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General Suggestion - The Current Meta is Stale | Weapon Balancing


Bread

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What are you suggesting? - Changing the Damage, Accuracy, and other stats on ARs, SMGs, Select Shotguns, Pistols, and LMGs to make some more effective and some less effective.

How would this change better the server? - Changing up the combat meta to include ARs, LMGs, SMGs, and Pistols(?) as viable options. I have tried my best to tune it so SMGs and Pistols serve as decent secondaries rather than peashooters, and ARs and LMGs are much more accurate and do 6-9 more damage each, roughly. The ADS anims will come eventually...

Are there any disadvantages of making this change to the server? If so, explain. - Meh?

Who would this change mostly benefit? - The server.



Assault Rifles
━━━━━━━━━━━━━━━━
tfa_acr
Damage: 37 | IronAccuracy: .005 | KickDown: 0.3 | KickHorizontal: 0.1 | KickUp: 0.3 | Spread: 0.01

tfa_ak47
Damage: 39 | IronAccuracy: .01 | KickDown: 0.4 | KickHorizontal: 0.2 | KickUp: 0.4 | Spread: 0.03

tfa_csgo_ak47
Damage: 40 | MovementSpeed: .9

tfa_ak74
Damage: 39 | IronAccuracy: .01 | KickDown: 0.4 | KickHorizontal: 0.2 | KickUp: 0.4 | Spread: 0.03

tfa_amd65
Damage: 37 | IronAccuracy: .005 | KickDown: 0.3 | KickHorizontal: 0.1 | KickUp: 0.3 | Spread: 0.02

tfa_an94
Damage: 37 | IronAccuracy: .005 | KickDown: 0.2 | KickHorizontal: 0.1 | KickUp: 0.3 | Spread: 0.01

tfa_csgo_aug
Damage: 37 | MovementSpeed: .91

aw_bal27
Damage: 40 (SF Weapon)

tfa_val
Damage: 29 | RPM: 1000 | IronAccuracy: .005 | KickDown: 0.2 | KickHorizontal: 0.1 | KickUp: 1.2 | Spread: 0.01

tfa_auga3
| Damage: 36 | IronAccuracy: .005 | KickDown: 0.3 | KickHorizontal: 0.1 | KickUp: 0.3 | Spread: 0.01

tfa_f2000
Damage: 38 | IronAccuracy: .005 | KickDown: 0.4 | KickHorizontal: 0.1 | KickUp: 0.4 | Spread: 0.01

tfa_fal
Damage: 41 | IronAccuracy: .005 | KickDown: 0.3| | KickHorizontal: 0.1 | KickUp: 0.5 | Spread: 0.01 | Semi-Auto Only

tfa_famas
Damage: 37 | IronAccuracy: .005 | KickDown: 0.3 | KickHorizontal: 0.1 | KickUp: 0.4 | Spread: 0.01

tfa_csgo_famas
Damage: 37 | MovementSpeed: .91

tfa_csgo_galil
Damage: 38 | MovementSpeed: .91

tfa_g36
Damage: 37 | IronAccuracy: .005 | KickDown: 0.3 | KickHorizontal: 0.1 | KickUp: 0.3 | Spread: 0.01

tfa_g3a3
Damage: 40 | IronAccuracy: .005 | KickDown: 0.3 | KickHorizontal: 0.2 | KickUp: 0.4 | Spread: 0.01

tfa_csgo_m4a1
Damage: 37 | MovementSpeed: .9

tfa_csgo_m4a4
Damage: 38 | MovementSpeed: .9

tfa_m416
Damage: 38 | IronAccuracy: .005 | KickDown: 0.3 | KickHorizontal: 0.1 | KickUp: 0.3 | Spread: 0.01

tfa_l85
Damage: 36 | IronAccuracy: .005 | KickDown: 0.2 | KickHorizontal: 0.1 | KickUp: 0.2 | Spread: 0.01

tfa_m14sp
Damage: 41 | IronAccuracy: .001 | KickDown: 0.6| | KickHorizontal: 0.1 | KickUp: 0.6 | Spread: 0.01 | Semi-Auto Only

tfa_m16a4_acog
Damage: 37 | IronAccuracy: .005 | KickDown: 0.3 | KickHorizontal: 0.1 | KickUp: 0.3 | Spread: 0.01

tfa_m4a1
Damage: 38 | IronAccuracy: .005 | KickDown: 0.4 | KickHorizontal: 0.2 | KickUp: 0.4 | Spread: 0.01

tfa_scar
Damage: 41 | IronAccuracy: .005 | KickDown: 0.3 | KickHorizontal: 0.1 | KickUp: 0.4 | Spread: 0.01 | ClipSize: 20

tfa_csgo_sg556
Damage: 37 | MovementSpeed: .91

tfa_vikhr
Damage: 40 | IronAccuracy: .005 | KickDown: 0.3 | KickHorizontal: 0.2 | KickUp: 0.3 | Spread: 0.01

tfa_tar21
Damage: 37 | IronAccuracy: .005 | KickDown: 0.3 | KickHorizontal: 0.1 | KickUp: 0.3 | Spread: 0.01

Shotguns
━━━━━━━━━━━━━━━━
tfa_m3
Damage: 10 | IronAccuracy: .04 | KickDown: 0.5 | KickHorizontal: 0.3 | KickUp: 0.8 | Spread: .04

tfa_remington870
Damage: 11 | IronAccuracy: .035 | KickDown: 0.8 | KickHorizontal: 0.4 | KickUp: 1.25 | Spread: .035

tfa_mossberg590
RPM: 75 ---> 65

tfa_usas
RPM: 300

Light Machine Guns
━━━━━━━━━━━━━━━━
tfa_ares_shrike
Damage: 35 | IronAccuracy: .002 | KickDown: 0.2 | KickHorizontal: 0.3 | KickUp: 0.4 | Spread: 0.03

tfa_fg42
Damage: 31 | RPM: 1000 | IronAccuracy: .001 | KickDown: 0.3 | KickHorizontal: 0.3 | KickUp: 0.3 | Spread: 0.02

tfa_m1918bar
Damage: 40 | IronAccuracy: .015 | KickDown: 0.2 | KickHorizontal: 0.1 | KickUp: 0.3 | Spread: 0.025

tfa_m249lmg
Damage: 33 | IronAccuracy: .025 | KickDown: 0.4 | KickHorizontal: 0.3 | KickUp: 0.4 | Spread: 0.035

tfa_m60
Damage: 34 | IronAccuracy: .015 | KickDown: 0.3 | KickHorizontal: 0.1 | KickUp: 0.2 | Spread: 0.035

tfa_pkm
Damage: 33 | IronAccuracy: .025 | KickDown: 0.3 | KickHorizontal: 0.2 | KickUp: 0.5 | Spread: 0.035

SMGs
━━━━━━━━━━━━━━━━
tfa_honeybadger
Damage: 36 | IronAccuracy: .01 | KickDown: 0.1 | KickHorizontal: 0.1 | KickUp: 0.35 | Spread: 0.03

tfa_bizonp19
Damage: 35 | IronAccuracy: .03 | KickDown: 0.1 | KickHorizontal: 0.3 | KickUp: 0.35 | Spread: 0.03

tfa_usc
Damage: 39

tfa_kac_pdw
Damage: 36

tfa_csgo_mac10
Damage: 23 | RPM: 1000

tfa_magpulpdr
Damage: 36 | IronAccuracy: .02 | KickDown: 0.1 | KickHorizontal: 0.15 | KickUp: 0.04 | Spread: 0.03

tfa_mp40
Damage: 37 | IronAccuracy: .06 | KickDown: 0.4 | KickHorizontal: 0.04 | KickUp: 0.04 | Spread: 0.07

tfa_mp5
Damage: 36 | IronAccuracy: .05 | KickDown: 0.4 | KickHorizontal: 0.04 | KickUp: 0.04 | Spread: 0.06
 

tfa_mp5sd
Damage: 36 | IronAccuracy: .05 | KickDown: 0.4 | KickHorizontal: 0.04 | KickUp: 0.04 | Spread: 0.06

tfa_smgp90
Damage: 21 | RPM: 1000 | IronAccuracy: .04 | KickDown: 0.3 | KickHorizontal: 0.03 | KickUp: 1 | Spread: 0.06

tfa_sten
Damage: 34

tfa_tec9
Damage: 34

tfa_ump45
Damage: 36 | IronAccuracy: .05 | KickDown: 0.4 | KickHorizontal: 0.04 | KickUp: 0.045 | Spread: 0.06

tfa_uzi
Damage: 34

Pistols
━━━━━━━━━━━━━━━━
tfa_colt1911
Damage: 32

tfa_hk45
Damage: 35

tfa_m92beretta
Damage: 36

tfa_luger
Damage: 36

tfa_sig_p229r
Damage: 32

tfa_usp
Damage: 35

Edited by Bread
  • Thanks 1

lol, lmao even

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+support

Yes please

  • Like 1

Retired Nu7 CMDR & CI LTCOL/MAJ

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6 minutes ago, Bread said:

Demo of AR accuracy + Content side changes that'll (eventually) be added...

For the moment I am going to put, + / - Support, I see some weapons that I think are fine with the damage they have like the hk45 and others that are well deserved and I dont know if some shotguns are obsolete with those stats, at least until see it.

But overall it looks good, I like the video you put of the example of how the weapon would look. Good job bread.

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+support

Please anything. Even if it's worse, i don't care. I'm just really getting bored of combat because it's always shotguns and LMGS. I wanna use ARs...

It's been a while since the last major weapon damage change. (since site 05 i believe unless there's been another I'm unaware about)

CI CMDR / CA

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+ Support
Seems like a lot of good and needed changes are done here, we need to make SMGs/ARs worth it again!

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Retired 11/12/2022
Former Security SFC || Former MTF Omi9 MSGT || Former CI CPT/MAJ || Former Nu7 LTCOL/VCMDR || Former E11 CPL || Former Maintenance Professional || Former D5 CPT || Former Senior Medic || Former Advanced Researcher |

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+Support, bring back Negev and AR spam instead of shotguns please!

"Without morals, are we truly any better than the things we've set ourselves to contain?"

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+Support

Yes, yes, yes!

The current shotgun meta ruins the experience for newer players and is hard to combat, unless you are using a shotgun as well. Damage increases on most AR’s is definitely needed and I agree with the stats listed. 

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Holy fuck yes this is so needed. Tho so class would be so updates to make viable this would be so needed but Branch updates can do that!
+ Support

[SCP-RP] Retired E-11 COL, HFTO and D4 Head  Former CI MSGT/2LT | Former Alpha-1 "Red-Right Hand" Guardian Delta-9 | Former Nu7 2LT/SM HSU Conscript Former Om-9 2LT and EXP Seasoned

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+Support

We need this new meta

Thank you 🙂 

SCP-RP: G.O.C MAJ | Alpha-1 SGT 'Rose' | Strike Team Hammer 'Goose'Event Team Member     

Retired: E11 LTCOL Omi9 MAJ Nu7 LTCOL OH3 | Senior Mod | Event Team Member

 

 

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+/- support

Im kinda split on this one. Although i agree with shotgun meta being fairly boring, it comes with the map. We are talking about a map which mainly consists of tight hallways with plenty of turns and doors that makes it sure that nearly all of the firefights happen within 15m and a lot of those engagements are within 5m  (conveniently pretty much the perfect environment for shotguns). I would say that the map change somewhat helped with said issue with introducing longer sightlines within the foundation, but you can just straight up negate said problems with either someone suppressing your opponent or just by whipping out the riot shield and closing the distance without any kind of danger to you.

From what i seen people using shotguns either stand back or switch to and ar, sniper or and smg if the firefight is happening outside of 25m (assuming hard pushing is not an option), because using a shotgun becomes impractical with only 1-3 pellet hitting their opponent. This in my opinion is good, shotguns should absolutely dominate cqc and become subpar to other weapons on larger ranges, and this is already present ingame. I think shotguns doesn't need to get their dmg and spread nerfed unless we want shotguns only used in melee range. On the other hand their recoil should absolutely be nerfed, its basically non-existent right now

Generally speaking the damage, accuracy and recoil changes on ARs, SMGs and LMGs are great and well needed those weapons classes to be more viable. Currently the spread and the recoil is ridiculous for most of these weapons to the point where they barely perform better than shotguns on the roles they supposed completely outperform them. I don't blame people for tossing their weapons away for a shotgun or a sniper rifle, at least those two kind of weapons do their role properly.

A bit of a pet peeve of mine here is some of the stats such as the 9x19mm luger doing the same dmg as the honey badger's .300 blackout and some of the 5.56x45mm weapons or the as val's 9x39mm does less dmg than the pp bizon's 9x18mm. Same with the recoil we would have things like the ak-74 having more recoil than the m16a3, or the as val having more recoil with 9x39mm than the scar-h and the fn fal with their 7.62x51mm.

TL;DR: ar,smg,lmg change good, shotgun change bad.

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12 minutes ago, Whisper said:

A bit of a pet peeve of mine here is some of the stats such as the 9x19mm luger doing the same dmg as the honey badger's .300 blackout and some of the 5.56x45mm weapons or the as val's 9x39mm does less dmg than the pp bizon's 9x18mm. Same with the recoil we would have things like the ak-74 having more recoil than the m16a3, or the as val having more recoil with 9x39mm than the scar-h and the fn fal with their 7.62x51mm.

 

Didn't really make any of these stats with their ammo types for realism, just more of a balancing thing
 

13 minutes ago, Whisper said:

From what i seen people using shotguns either stand back or switch to and ar, sniper or and smg if the firefight is happening outside of 25m (assuming hard pushing is not an option), because using a shotgun becomes impractical with only 1-3 pellet hitting their opponent. This in my opinion is good, shotguns should absolutely dominate cqc and become subpar to other weapons on larger ranges, and this is already present ingame. I think shotguns doesn't need to get their dmg and spread nerfed unless we want shotguns only used in melee range. On the other hand their recoil should absolutely be nerfed, its basically non-existent right now

I can do some tests with that

lol, lmao even

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The whole foundation is a CQC environment and GMOD is not known for its weapon play.. or stable framerate.. This is why shotguns dominant 99% of encounters

As for the suggestion itself.. It'd have to be looked at a little more.. I personally think pistols are in a good area right now as back up weapons and can be really strong if you hit all your shots.. (for example most pistols do more damage then AR's/SMG's which doesn't make sense in a realistic way but its a back up and has less shots/less accurate)

That being said one of my favorite games of all time BF1 (yeah I said it) focused melee + side arm play as actually viable vs main weapons and that was super cool.. and I loved that aspect of that game

Gmod is a constant struggle between finding what's the best.. and classes literally having every weapon for every situation.. and not being specialized (or restricted)... to specific things.. Like LOGICALLY you can't hide a sniper and a shotgun and an AR up your ass..but most Gmod servers let you do that..therefore you have no downsides to where you're engaging in.. and when 90% of the map is CQC then short ranged weapons dominate. 

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+support
Thank you bread for this as always! I love the shotguns with all my heart, espacially that sexy Benelli M3, but it does need to be changed to spice up combat on the server! As well get some of those spicy new branch updates! 

There are gods in Alabama: Jack Daniel's, high school quarterbacks, trucks, big tits, and also Jesus.

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On 4/4/2021 at 11:09 AM, Bread said:

I still remembered that; this is just a more specific version of that. Igneous left all weapon changes mostly unfinished for months, and I hope I can finally finish them with Rang.

i dont know how weapon stats work im not an expert in that but if that suggestion reminded you that igneous forgot about the literal most important part of gameplay, the guns. then im glad this is happening

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On 4/3/2021 at 4:32 PM, Bread said:

Demo of AR accuracy + Content side changes that'll (eventually) be added...

That's more realistic in my opinion, I'd like to see the other weapons though

+Support

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