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Dec 18th, 2014
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  1. **DISCLAIMER** The following are tentative changes. They are HUGELY subject to change, the following balance changes are just an attempt by us to balance the huge influx of new weapons with the stock ones, due to hugely OP ones such as the double barrel and extremely underused or underpowered ones such as the winchester or remington respectively. Please do feel free to criticise these changes after you've tested them in game if you think some weapons still require more work.
  2.  
  3. Rifle:
  4. Balanced, no change.
  5.  
  6. Mac-10:
  7. Damage = 12 > 14
  8. Reason: Slightly upped damage to be more on-par with the TEC-9.
  9.  
  10. M16:
  11. Delay = 0.19 > 0.14
  12. Recoil = 1.6 > 1.5
  13. Cone = 0.018 > 0.025
  14. Magazine = 20 > 25
  15. Reason: Reduced Accuracy but increased Rate of Fire and Magazine to move it towards a more medium-range firepower role.
  16.  
  17. Shotgun:
  18. Damage = 11 > 15
  19. Shots = 8 > 6
  20. Cone = 0.085 > 0.075
  21. Reason: Shotgun balancing > this will be the longest range shotgun, the other two will be balanced around this. Slightly buffed damage and reduced pellets to reflect this role.
  22.  
  23. MRCA1:
  24. Damage = 19 > 23
  25. Cone = 0.03 > 0.2
  26. Reason: This weapon was too inaccurate when not scoped and did too little damage to justify its low clip and rate of fire. Raising rate of fire is pointless on a long-range weapon, so it has been given increased accuracy and damage to compensate.
  27.  
  28. Tec-9:
  29. Cone: 0.06 > 0.045
  30. Reason: Having the HUGE's accuracy on a SMG was a little over the top.
  31.  
  32. Vector:
  33. Not sure what to do with this weapon, have seen mixed results with it. Changes may come in the future.
  34.  
  35. Rimmington:
  36. Damage = 24 > 30
  37. Headshot = x4 > x3
  38. Magazine = 6 > 8
  39. Reason: Compared to the Deagle, this weapon had a lower damage, non-lethal headshot, lower clip, lower accuracy and slightly higher reload time just to compensate for a slightly higher rate of fire. Brought up its damage and magazine size to compensate, reduced headshot multiplier for it to not steal the deagle's niche.
  40.  
  41. Double Barrel LMB
  42. Damage = 8 > 4
  43. Shots = 12 > 24
  44. Cone = 0.12 > 0.2
  45. Reason: Shotgun balance > Balancing the double barrel as the short-range shotgun. Huge accuracy nerf to try and force the user of this weapon up close and personal instead of being able to one shot somebody at medium range. Halved damage and doubled pellets so that damage remains the same but it's harder to pull off a one hit kill. More of a niche weapon now, but still very strong.
  46.  
  47. Double Barrel RMB
  48. Damage = 9 > 4
  49. Cone = 0.12 > 0.2
  50. Pellets = 24 > 38
  51. Reason: Accuracy nerf > same as above. Damage nerf was due to the fact that each pellet was for some reason doing extra damage compared to the LMB, which simply made no sense.
  52.  
  53. Striker
  54. Damage = 6 > 8
  55. Cone = 0.095 > 0.12
  56. Recoil = 9 > 5
  57. Reason: Shotgun balance > Balancing the Striker as the mid-range shotgun. Keeping its fully auto function. Significantly lowering accuracy to compensate for its added stability and damage.
  58.  
  59. Wincester
  60. Damage = 50
  61. Delay = 0.9 > 0.7
  62. Headshot = x2.7
  63. Reason: NOBODY was using the Winchester, and with good reason. Compared to the rifle, it had the exact same damage with a slightly higher fire rate, while having no scope and a much much slower reload. Increased fire rate.
  64.  
  65. H.U.G.E.S.H.I.T.: This weapon is soon going to be brought back from the dead - this weapon will probably be fully remade, depending on how the balancing for the other full-auto weapons turn out.
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