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MilitaryRP Update [11/24/2021]


Nutter

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  • The Garnut

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HUGE thank you to @Jackal for contributing hours of his time over 2 days to help me ensure new addons for the server are in working order, and set up correctly. Also, thank you @bishopil for being around when a second tester was needed.

 

Gun Balancing Update V1

Damage Modification

I've condensed 2.5k lines of code from a public addon for body-group damage multipliers (you know, what makes your arms/legs receive less damage than a headshot or chest shot) and re-create it. But rather than being a degenerate and unnecessarily using 30 thousand words to code this, the addon was accomplished using 30 lines of code, and a mere 120 words. This will result in heavy server optimization and hopefully smoothness to gunplay under the heavy population we've achieved.

Additionally arm and leg shots should have slightly higher multipliers so in the sketchy scenario where your bullet incorrectly registered as an arm shot, it will still deal significant enough damage to 5 shot players with an AR, as opposed to requiring 8-9 shots.

Finally, finger/hand/leg shots were all removed in favor of simply counting as a limb shot and dealing again, significant enough damage to reliably kill a player.

 

 

Shotguns

affected guns: M620, MP153, XM1014, Saiga12, and M3 Super 90, TOZ 194, Neostead

NOTIFY ME IF ANY ARE MISSING FROM THIS LIST THAT NEED TO BE ADJUSTED, PLEASE AND THANK YOU.

Shotguns should now be the winners of ALL close-combat interactions, with pinpoint accuracy up-close and reduced recoil. Shotguns will gradually become less and less reliable as you build a distance between two players, however, once you've reached the medium range, they should in no situation be able to be used as a sniper, as shots will now spread from a cluster the further you are from a player.

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