG stats in RPM TMP: 2000 RPM SCAR-H: 1250 RPM Galil: 1250 RPM MP5: 800 RPM G36c: 800 RPM Minimi: 750 RPM L85A2: 700 RPM StarChaser AR: 700 RPM Plasma Gun: 600 RPM AK47: 575 RPM UMP45: 500 RPM