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Sugestion/complaint | The plastic toy guns.

Taliazure

Radio Bob Approved
Joined
Oct 17, 2021
Messages
456
The current state of guns

A serious issue that needs addressing.
The damage output of weapons is severely lacking, to the point where even low-tier guns outshine what should be considered high-tier options.
It's frustrating to see that an MP7 performs better than a G3 or a Mini14, and a Pulse SMG outperforms other weapons across the board.

I handed in a 60 damage gun, a scout for a gun that does 9 damage?
For a rifle that does the damage of a HANDGUN.
EVEN MY GLOCK DOES MORE DAMAGE THAN THIS SUPPOSED HIGH POWERED RIFLE 7,62 × 39 mm GUN.


Recent events have highlighted the problem vividly. I found myself firing at OTA with a Mini14, expecting its supposed power to make an impact, but it was as if my shots were being ignored. The damage output was so pitiful that the OTA didn't even seem to notice the shots raining down on them. This isn't just a matter of inconvenience; it's a fundamental flaw that needs urgent attention.

It's not enough to just complain about the state of guns without offering solutions. The solution is clear: guns need to be lethal. They should pack a punch and make players fear being on the receiving end. Whether it's a pistol, a shotgun, or a high-caliber rifle, each shot should be felt, and survival shouldn't be guaranteed after taking multiple hits specially to those without armor.

One server that got weapon balance right is "Nebulous." Their guns felt impactful and dangerous. A simple PM pistol could take down any OTA with just a few well-placed shots to the head. This is the kind of balance we need – where skill and strategy matter more than the type of gun or armor a player has.
Finding OTA looking the wrong way as they cross a bridge and delivering a well placed headshot with a revolver to kill one, felt good, it felt right, the gun felt as powerful and it sounded and so did theirs guns as they masterfully mowed us down with proper precision from alien guns that melted armor. You could not survive a burst of that thing with no armor, as it should be.

It's time for developers to take action and rebalance the weapons to restore the thrill and intensity of gunplay. Players should feel empowered by their weapons, not frustrated by their ineffectiveness. Let's make guns lethal again and restore the excitement to the game.


ARMOR
Let's emphasize the significance of armor. In addition to ensuring the lethality of guns, armor should play a crucial role in prolonging survival. It ought to provide an extra layer of protection, enabling players to withstand a few additional hits before succumbing. While armor shouldn't render players invincible, it should offer a chance of survival beyond just a few stray shots, even if not an entire magazine's worth.


The frustration of encountering opponents who easily escape while absorbing shots from low-damage guns is all too familiar. It's disheartening to catch someone off guard, only for them to swiftly vanish around a corner, seemingly impervious to the damage dealt. This scenario underscores the urgent need for a recalibration of weapon effectiveness. Players shouldn't feel powerless in such encounters, where opponents evade with apparent ease despite being targeted with gunfire. Balancing the lethality of weapons is essential to restore the equilibrium of engagements and ensure that skillful plays are duly rewarded.


Recoil, spread, and precision are critical elements that significantly impact the gameplay experience. Recoil serves as a crucial balancing factor, requiring players to hone their gun skills and make strategic decisions based on their distance from the enemy. Should they opt for full-auto fire or take precise shots in single-fire mode? Is their weapon suitable for the current engagement range? These are the questions players should contemplate.

However, random spread and lack of precision can be infuriating. There's nothing more frustrating than carefully lining up a shot on a stationary target, only for the bullet to veer off course due to excessive spread or perceived inaccuracies in the weapon's handling. Guns are inherently precise tools, and they should remain as such. Recoil, on the other hand, should serve as the primary deterrent against indiscriminate full-auto fire across long distances. It should encourage players to exercise patience, take aim, and fire deliberately to manage recoil effectively. By striking a balance between recoil and precision, be both challenging and rewarding, rewarding players who demonstrate skill and discipline in their approach to combat.

IF you are getting shot then it's for a reason. It's to kill you. Point.


Developing and testing


When it comes to developing and testing new features, such as gun performance, there are often challenges in understanding how they will perform in various situations. Factors like time constraints and limited resources can make it difficult to thoroughly test it.

However, there are tools available to address these challenges. One idea is to use the development server instead of limiting testing to specific times or situations, we could open up the development server for continuous testing by players. This could involve creating an arena environment where players can freely access vendors to test out changes made to the guns.

By allowing players to experiment with the guns in different scenarios and against various opponents, we can gather valuable feedback on their performance. Players could spend as much time as needed testing the guns in a fun versus battle and reporting their findings, helping the development team fine-tune the weapons for the main server.

This approach not only provides a more comprehensive testing environment but also fosters community involvement in the development process, ultimately leading to more informed decisions and better-balanced gameplay.


EDITED: Focus on the issue

I believe people are losing sight of the core issue. There's an excessive fixation on OTA. We must recognize that combat balance cannot solely revolve around addressing OTA concerns. While it's undeniable that OTAs are currently imbalanced with their overwhelmingly powerful weapons, we must also acknowledge the weakness of other firearms.

Even against unarmored targets, it takes an entire magazine to kill them. Furthermore, players can easily evade confrontation by how their running speed is, the lack of momentum when turning, the lack of penalty when running backwards. It shouldn't require a full magazine from an AKSU to subdue an unarmored individual. Armor should be a crucial factor in combat survivability. Engaging in combat without proper armor should be strongly discouraged; one should fear facing a firearm without adequate protection.

However, the reality is different. When confronted by an CP or a rebel, individuals often evade effortlessly, exploiting issues such as hit registration, frame rate, and the underwhelming damage output of our guns. Let's see an example: a video of a lone unit outnumbered by rebels, yet escapes due to the aforementioned issues.





Instead of fixating solely on OTA, we must address the broader issue encompassing the state of all weapons.
 
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If you can’t 1v2 against oblivious players, your system is broken. @Taliazure just so u know. During the giant outlands base raid. I was doing 4.13 dmg across that canal with a g3. That was 20m at least

Just leaving that here
 
A 7.62X51mm rifle (G3) should not be doing 4.55/9 damage per hit, the weapons on this server need severe balancing, on both sides of the spectrum. Fully support the idea of a Dev server, staff shouldn't worry about people metagaming gun stats because at the end of the day people will talk about them anyways. It would allow players to figure out which weapons fit their playstyle best and whether or not they're hot garbage, and if they are then feedback can be passed up to ensure they're well-balanced.

+1 from me
 
A 7.62X51mm rifle (G3) should not be doing 4.55/9 damage per hit, the weapons on this server need severe balancing, on both sides of the spectrum. Fully support the idea of a Dev server, staff shouldn't worry about people metagaming gun stats because at the end of the day people will talk about them anyways. It would allow players to figure out which weapons fit their playstyle best and whether or not they're hot garbage, and if they are then feedback can be passed up to ensure they're well-balanced.

+1 from me
It will help because you will have someone DESTROYING EVERYONE WITH GUN X and people will be like "hey devs gun x is too op dude kills everyon with it and this and that "
Devs look at it. and fix it before it even becomes a issue on main... done
Guns are balanced, guns are optimized and it doesn't require staff/dev supervision.
 
I mean the recent event just goes to show how the armor update pretty much made it impossible for rebels to fight OTA.
OTA are simply broken with the current update.
 
Garrysmod 2024.04.06 - 22.03.36.04 - frame at 61m58s.jpg
With a Mini-14, I don't often go into s2k battles so idk what the average damage for the average gun would be.
 
I think the disparity between mid and high tier weaponry is a bigger issue than the overall low TTK for most of them. Pulse weapons out perform everything else to a ridiculous degree. They have no weaknesses because they outclass almost everything in both CQC and long range firefights. If all the guns at least had some consistency then that would be fine.

I play Willard frequently and have had my rebel for two years. The weapons used to feel balanced but after the weapon update things have been horrible. I don't think I should be doing 3 or 4 damage per shot with an SMG at 15-20 meters while the competing pulse SMGs are doing triple, maybe quadrople the amount of damage at the same range.

I know that OTA are supposed to be rarely used now because of how OP they are. Wouldn't it be better if they were nerfed to a state where it's at least fair to encounter them again? That way the Overwatch faction could return to having more engagement on the server. OTA are supposed to be a common sight for HL2RP but they've been given god status and shoved into the corner. On that point, none of the Half-Life games show common OTA being as untouchable as they are here.

This is a poor representation of the setting and I don't understand why it has been this way for so long. I can't recall ever witnessing these sort of balancing choices on past HL2RP servers either.

Also since I think I've seen the OP pulse weaponry be justified by the fact that they are lootable now. Why is it ideal for the server to have this tier of weaponry that out competes everything so heavily? Nerf the pulse weaponry to a state where it doesn't feel like some people are playing a completely different game than you. Willard has this big obsession with S2K engagements but if this was a game that had no RP involved everyone would rightfully be agreeing that the balance is terrible.

Anyway guarantee if rebels did had a considerable supply of pulse weapons and were using them to shotcop CPs at quadrople the TTK that the CPs can put out, this issue would be fixed tomorrow. This is why the looting argument seems strange to me, because nobody would be fine if these weapons got in the hands of rebels enough that they show up regularly, which is the justifaction and hypothetical scenario that says they shouldn't be nerfed.
 
View attachment 33455
With a Mini-14, I don't often go into s2k battles so idk what the average damage for the average gun would be.
I have full guns kill and after I shot at ota I checked my damage tab and all is aw was
9
9
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9
9
All I was doing was armor damage. For a weapon that is single fire and supposed to be in the caliber of a AKM (theybboth use the same ammo as a sks) it's mediocre.
 
The core issue lies in weapon effectiveness; they should feel lethal and powerful, emphasizing skill over gear. But the current state makes it nearly impossible for 10 rebels armed with basic pistols to challenge just two OTA operatives due to their durability and overpowered weapons.

The lack of balance becomes apparent when shooting an OTA multiple times, only to have them effortlessly deplete your armor and health with a single burst, leaving you dead.
Peeking against OTA is futile as they overpower you with their superior weaponry, despite them being just humans susceptible to injury like any other citizen or vortigaunt.

While being killed quickly without a chance to react is frustrating, it's a two-way street, especially when facing OTA, which often leads to the demise of rebels and vorts.

But let's remember the recent shift in PK rules towards narrative rather than combat, for it should alleviate concerns about character loss during encounters with "non-characters."

It's worth noting that Willard Network implements a bleedout system, unlike previous servers, providing a chance for survival even in dire situations. Despite OTA's strength, they can be countered with strategy and planning, as they did not engage rebels head-on but utilized tactics like rappelling and flanking for advantage, because that is what they are, a tactical, always in communication army of genetically modified humans.

Not.. Bullet sponges.
 
My only point to make on this topic

If you are not using Parrygod as an ideal balancing template for OTA vs Rebel combat, you are doing it wrong. Shits so cool.
 
OTA commonly do not have pulse weapons unless the scale pushes them into having to use them. I'll admit, the usage of pulse weapons in the most recent expo wasn't balanced, but then again this was the first time my faction was really put to the test since the balancing update. I can guarantee that in the future, I will definitely aim to not use AR2s in the same fashion as seen in Gutsy's expo.

Some transparency, but don't take what I'm about to share as gospel, these numbers are not static.
1712508587884.png

You're really going to only see the first two, grunts and SMG OTA. I'd argue that OTA is not in a broken state given what you will be commonly fighting. But we can't start balancing around OTA again, where the crux of your issues lie. If we do, then we end up with a situation similar to the Antlion Arc where rebels can outclass Civil Protection, and now conscripts, both of which you are leagues more likely to fight or see.

I do agree, that the weapon damage scaling against armor needs to be looked at and increased substantially. I also hold the belief that headshots should outright ignore armor (if not already), and be insanely lethal, but that's another story.
 
When the update came out the armour was reworked, and a few people were unaware of the new changes. I had to show @Bassilisk a while back how the armour worked on main after a 40 minute screaming match of "I'm right, you're wrong lul" with him (love u really Bass xoxo).

After that, we both agreed that penetration and damage should be upped for most if not all weapons. I personally don't think any weapons should ignore armour, even your insane OTA sigma destroyer 30k. Nothing has done since as uh uh I forgor to bring it up but I'm in full support of a rework. Gunplay on the server is already ass and this fucked it further.

I guess I should @Robert for this since last I remember he's in charge of this shtuff.
 
After that, we both agreed that penetration and damage should be upped for most if not all weapons. I personally don't think any weapons should ignore armour, even your insane OTA sigma destroyer 30k. Nothing has done since as uh uh I forgor to bring it up but I'm in full support of a rework. Gunplay on the server is already ass and this fucked it further.
Currently 3 OTA guns ignore armor fully (even tho some devs like M!nt claim that is not the case), and not only that but OTA guns are really overpowered considering they already have way more armor than rebels
 
Currently 3 OTA guns ignore armor fully (even tho some devs like M!nt claim that is not the case), and not only that but OTA guns are really overpowered considering they already have way more armor than rebels
Only one should be doing that and it's given to EOWs. Anything else shouldn't, and if they do, they need to be fixed.
 
Only one should be doing that and it's given to EOWs. Anything else shouldn't, and if they do, they need to be fixed.
Supressor LMG does it. Test it.
Then the overwatch shotgun
Then the experimental AR2.
 
𝙸 𝚍𝚘 𝚟𝚘𝚞𝚌𝚑 𝚏𝚘𝚛 𝚝𝚑𝚎 𝚌𝚑𝚊𝚗𝚐𝚎𝚜 𝚊𝚜 𝚠𝚎𝚕𝚕 𝚠𝚑𝚎𝚗 𝚒𝚝 𝚌𝚘𝚖𝚎𝚜 𝚝𝚘 𝚐𝚞𝚗 𝚙𝚕𝚊𝚢 𝚊𝚗𝚍 𝚝𝚑𝚎 𝚎𝚏𝚏𝚎𝚌𝚝𝚒𝚟𝚎𝚗𝚎𝚜𝚜 𝚘𝚏 𝚝𝚑𝚒𝚜 𝚊𝚙𝚙𝚛𝚘𝚊𝚌𝚑 𝚒𝚗 𝚊𝚕𝚕 𝚑𝚘𝚗𝚎𝚜𝚝𝚢 𝚒𝚝 𝚍𝚘𝚎𝚜 𝚏𝚎𝚎𝚕 𝚞𝚗𝚍𝚎𝚛𝚠𝚑𝚎𝚕𝚖𝚒𝚗𝚐 𝚞𝚜𝚒𝚗𝚐 𝚏𝚒𝚛𝚎 𝚊𝚛𝚖𝚜 𝚊𝚐𝚊𝚒𝚗𝚜𝚝 𝚊𝚗𝚢 𝚌𝚘𝚖𝚋𝚒𝚗𝚎 𝚏𝚘𝚛𝚌𝚎𝚜. 𝚃𝚑𝚒𝚜 𝚙𝚛𝚎𝚟𝚎𝚗𝚝𝚜 𝚍𝚒𝚟𝚎𝚛𝚜𝚒𝚏𝚢𝚒𝚗𝚐 𝚝𝚑𝚎 𝚎𝚡𝚙𝚎𝚛𝚒𝚎𝚗𝚌𝚎 𝚏𝚘𝚛 𝚊𝚕𝚕 𝚘𝚏 𝚞𝚜. 𝙸 𝚝𝚑𝚒𝚗𝚔 𝚐𝚒𝚟𝚒𝚗𝚐 𝚖𝚘𝚛𝚎 𝚙𝚘𝚠𝚎𝚛 𝚝𝚘 𝚝𝚑𝚎 𝚛𝚎𝚋𝚎𝚕𝚒𝚘𝚗 𝚊𝚗𝚍 𝚝𝚑𝚎𝚒𝚛 𝚎𝚚𝚞𝚒𝚙𝚖𝚎𝚗𝚝 𝚠𝚘𝚞𝚕𝚍 𝚙𝚞𝚜𝚑 𝚝𝚑𝚎 𝚌𝚛𝚎𝚊𝚝𝚒𝚟𝚒𝚝𝚢 𝚊𝚗𝚍 𝚙𝚛𝚘𝚏𝚎𝚜𝚜𝚒𝚘𝚗𝚊𝚕𝚒𝚜𝚖 𝚘𝚏 𝚝𝚑𝚎 𝚌𝚘𝚖𝚋𝚒𝚗𝚎 𝚝𝚘 𝚏𝚒𝚗𝚍 𝚠𝚊𝚢𝚜 𝚝𝚘 𝚌𝚘𝚖𝚋𝚊𝚝 𝚝𝚑𝚒𝚜 𝚗𝚎𝚠 𝚝𝚑𝚛𝚎𝚊𝚝 𝚊𝚌𝚌𝚘𝚛𝚍𝚒𝚗𝚐𝚕𝚢. 𝙱𝚎𝚌𝚊𝚞𝚜𝚎 𝚌𝚞𝚛𝚛𝚎𝚗𝚝𝚕𝚢 𝚒𝚝 𝚏𝚎𝚎𝚕𝚜 𝚝𝚑𝚊𝚝 𝚙𝚛𝚘𝚙𝚎𝚛 𝚊𝚌𝚝𝚒𝚘𝚗 𝚘𝚗𝚕𝚢 𝚘𝚌𝚌𝚞𝚛𝚜 𝚠𝚑𝚎𝚗 𝚝𝚑𝚎𝚛𝚎 𝚒𝚜 𝚊𝚗 𝚊𝚍𝚖𝚒𝚗 𝚛𝚞𝚗𝚗𝚒𝚗𝚐 𝚊𝚗 𝚎𝚟𝚎𝚗𝚝 𝚊𝚗𝚍 𝚗𝚘𝚝𝚑𝚒𝚗𝚐 𝚘𝚞𝚝𝚜𝚒𝚍𝚎 𝚘𝚏 𝚒𝚝 𝚏𝚎𝚎𝚕𝚜 𝚗𝚎𝚊𝚛𝚕𝚢 𝚊𝚜 𝚛𝚎𝚠𝚊𝚛𝚍𝚒𝚗𝚐 𝚘𝚛 𝚠𝚘𝚛𝚝𝚑 𝚝𝚑𝚎 𝚊𝚝𝚝𝚎𝚖𝚙𝚝. 𝙸𝚝 𝚌𝚘𝚖𝚙𝚕𝚎𝚝𝚎𝚕𝚢 𝚛𝚞𝚒𝚗𝚜 𝚝𝚑𝚎 𝚊𝚋𝚒𝚕𝚒𝚝𝚢 𝚏𝚘𝚛 𝚘𝚝𝚑𝚎𝚛 𝚛𝚎𝚋𝚎𝚕𝚜 𝚝𝚘 𝚌𝚘𝚖𝚎 𝚝𝚘𝚐𝚎𝚝𝚑𝚎𝚛, 𝚖𝚘𝚌𝚔 𝚞𝚙 𝚝𝚑𝚎𝚒𝚛 𝚘𝚠𝚗 𝚙𝚕𝚊𝚗 𝚊𝚗𝚍 𝚎𝚡𝚎𝚌𝚞𝚝𝚎 𝚒𝚝 𝚊𝚌𝚌𝚘𝚛𝚍𝚒𝚗𝚐𝚕𝚢, 𝚔𝚗𝚘𝚠𝚒𝚗𝚐 𝚝𝚑𝚎𝚢 𝚠𝚘𝚗'𝚝 𝚋𝚎 𝚜𝚌𝚛𝚎𝚠𝚎𝚍 𝚘𝚟𝚎𝚛 𝚋𝚢 𝚖𝚎𝚌𝚑𝚊𝚗𝚒𝚌𝚜 𝚠𝚑𝚒𝚌𝚑 𝚒𝚗 𝚎𝚟𝚎𝚛𝚢 𝚊𝚜𝚙𝚎𝚌𝚝 𝚠𝚘𝚛𝚔 𝚊𝚐𝚊𝚒𝚗𝚜𝚝 𝚝𝚑𝚎𝚖 𝚒𝚗 𝚏𝚊𝚟𝚘𝚛 𝚘𝚏 𝚝𝚑𝚎 𝚘𝚙𝚙𝚘𝚜𝚒𝚝𝚒𝚘𝚗. 𝙰𝚝 𝚝𝚑𝚎 𝚎𝚗𝚍 𝚘𝚏 𝚝𝚑𝚎 𝚍𝚊𝚢 𝚠𝚎 𝚊𝚛𝚎 𝚙𝚕𝚊𝚢𝚒𝚗𝚐 𝚊 𝚐𝚊𝚖𝚎 𝚊𝚗𝚍 𝚒𝚝 𝚠𝚘𝚞𝚕𝚍 𝚋𝚎 𝚗𝚒𝚌𝚎 𝚝𝚘 𝚖𝚊𝚔𝚎 𝚒𝚝 𝚎𝚚𝚞𝚊𝚕𝚕𝚢 𝚎𝚗𝚓𝚘𝚢𝚊𝚋𝚕𝚎 𝚏𝚘𝚛 𝚋𝚘𝚝𝚑 𝚙𝚊𝚛𝚝𝚒𝚎𝚜. 𝙸 𝚜𝚝𝚊𝚗𝚍 𝚠𝚒𝚝𝚑 @Taliazure 𝚏𝚘𝚛 𝚝𝚑𝚒𝚜 𝚘𝚗𝚎!
 
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