The Garnut Popular Post Nutter 15,189 Posted December 29, 2020 The Garnut Popular Post Share Posted December 29, 2020 Please note the release date of this update, there's still lots to be done, and it is being tested in a closed environment on a test server! Weapon Engagement Range Complete Weapon Overhaul PLEASE NOTE: Effective Range found under your weapon statistics is an arbitrary value given based off of your weapons' caliber, it does not affect a thing other than armor penetration, which we do not utilize on the server currently. Below I will display the actual effective ranges for all weapon categories. I have finally taken CW 2.0, properly optimized it to remove errors/performance inconsistencies, and re-created weapons from scratch, only utilizing their models. Thank you to @Soap-, @Jake, @Millerjerm, and @Pencil in assistance in testing! Shotguns BEST CLASSED FOR IMMEDIATE INTERACTIONS Shotguns' effective range - 50m to 110m depending on caliber Damage Range - 150 to 200 Massive damage falloff outside of effective range (50%+) Heavy spread for continuous fire Moderate velocity/movement sensitivity Pistols & Revolvers BEST CLASSED FOR EMERGENCY INTERACTIONS Pistols' effective range - 110m to 220m depending on caliber Damage Range - 25 to 30 Non-existent recoil Firing does not affect your player's speed Unaffected by velocity Minimal spread Sub Machine Guns BEST CLASSED FOR CLOSE RANGE INTERACTIONS SMGs' effective range - 240m to 450m depending on caliber Damage Range - 20 to 25 Non-existent recoil Fire Rate - Very High (600 to 800RPM) Negligible speed decrease Barely any velocity sensitivity No accuracy reduction for hipfiring Assault Rifles BEST CLASSED FOR MEDIUM RANGE INTERACTIONS Slight speed decrease when equipped effective range - 400m to 550m depending on caliber Damage range - 35 to 45 Fire Rate - Moderate (450 to 650RPM) Recoil - Moderate (100-200% value) Moderate mobility impairment (movement may affect your aim) Designated Marksman Rifles BEST CLASSED FOR MEDIUM-LONG RANGE INTERACTIONS Designated Marksman Rifles' effective range - 450m to 700m depending on caliber Damage range - 60 to 75 Fire Rate - Low-Moderate (200 to 325 RPM) High mobility impairment Highly Impaired movement speed Poor hip-firing accuracy Severe velocity sensitivity (do not move while firing) Sniper Rifles BEST CLASSED FOR LONG RANGE INTERACTIONS Sniper Rifles' effective range - 600m to 1000m Damage range - 125-200 Inability to sprint while wielding Horrible hip-firing inaccuracy 100% (pinpoint) aiming accuracy Severe velocity sensitivity (do not moving while firing) Pre-aiming corners has been eliminated Peeking corners has been eliminated. YOU ARE NOW STRICTLY A STATIONARY UNIT. Light Machine Guns BEST CLASSED FOR STATIONARY SUPPRESSIVE FIRE LMGs' effective range - 300m to 600m depending on caliber Damage Range - 30 to 50 Non-existent recoil Fire Rate - Very High (600 to 800RPM) Heavily impaired player speed Extreme velocity sensitivity Heavy accuracy reduction in hip-firing Ability to mount in order to heavily reduce spread Donator Weapons Going to shoot myself in the foot here, however, donation weapons were always intended to be supplementary to your class as opposed to being an alternative and even superior weapon alternative to that found on your factions' loadout. All donator weapons will now be sub-par in performance to weapons found in default loadouts. Stats that may be affected are extra recoil, spread, or lessened damage. IE: an AEK-971 will have 34 damage as opposed to the AK-74's 37 damage, with much of the other stats being similar. Sorry to those of you donating, however, i'd like to think you're donating to support the server rather than to hold an edge over other players. Base Gamemode MilitaryRP has been updated to the latest version which our DarkRP server has been running on successfully for the past 2-3 weeks, netting an average of nearly 70-80 players. If this change is found to be unstable it will be reverted, however, I am fully expecting performance to be significantly better Attachment Modifications Ammo modifications (IE: Flechette, Slug, Match) have been removed from the server. You can no longer modify the type of ammo your weapon shoots. This was a completely silly and unrealistic feature which would allow some weapons such as Shotguns to behave as snipers, and some Rifles to literally behave as SMGs or DMRs Prone Mod This feature has been reimplemented into the server. It has been requested in the past and I had admittedly entirely forgotten of its existence. Lets see how this one plays out. 18 1 1 1 2 Quote Link to comment
Tuna 380 Posted December 29, 2020 Share Posted December 29, 2020 This update looks great, just hoping the prone mod wont totally freak out 1 1 Quote Link to comment
Ting 368 Posted December 29, 2020 Share Posted December 29, 2020 Honestly, Im really excited to see how this plays out. With snipers being stationary, its gonna be real real weird for a bit. The only thing im worried about is the fact that shotguns/smgs seem to be the best guns on paper. With ARs affecting movement, and movement being a huge thing on GG, they may prove to be near useless. with both soldier classes using ARs, this will probably further increase my fear of a "veterans prevail" type of server. an Idea to counter this, is give both medic classes a smg, such as the FMG or another small caliber gun. This will both give newer players a better chance to have fun, but also promote an actual reason for new players to play on the medic Whitelist. as of now, the Medic wl is only played by people with donors just so they get a free medkit with their already broken guns. So, with the addition of an SMG, everyone can now use those classes for more than just the medkit. 1 2 Quote Link to comment
Kendal 450 Posted December 29, 2020 Share Posted December 29, 2020 Prone with the new sniper changes, fucking perfect combo. Hopefully Prone and Bipod work well together Weapons are actually going to be unique to their class Snipers to be used as they should be And with mobility decreases and such, hopefully we can see mid range engagements as opposed to just short-long as has been the case for so long now. Overall, this is fucking huge. Thank you Garnet, Jake, Pencil, Miller, and Soap for this. 1 Quote Link to comment
Party 67 Posted December 29, 2020 Share Posted December 29, 2020 This update is gonna do so good especially with the snipers now we can finally use sniper as you do in irl instead of just going around like its COD quickscoping each other. and obviously the entire gun rework looks really good very excited to see all of that in action. Quote Link to comment
BERB_DERE_GOTE 15 Posted December 29, 2020 Share Posted December 29, 2020 5 hours ago, Ting said: Honestly, Im really excited to see how this plays out. With snipers being stationary, its gonna be real real weird for a bit. The only thing im worried about is the fact that shotguns/smgs seem to be the best guns on paper. With ARs affecting movement, and movement being a huge thing on GG, they may prove to be near useless. with both soldier classes using ARs, this will probably further increase my fear of a "veterans prevail" type of server. an Idea to counter this, is give both medic classes a smg, such as the FMG or another small caliber gun. This will both give newer players a better chance to have fun, but also promote an actual reason for new players to play on the medic Whitelist. as of now, the Medic wl is only played by people with donors just so they get a free medkit with their already broken guns. So, with the addition of an SMG, everyone can now use those classes for more than just the medkit. The US Medic used to have an SMG. Quote Link to comment
Dillan 750 Posted December 29, 2020 Share Posted December 29, 2020 Thank you and the team last night working on things. 2 1 Quote Link to comment
Aparh 383 Posted December 29, 2020 Share Posted December 29, 2020 So With a nerf of dono guns does that include the guns on Dono classes as well like the Cz ans MSBS Quote Link to comment
Bortnik 451 Posted December 29, 2020 Share Posted December 29, 2020 1 hour ago, Aparh said: So With a nerf of dono guns does that include the guns on Dono classes as well like the Cz ans MSBS I would think so, I’m assuming these changes apply to all weapons on the server. anyways I can’t wait to see what that sniper nerf feels like Quote Link to comment
Pencil 767 Posted December 29, 2020 Share Posted December 29, 2020 1 hour ago, Aparh said: So With a nerf of dono guns does that include the guns on Dono classes as well like the Cz ans MSBS This is by no means an official response as to how dono class guns will be. However I will say this, dono guns are nerfed as they are meant to expand your arsenal, not outright out class other guns of said class. Thus dono-classes will more than likely be on par with other guns of their class. There might be some changes to them though in other ways to help guns be unique. 1 Quote Link to comment
StillWohMi 63 Posted December 29, 2020 Share Posted December 29, 2020 13 hours ago, Garnet said: Prone Mod This feature has been reimplemented into the server. It has been requested in the past and I had admittedly entirely forgotten of its existence. Lets see how this one plays out. m60 time babyyyy lets go 1 Quote Link to comment
Kendal 450 Posted December 29, 2020 Share Posted December 29, 2020 2 hours ago, Bortnik_ said: anyways I can’t wait to see what that sniper nerf feels like I wouldn't really think of it as snipers being nerfed. I think it's more of a conversion to a playstyle that better fits their role. Adjustments to go accordingly. 23 minutes ago, StillWohMi said: m60 time babyyyy lets go WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 1 2 Quote Link to comment
Vibe 1,088 Posted December 30, 2020 Share Posted December 30, 2020 This all seems pretty pog and I’m especially excited for prone to return. Prone made being a ghillie in a bush feel cool as fuck. As long as the prone bug does not return I think it will be a fun time. It can also be used in tryouts to act as a stealth segment (for example. Crawl through shipment without being spotted or something of that nature.) Snipers being a sentry is something I’ve wanted for a while now. As a person who never third person sniped and would always snipe from UK on desert it just felt natural for me to not cosplay a bunny and hop around everywhere while I was smiling. Shotguns are kind of an issue right now with slug rounds so excited to see if this makes it more viable at an obj like mosc or if it’ll just make it so no body plays the class. ARs have been fairly dominant in recent memory and idk why people are scared the SMGs are gonna take over. As stated in the update the ARs are being balanced around medium ranged combat. Meaning if we are in the parking lot of ship and I have an AR and you have an SMG it becomes a more strategic fight where I try to back pedal and keep distance between us while you find cover and advance. I think this change in particular is gonna be pretty cool and makes players focus more on what effective range and aim spread their gun has instead of how much damage it does. Marksman rifles have always been behind snipers in terms of use and preference but with the inability to move while firing for both I feel some players may lean more towards Marksman rifles due to the increased fire rate and ammo capacity. Overall all these changes sound great on paper and we will have to wait and see how they play in game. Thanks Garnet and all the guys who play tested and helped out. Quote Link to comment
special 318 Posted December 30, 2020 Share Posted December 30, 2020 6 hours ago, Vibe said: This all seems pretty pog and I’m especially excited for prone to return. Prone made being a ghillie in a bush feel cool as fuck. As long as the prone bug does not return I think it will be a fun time. It can also be used in tryouts to act as a stealth segment (for example. Crawl through shipment without being spotted or something of that nature.) Snipers being a sentry is something I’ve wanted for a while now. As a person who never third person sniped and would always snipe from UK on desert it just felt natural for me to not cosplay a bunny and hop around everywhere while I was smiling. Shotguns are kind of an issue right now with slug rounds so excited to see if this makes it more viable at an obj like mosc or if it’ll just make it so no body plays the class. ARs have been fairly dominant in recent memory and idk why people are scared the SMGs are gonna take over. As stated in the update the ARs are being balanced around medium ranged combat. Meaning if we are in the parking lot of ship and I have an AR and you have an SMG it becomes a more strategic fight where I try to back pedal and keep distance between us while you find cover and advance. I think this change in particular is gonna be pretty cool and makes players focus more on what effective range and aim spread their gun has instead of how much damage it does. Marksman rifles have always been behind snipers in terms of use and preference but with the inability to move while firing for both I feel some players may lean more towards Marksman rifles due to the increased fire rate and ammo capacity. Overall all these changes sound great on paper and we will have to wait and see how they play in game. Thanks Garnet and all the guys who play tested and helped out. okay 1 1 6 Quote Link to comment
The Garnut Nutter 15,189 Posted January 1, 2021 Topic Author The Garnut Share Posted January 1, 2021 Update was pushed through, I had to do alot of day 1 bug-fixing and testing, however, it's 4AM and I really need to get some sleep. Some glaring issues currently are: -Tier classes need to be completed -Potentially some Elite class re-works -rework prestige incentives (rather than extra damage or health, aim for extra speed/jump height) 3 Quote Link to comment
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