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Weapons testing

  • Thread starter Thread starter Hayden
  • Start date Start date
H

Hayden

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Thanks to everyone who took part in the weapons test! I think we tested a good variety of weapons - but admittedly, did not test them all because there's quite a few.

Please post your thoughts below - whether you think they're decently balanced, or if you think any particular weapons are too strong, or all lacking in some department (too much accuracy, or rate of fire, or time to death too low etc)
 
Please can you be clear in your postings for Weapons in regards to overall damage, recoil, accuracy and general effectiveness. As it helps for me to know what weapon could use with changes in more clear regards rather than getting a "Plz fix X weapon, too weak/OP"
 
Pulse SMG fires really slow, has a low magazine, and doesn't do enough damage to make up for it. Only compensation is that it's a little more accurate.

AR2 is super inaccurate as always, still not strong enough

Ordinal gun is really strong as it has high damage, accuracy, and range, etc.

M16 burst fire is kinda annoying
 
Overall enjoyable experience.
Some things I'd like to note is...
Spread
Spread on all guns were too tight in my opinion (This is for hipfire. Aimed spread was fine). This results in the need of aiming to be redundant as they are just as effective in hipfire as they are in ADS for most, if not all ranges excluding long range.

The OTA shotgun was a bit too tight on spread, especially considering how it can do over 100 DMG in a single shot and has high firerate. I'd recommend to either slow the firerate a tiny notch, or make it's spread cone a bit larger.

The SMGs could use a couple pieces of damage ups, as they felt generally weak with limb damage resulting in them doing 3 DMG most of the time. If limb damage is disabled, then it'd be fine however. Spread could be tweaked a tiny bit aswell.

The grunt SMG trades mag size & fire rate for DMG. Generally this gun should get more damage to make up for the lack of firerate, as its EASILY outclassed by every other SMG when it comes to DPS.
 
(all at guns 50)
rewriting this
in general: most guns have almost no recoil at guns 50
AKM: Fair damage, recoil's low, all round is fine
AKS74U: very high damage, ZERO recoil, insane laser spread up to 200m nerf NOW robert!!!
bastard gun: sucks (good)
Duplet: sucks (good)
makeshift ak: sucks (good)
makeshift p90: sucks (good)
vsk-94: sucks (good)
G3A3: 26 damage is fair but it only has a fire rate of 520 (very slow) along with 20 rounds in a magazine so its just... bad
gock-17: good damage, good spread overall its fine
usp: pinpoint accuracy even in hipfire, needs a spread nerf and possibly a damage adjustment of all pistols
m1911: shit
m16a2: recoil is non-existent, burst is fair, damage is fine for a burst gun, could possibly use a little buff damage wise to make it more in-line with other assault rifles.
mp-153/155: pretty much the same gun, only issue is low tick which makes shots not register during combat otherwise its pretty strong
mp5/mp5sd somehow the mp5sd does 1 less damage than the other, spread and recoil is fine for what they are
mp7: high rate of fire, no recoil, same damage as the mp5
ota heavy shotgun: should be pump action or too stronk in my opinionz (astro supports)
ar2: needs to be more accurate, recoil is more manageable now but ota currently are extremely strong CQC but have limited range options
grunt smg: okay damage but overshadowed by low fire rate
ppsh-41: fire rate is insane, spread is tight but the damage is low
spas/w freeman barrel for pump action: VERY strong, high damage and the cycle time is relatively fast, would most likely dominate in s2k considering map layout
suppressor lmg: suppresses. (fine)
uzi: spread is tight, fire rate is high, damage is the same as the others

personal suggestion: up smg damage on most of them,

Mini-14: high damage, non-existent recoil, extreme fire rate

 
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Thanks to everyone who took part in the weapons test! I think we tested a good variety of weapons - but admittedly, did not test them all because there's quite a few.

Please post your thoughts below - whether you think they're decently balanced, or if you think any particular weapons are too strong, or all lacking in some department (too much accuracy, or rate of fire, or time to death too low etc)​
I stayed after hours testing the firearms on a NPC and I did the testing on both GUn levels:
MAX 50 guns
and 10 level guns

Below are the guns and their mag capacities along with the damage they did when firing, below each is a change I think would be good.
Just a opinion.

Now before I go into what changes I think these guns should have, I should explain the way I see Guns. Gunsshouldn't be easy to control, the player should change from single fire to full auto, I think guns lasering people across 100 meters shouldn't be a thing. Instead recoil should call for the player to ponder, "Am I at a good range? should I use single fire and take precise shots? Or should I full auto and try my luck but empty half my mag into the wall..?" Wel lthat is where gun skill and the players experience shoudl come into. I know this isnt a MILSIM, but if we want to balance guns and make the game less about lasering people across the entire map. We should up the damage on all the weapons to be deadly and make them not so easy to control.
This should add a balance between the type of guns, where Having a SMG or a shotgun at long ranges wont be your death bed anymore, your enemy has to take care of his ammo and shots wich allows you to close the gap and balance out that fight.



LMG

OSPR2A-EXP
22 damage

  1. The way I see this firearm is as a Suppressing gun like the other one, only that this one has a much stronger punch to it, more usable for Human targets while the other one is perfect for biotics.​
  2. Recomended Changes:​
  3. Higher magazine​


Shotguns

I can't understand why shotguns would have different damages, they are all the same caliber, same type of ammo and same pellets. While yes some are sport shotguns and others made of wood and with a longer or shorter barrel the only thing I see that should change is it's Spread, Range and Magazine capacity.
The shotguns should just be a upgrade from the other one. Or ... for more simplicity, add only one the MP-155.

Changes to all shotguns:

  1. Same damage across them all​
  2. Different ranges depending on the type of shotgun and it's barrel size.​
  3. Different mag capacity​
  4. or... Add Slugs to a single shotgun and call it a hunting Shotgun.​



MP-153
7 dmg
5 capacity

spas12
8 dmg
9 mag

  1. Requires way more recoil, the fast firing semiauto should be used for VERY close quarters. Players should focus on using the other firing mode the Pump action when pressing g, to fire, reset recoil and then fire once more with precision.​

model870
6 dmg
6 round
8 pellets


mp-155
7dmg
8 pellets
6 mag

heavy OTA shotgun
10 dmg
12 mag

  1. This is the only shotgun that should have different damage, it would make sense to me for the combine to use much heavier pellets on their combine shotgun, given the sheer size and power behind each shot.​
  2. Lower the fire rate and increase the damage. The shotgun fires too quick can be easily spammed.​

Rifles

pulse rifle AR2
27 dmg
31 mag

  1. A tiny speck more of precision.​
  2. Up it to 30 dmg​

OSIC ORD
22 dmg
30 mag

  1. Needs recoil​
  2. Slower fire rate, it's seen that Ordinals don't fire so fast, their rifle fires at a slower and precise rate.​

m16
19 dmg
31 mag

  1. Tiny speck of recoil, overall a balanced and very good rifle.​


AKM
20 dmg
31 mag

  1. Needs more Recoil​

mini-14
26 dmg
21 mag

  1. change mag size to 10​
  2. needs recoil​
  3. Does too much damage for the fire rate it has and the mag capacity, it's like a SCAR-H that was removed.​

OSTIR
  1. I don't think anyone likes this gun, i've seen several people already say they didn't like it cause of how broken it is and how it looks. Now that we got the pulse SMG I reckon this will just stop being used completely. Possibly..remove?​



SMGs

AKS-u
17 dmg
31 mag

  1. needs a bit of spread, the barrel is very shot, should act as a SMG with higher power. You might not want to use this at medium ranges let alone far​

Pulse SMG OCS
14 dmg
20 mag

  1. Needs Recoil​
  2. bit faster rate of fire.​

MP7
11 dmg
31 mag

  1. tiny bit More damage.​
  2. Slightly more recoil.​
  3. Add Trijicon attachment already on base weapon to be similar to the vanilla mp7​

MP5A3
11dmg
31 mag

  1. not enough recoil​

MP5-SD
10 dmg
31 mag

  1. Same damage as normal MP5.. silencers don't make guns do less damage...​
  2. Equal recoil to normal Mp5​




Pistols

HK USP-45 ACP
16 dmg
17 mag

Model 329-PD
39 dmg
6 round


glock 17
14 dmg
18 mag


Makeshift Guns

The way I see makeshift guns is not as guns that deal LESS DAMAGE but more so as Guns with LESSER quality. Guns that jam more, guns that have bent used barrels and horrible precision along with recoil. You should be able to kill with a makeshift AKM as the same as a produced AKM, bullets are bullets.. but using that gun will hurt your pride more than your enemy.

Makeshift VSS
13 dmg
21 mag

makeshift AK
12 dmg
31 mag

  1. make it same damage as AKM.​
  2. give it Rough Recoil​
  3. make it Innacurate​

Hellsing
27 dmg
8 mag

  1. Too strong for a makeshift gun​
  2. either lower fire rate or damage​

Makeshift P90
7 dmg

26 mag

  1. damage is so low for a gun shooting a caliber that can melt armor like butter​
  2. uses the same ammo as five-seven​
  3. recoil is very good. tiny bit more.​

Tikhar
19 dmg
16 mag

  1. lower dmg or make it unprecise​
  2. it's dead silent​

PPSH
9 dmg
34 mag

  1. Needs recoil & Spread​
  2. Lower damage, fire rate is insane.​


UZI
10 dmg
32 mag

  1. Needs recoil​

popper
30 dmg
6 shooter

  1. same damage as model​
  2. very unprecise.​
 
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