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Weapon Testing Part 3

Fedora

The Hat of All Time
A True Citizen
Joined
Jun 2, 2020
Messages
494
Hi, please put down your thoughts if you played on the latest (Sunday, 4/02/24) weapon’s test.
 
MP7 Shreds and does too much DMG.

AWP Headshoit damage inconsistent and sometimes silly. (120 DMG sometimes, 230+ other times).

Only shotgun worth using is SPAS-12. The rest dont do enough DMG
 
Mp7 borked
Awp strong
Weapon pack missing P90 (The makeshift doesn't count, Fedora)
Otah weapons seem to not produce sound
 
For some reason, most weapons were barely audible (except for impact noises).

In my opinion, all weapons are too strong, especially assault rifles.
A server that focuses on RP shouldn't have weapons that allow someone to be clapped in 3 seconds during S2K.

At the moment the SMGs are laser accurate. They should have a lot more weapon spread and recoil. That way, they are still good at magdumping someone at pointblank ranges without becoming too powerful at longer ranges.

Assault rifles need to become a lot more precise. They should excel in engagements at longer ranges (Outlands/Expeditions) where precision matters the most. The M16 was pretty good, but the AK is too inaccurate. Also as mentioned above the AR's are way too strong and need to be nerfed. Their ability to hit something reliably should make them a better pick over SMGs without having them do double the damage.

Shotguns just feel off. It seemed like my shotgun pellets disappeared frequently. They need more consistent damage at medium range.

No complaints about the junk weapons. They all feel crappy, as they should.

Handguns are perfect, they have low damage and high accuracy. Very fun to use in S2K because they don't instantly drop someone. The gold standard for the new weapons.
 
90% of the guns shot by other people don't make sound aside from the bullets impacting. Very trippy and confusing and naturally, immersion breaking. You prolly know about this though.

MP7 is unfathomably OP. I appoint it to the fire rate. Fires very fast at 14 damage, shreds anyone and anything in less than a second.
If this made it to main, I guarantee 2 rebels with mp7s could annihilate an entire OTA sweep. That's how strong it is.

Some shotguns are pointless. There's 2 semi auto shotguns that function similarly (MP-somethings), do the same damage (afaik) and are effectively just recolors. One is black, the other is a classic style shotgun with wooden furniture. One has 5 bullets in the magazine tube, the other 7. Feels like a waste of dev time to work on these 2, just purge one of them.
 
Since sounds didn't work and kill-feed wasn't enabled in the console, something kept immediately shredding me any time I got shot at with full hp and armor. Whatever it was was either a 1 tap or damaged me so fast it instant killed me. No idea what it was, someone on the cop side was using it for several fights.
 
Keep the dmg or make the awps do a bit less ( atleast damage doing 100 on a headshot) so some rp aspects can occur or force players to play differently rather than hold W and m1 because why would you nerf the damage when you get clocked by a sniper with a headshot. You could alternatively make it so its damage against a body shot is horribly nerfed like 50 dmg incentivizing good aim.

Any smg was laser accurate and with the bonus 2x dmg on a headshot if you got a few good shots (smg did 40 on a headshot) although accurately portrayed on how deadly a headshot is , its a bit too much as two rebels / CPs who can get the right ambush can destroy groups due to its powerful damage. Maybe make it so it has less controllable recoil or decrease the headshot multiplier on some weapons.

The G3A3 is legit the more expensive version of the mini 14 (or whatever the name is) only difference is the mini 14 has better recoil control than the g3a3 so all you sacrifice is fire rate + recoil control + 5-10% armor pen to use automatic fire which at that point just use the ak 47, like the whole point of the g3a3 is to be used at a long range but most fights now with the addition of the increased headshot damage makes the g3a3s fire rate obsolete due to the fact that every other gun does nearly the same amount of damage and fires 2 more bullets. The gun also cant be fixed with attachments because from what I was told all attachments are being removed

however now with the headshot multiplier the survival rate is even less because a few lucky shots on ANY weapon is a life threatening shot due to the easy fact that most guns deal around 30-50 dmg on a headshot.

Weird bug with some of these weapons was the fact that although having 50 guns on a smg, 90% of my shots werent being turned into critical shots unless i'm mistaken. Not only that but one of yall said that limb shots were turned off making them count as torso shots, well fuckos they werent turned off and i was doing 4-5 points on non crit shot and crit shots with limb / torso shots. Unless yall telling me that gmod was finding new ways of ignoring the commands of the server
Screenshot 2024-02-05 194134.png

Shotguns - Simply dont touch em because like 90% of the guns (except the benelli) can out dps the spas 12 , the mp 155/153 (legit same gun) unless they were to have higher armour pen or more fire rate with a touch of like 2 points of dmg increase then I might rethink it but for now most shotguns are useless if not would make your team loadout worse. If the hitboxes werent janky in the first place, maybe the shotguns would be good but with the issue of horrible crits + hitting limb shots while shooting the torso causing it to lose 90% of your damage dont use it.
other than the fact that 100% of all weapons did not have sound or had weird animations that should be it with my review.
 
Oh i forgot to write about the pistol usage let me continue.
m1911 is in the same category as with the Glock 17 and USP which in all areas get outpowered BY ALL THE FUCKING WEAPONS IN THE GAME (im also including scrap guns) , its slow, 7 bullets in the chamber with the good touch of low recoil control needed but that is it. You want more bullets ? grab a Glock 17 or USP, you want something more powerful? grab the helsing bolt rifle or the popper. You want something more accurate ? grab the USP. You want something faster grab the fuckin Glock.

Glock 17 my beloved. Ever thought about having a well rounded weapon thats accurate, spammable and cheap? use the glock as it is a well rounded gun that you cant hip fire but its super accurate when you look through the sights (like all the weapons), good dps for a pistol, has more bullets and decent pen for what it is. I wouldnt nerf it or touch it as its just decent in general. Its not as good as an SMG but its not bad to the point you want something else.

The USP is a bit eh although this is more so on the side that I'm biased against slow weapons. It has the most amount of damage from the three guns and the most accurate the only downside I'd probably not use it is due to the fact that its fire rate is slow. Its a good gun but not for me.

Although we didn't touch revolvers I didn't make a review on here so I'm just gonna drop it in this review. The model [insert number] (cant remember it) is a super situational gun that you would only use it in super super close quarters where you can spray of your entire clip dealing over 200 dmg if accurate. Its good in DPS and fire rate but then you realise that aiming down sights with this gun is fucking atrocious to the point you don't know where your next shot will go which can be counter acted by un-sighting and then sighting back but that requires skill and few milliseconds to do which against guns like the glock that sprays you down, smgs that riddle you with bullets, scrap guns that have less recoil, I would take anything than the revolvers (unless its a popper). Any improvements to it? decrease the recoil slightly that I can actually see what i'm aiming at rather than having a broken hand with the recovering recoil after shooting + moving your mouse hopeing i shoot that one CP with 2 hp that I simply can't finish off (skill issue).
 
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