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Weapons Test, the true finale (10/02/2024)

- Increased AP on some guns so they don't feel so crap against armour (Excluding Junk weaponry as that is designed to be shit, don't use junk against kevlar)
Have you taken into account how easy it is to repair armor with this new update? We don't have the damage numbers with the new update, but if there's any meaningful reduction then I feel like the extra tankiness will make on the fly armor repair too powerful for both sides. Especially for OTA, who benefit the most and are impacted the least by these changes. If nothing else I would suggest disallowing OTA from repairing armor in combat entirely.

Also, I suggest the AP on junk guns be upped at least a bit, due to their role in transitioning a rebel group from scrap weaponry to real weaponry. Conflict against CPs with these weapons is inevitable, and the odds shouldn't be stacked insanely against them. Doing something like 2 damage per shot is just comically awful, even for the lowest tier of weapons.
 
Junk weapons still use actual ammo. Something like a makeshift AK should at least have the highest armor pen out of its class, up to 20% I think
 
There probably won't be another weapons test given we have most of the data we need.
I feel like you shouldn't push these changes onto the server without proper testing. There are some big things coming up for the rebellion and it feels like these changes will only make it so everyone who participates dies.

I suggest having *at least* another weapon test, to make sure those changes are actually implemented correctly. Like you said before Robert, there were some glitches on the development server so we weren't able to properly test everything.


Of course, we want to make sure most fights actually feel like fights rather than someone shooting you and you being out of the fight before or the moment it started which is quite zzzz in being honest. While not realistic, nor following CSGO/COD gameplay, we are a RP server which needs to be fair on all sides in the end where ones life or progress can't be backtracked or reversed so suddenly, following a more GTA approach to bullets and gunfights.
I don't remember the last time a fight between rebels and Civil Protection ended within half a second. As someone who's played quite a bit of both and has had his fair share of fights, fights are still pretty fine and they take long enough. This update seems like an entire "Hey, let's make it take 7 hours so the Civil Protection has more than enough time to get backup.". If you're getting jumped in the city by a rebel, ofcourse you're going to die quickly since you don't have your weapon out, you're underprepared and you're not expecting it.

However, with these new changes it will just take too long for someone to properly be able to do anything. Combine that with the changes already made to Civil Protection (Description removal, stronger equipment) it feels like Willard is just setting up Civil Protection to be so much stronger than before, not to mention how overpowered OTA is.
 
Have you taken into account how easy it is to repair armor with this new update? We don't have the damage numbers with the new update, but if there's any meaningful reduction then I feel like the extra tankiness will make on the fly armor repair too powerful for both sides. Especially for OTA, who benefit the most and are impacted the least by these changes. If nothing else I would suggest disallowing OTA from repairing armor in combat entirely.

Also, I suggest the AP on junk guns be upped at least a bit, due to their role in transitioning a rebel group from scrap weaponry to real weaponry. Conflict against CPs with these weapons is inevitable, and the odds shouldn't be stacked insanely against them. Doing something like 2 damage per shot is just comically awful, even for the lowest tier of weapons.
Wdym whats the issue with a metal rod being shoved into your chest? I think its a light scratch and you should just walk it off
 
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