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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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Guy was standing there without ammo. I shot him in the face he tried to run, ran into a corner with a dead end ran back towards me, tried to juke aorund me a si equipped my mini14 chased after him as I shot him in the back till. He got corners by me and another prisoner and I executed him.
The damage on guns are a massive joke, not a funny one either.
Why they changed the settings at all is beyond me. Im not 100% on this- but i believe they have put so much effort into this ‘rework’ that they cannot pull out. I’ve paid for a bad plugin this one time. I will hang my head with sorrow knowing $45 went to a bleedout plugin for my tarkov server that was never used.

It’s not a shameful thing. Anyone will defend something they invested money, time, effort into. Just look at fatigue! I feel bad for you rebels out there having to deal with this.
 
Our default unit, OWS, has been at 125/100 since the break ended. The nerfs brought us down to 100/100.
U can have 1 hp. Dont matter if u shred a vortigaunt before their m1 cycles
 
So, the weapons at the moment as we all know, do less than adequate damage. So, after testing we’ve figured out that rather than being completely bugged, the damage logs ARE correct, and weapons just do a little amount of damage.
We’ve found out that the ‘BASE DAMAGE’ of a gun, so the damage that a gun should be doing is only done when you hit someone in their head. Furthermore, the damage that gets done to the torso gives a 0.33x decrease… And further damage to the limbs give another 0.33x decrease in damage.The same argument can be made for the armor, you only do the full damage when you hit someone in the head, otherwise you get a decrease in damage.

This damage is clearly less than expected, and this should change. I suggest we change the damage to this; Headshots give a 1.50x multiplier, so you would be doing around 19/20 damage on headshots to body and around 13 to armor.

Torso hits stay a 1.00x multiplier, so you would be doing around 13 damage to body and 7.8 to armor.Limb damage goes to 0.75x multiplier, so you would be doing around 10 damage to body and 6 damage on armor.

1712972740733.png
1712972735845.png
Thanks to @ItsLiam For the testing.
 
I do agree weapons need to be buffed a bit.

I've never used a gun on Willard, but my character was shot point blank in the stomach by a CP with an MP5, and it only tickled. My health bar went down by 2% which was underwhelming to say the least. I'm not saying it retracted from my RP, but rather if you're actively participating in gun fights, I can't imagine it being much fun with everybody being bullet sponges.

God knows what the damage is like if people are actually wearing armor.
 
So, the weapons at the moment as we all know, do less than adequate damage. So, after testing we’ve figured out that rather than being completely bugged, the damage logs ARE correct, and weapons just do a little amount of damage.
We’ve found out that the ‘BASE DAMAGE’ of a gun, so the damage that a gun should be doing is only done when you hit someone in their head. Furthermore, the damage that gets done to the torso gives a 0.33x decrease… And further damage to the limbs give another 0.33x decrease in damage.The same argument can be made for the armor, you only do the full damage when you hit someone in the head, otherwise you get a decrease in damage.

This damage is clearly less than expected, and this should change. I suggest we change the damage to this; Headshots give a 1.50x multiplier, so you would be doing around 19/20 damage on headshots to body and around 13 to armor.

Torso hits stay a 1.00x multiplier, so you would be doing around 13 damage to body and 7.8 to armor.Limb damage goes to 0.75x multiplier, so you would be doing around 10 damage to body and 6 damage on armor.

View attachment 33723
View attachment 33722
Thanks to @ItsLiam For the testing.
image.png just throw in the towel man........
 
I do agree weapons need to be buffed a bit.

I've never used a gun on Willard, but my character was shot point blank in the stomach by a CP with an MP5, and it only tickled. My health bar went down by 2% which was underwhelming to say the least. I'm not saying it retracted from my RP, but rather if you're actively participating in gun fights, I can't imagine it being much fun with everybody being bullet sponges.

God knows what the damage is like if people are actually wearing armor.



Wana know what it feels like?
It feels like new division, it feels like destiny or warframe, it feels like you're playing one of those games and you just started but you're playing with your friends who are max late game level with the best gear.

So you spend entire mags on enemies that seem to take little to no damage and all you see is 2s and 4s appear over their head as each bullet hits, while they shoot you once and deal a insane amount of damage so you spend 90% of the time downed and being revived by your friends over and over. So you feel useless until you adquire the best gear of the game.

I hate that you're forced to adquire the best gear in order to do something meaningful in combat. When it should be skill that is meaningful and you should choose to use any weapon you want as long as you are comfortable with it, not because of its stats or time to kill.

Cause thats what the expos versus ota were, that's how gunplay feels.
It feels underwhelming.
 
Mint is working on a good method to fix this though i dont know if i can say it here
 
ngl this may sound braindead OR retarded. But why are we nerfing weapons why not buff them so instead of turning OTA weaponery into pea shooters and possible more unreliable than the g3a3. Why not just buff all guns so they dont do 3 damage to the fucking torso 😭

Next thing if this update is in fruition about actually making guns more scary. They (the bmds) will need to up the price for ALL the guns as no joke but buying MP7s, G3a3s and MP155 are too cheap as the recent caravan sold them for 2.5k which in a rough estimate is around 3-4 days worth of grinding trash and selling radios IF not less. These are meant to be the "rare" modern weaponery yet they sell like candy. Why does a popper sell 1/3rd of the price of an MP7 when their capabilities are very far apart with one being the obvious top dog.
 
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ngl this may sound braindead OR retarded. But why are we nerfing weapons why not buff them so instead of turning OTA weaponery into pea shooters and possible more unreliable than the g3a3. Why not just buff all guns so they dont do 3 damage to the fucking torso 😭

Next thing if this update is in fruition about actually making guns more scary. They (the bmds) will need to up the price for ALL the guns as no joke but buying MP7s, G3a3s and MP155 are too cheap as the recent caravan sold them for 2.5k which in a rough estimate is around 3-4 days worth of grinding trash and selling radios IF not less. These are meant to be the "rare" modern weaponery yet they sell like candy. Why does a popper sell 1/3rd of the price of an MP7 when their capabilities are very far apart with one being the obvious top dog.
2.5k TOKENS?!
 
Guns are dirt cheap and they suck.

I used my AKM and it took me 26 rounds to down someone, an AKM wich is a high caliber weapon utilizing 7,62x39mm caliber...

I use my mini14 it took 15 bullets to down the tier 3 armored rebel... guess what ammo the mini14 uses too? 7,62x39mm...

I don't understand this logic at all.
 
I use my mini14 it took 15 bullets to down the tier 3 armored rebel... guess what ammo the mini14 uses too? 7,62x39mm...
Correction, the mini14 uses 5.56 and the M14 uses 7.62x51 if you're referring to that
 
Guns are dirt cheap and they suck.

I used my AKM and it took me 26 rounds to down someone, an AKM wich is a high caliber weapon utilizing 7,62x39mm caliber...

I use my mini14 it took 15 bullets to down the tier 3 armored rebel... guess what ammo the mini14 uses too? 7,62x39mm...

I don't understand this logic at all.
Wrong.

.223

I own one irlIMG_4154.png
 
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