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  1. ---------------------------------------------------------
  2. 1858 CARBINE CHANGES
  3. ---------------------------------------------------------
  4. + Added Flashlight attachment
  5.  
  6. ---------------------------------------------------------
  7. Flashlights are inoffensive attachments, they add less to a gun than a laser, and we already have them on several guns, so why not roll them out onto most others?
  8.  
  9. If a gun can equip a laser, it can equip a flashlight.
  10.  
  11. ---------------------------------------------------------
  12. 1858 NEW ARMY CHANGES
  13. ---------------------------------------------------------
  14. + Buffed Walkspeed to 15 (from 14)
  15. + Buffed Sprintspeed to 16 (from 14)
  16. + Added Flashlight attachment
  17.  
  18. ---------------------------------------------------------
  19. Shay recommended these changes, in order to match up to the speed of the 1858 Carbine. It was either this or lowering the 1858 Carbine's speed, and I'd rather give players more mobility than take it away.
  20.  
  21. ---------------------------------------------------------
  22. AG-3 CHANGES
  23. ---------------------------------------------------------
  24. + Fixed Canted Sight(s) issue
  25. + Added Flashlight attachment
  26.  
  27. ---------------------------------------------------------
  28. So basically, canted sights were negating the rotational recoil of guns.
  29.  
  30. This is an actual excerpt from the code:
  31. altaimrotkickmin =gunData.aimrotkickmin,
  32. altaimrotkickmax =gunData.aimrotkickmin,
  33.  
  34. Basically it was making the maximum recoil the minimum. That's why so many users were complaining about the canted sights lowering recoil, because it turned out they were right.
  35.  
  36. I just flat out removed that line of code, I tested it with my solo build version of the game, and the canted sight(s) do not break with the loss of that code.
  37.  
  38. ---------------------------------------------------------
  39. AK12 CHANGES
  40. ---------------------------------------------------------
  41. + Fixed Canted Sight(s) issue
  42.  
  43. ---------------------------------------------------------
  44.  
  45. ---------------------------------------------------------
  46. AK12BR CHANGES
  47. ---------------------------------------------------------
  48. + Buffed Ammo Pool to 120 (from 100)
  49. + Fixed Canted Sight(s) issue
  50.  
  51. ---------------------------------------------------------
  52. The only reason it ever had 100 ammo pool was to match the scar-H after it's original nerf. Now that ammo pool nerf is undone, I think the AK12BR should match.
  53.  
  54. ---------------------------------------------------------
  55. AK12C CHANGES
  56. ---------------------------------------------------------
  57. + Changed in-module class to ASSAULT (from CARBINE)
  58. + Buffed Aimspeed to 18 (from 15)
  59. + Buffed TacticalReload+Reload [Time scale: 0.425 (from 500)]
  60. + Fixed Canted Sight(s) issue
  61.  
  62. ---------------------------------------------------------
  63. Carbines as a class were underperforming firearms. The community and competitive don't really favor them in most cases, as a lot of users described them as "downgraded assault rifles".
  64.  
  65. I didn't want carbines to be buffed to the point of outclassing their AR counterparts, so I came up with this idea and merged it with Lito's idea for a class buff.
  66.  
  67. The in-module change means that the carbine in question will be able to pick up ammo from all assault rifles, like how Battle Rifles pick up ammo from DMRs.
  68.  
  69. ---------------------------------------------------------
  70. AK47 CHANGES
  71. ---------------------------------------------------------
  72. + Buffed Torso Multiplier to 1.1 (from 1.0)
  73. + Fixed Canted Sight(s) issue
  74. + Added Flashlight attachment
  75.  
  76. ---------------------------------------------------------
  77. A lot of competitive PF users consider the AK47 to be a total downgrade to the AKM. I want to give the AK47 an edge over the AKM beyond the 2 points of damage difference. (Ultimately those changes do not really change much about the gun anyway... https://twitter.com/Mar_Demon/status/904139433846480896 <See to that for what I mean!)
  78.  
  79. Perhaps giving it a small torso multiplier would give players a reason to consider each gun equally?
  80.  
  81. ---------------------------------------------------------
  82. AK74 CHANGES
  83. ---------------------------------------------------------
  84. + Fixed Canted Sight(s) issue
  85. + Added Flashlight attachment
  86.  
  87. ---------------------------------------------------------
  88.  
  89. ---------------------------------------------------------
  90. AKM CHANGES
  91. ---------------------------------------------------------
  92. + Fixed Canted Sight(s) issue
  93. + Added Flashlight attachment
  94.  
  95. ---------------------------------------------------------
  96.  
  97. ---------------------------------------------------------
  98. AKU12 CHANGES
  99. ---------------------------------------------------------
  100. + Changed in-module class to ASSAULT (from CARBINE)
  101. + Buffed Aimspeed to 18 (from 15)
  102. + Buffed Walkspeed to 15 (from 14)
  103. + Buffed TacticalReload+Reload [Time scale: 0.425 (from 500)]
  104. + Buffed RPM to 800 (From 735)
  105. + Fixed Canted Sight(s) issue
  106.  
  107. ---------------------------------------------------------
  108. Carbines as a class were underperforming firearms. The community and competitive don't really favor them in most cases, as a lot of users described them as "downgraded assault rifles".
  109.  
  110. I didn't want carbines to be buffed to the point of outclassing their AR counterparts, so I came up with this idea and merged it with Lito's idea for a class buff.
  111.  
  112. The in-module change means that the carbine in question will be able to pick up ammo from all assault rifles, like how Battle Rifles pick up ammo from DMRs.
  113.  
  114. On top of all of that, the AKU-12 was really under performing. +35 RPM over the original AK12 wasn't enough, so boosting it's RPM to 800 instead will certainly make a difference.
  115.  
  116. ---------------------------------------------------------
  117. AN-94 CHANGES
  118. ---------------------------------------------------------
  119. + Fixed Canted Sight(s) issue
  120. + Added Flashlight attachment
  121.  
  122. ---------------------------------------------------------
  123.  
  124. ---------------------------------------------------------
  125. AS VAL CHANGES
  126. ---------------------------------------------------------
  127. + Fixed Canted Sight(s) issue
  128.  
  129. ---------------------------------------------------------
  130.  
  131. ---------------------------------------------------------
  132. ASP BATON CHANGES
  133. ---------------------------------------------------------
  134. - Nerfed Headshot Multiplier to 1.3 (from 2.0)
  135.  
  136. ---------------------------------------------------------
  137. A huge majority of the community were adamant about how much they hated how melees could one shot you at full health if they managed to land a single blow to your head.
  138.  
  139. I want to make it so that all melees generally deal 90 or less damage to the head.
  140.  
  141. Headshot:
  142. New: 65*1.3=84.5
  143. Old: 65*2.0=130
  144.  
  145. Torso:
  146. New: 65*1.2=78
  147. Old: 65*1.2=78
  148.  
  149. Limbs:
  150. New: 65
  151. Old: 65
  152.  
  153. ---------------------------------------------------------
  154. AUG A1 CHANGES
  155. ---------------------------------------------------------
  156. + Fixed Canted Sight(s) issue
  157. + Added Flashlight attachment
  158.  
  159. ---------------------------------------------------------
  160.  
  161. ---------------------------------------------------------
  162. AUG A2 CHANGES
  163. ---------------------------------------------------------
  164. + Buffed min damage to 20 (from 19)
  165. + Fixed Canted Sight(s) issue
  166. + Added Flashlight attachment
  167.  
  168. ---------------------------------------------------------
  169. AUG A2 never really has been in favor with the community has it? Let's just stop trying to bounce around the issue and just straight up let it have 5 shot to kill over range.
  170.  
  171. ---------------------------------------------------------
  172. AUG A3 CHANGES
  173. ---------------------------------------------------------
  174. + Reduced the horizontal camera recoil
  175. + Buffed Min Damage to 21 (from 20)
  176. + Fixed Canted Sight(s) issue
  177. + Readded Hollow Point
  178. + Readded Armor Piercing
  179. + Added Flashlight attachment
  180.  
  181. ---------------------------------------------------------
  182. Remember when we changed the balancing of the scar PDW, AUG A3, and A3 PARA? How I forgot to readd the hollow point and AP rounds to thier attachments? Fixed that now, lol.
  183.  
  184. ---------------------------------------------------------
  185. AUG A3 PARA CHANGES
  186. ---------------------------------------------------------
  187. + Fixed Canted Sight(s) issue
  188. + Readded Hollow Point
  189. + Readded Armor Piercing
  190. + Added Flashlight attachment
  191.  
  192. ---------------------------------------------------------
  193. Remember when we changed the balancing of the scar PDW, AUG A3, and A3 PARA? How I forgot to readd the hollow point and AP rounds to thier attachments? Fixed that now, lol.
  194.  
  195. ---------------------------------------------------------
  196. AUG HBAR CHANGES
  197. ---------------------------------------------------------
  198. - Nerfed Torso Multiplier to 1.0x (from 1.1x)
  199. - Nerfed Aimspeed to 12 (from 15)
  200. - Nerfed Equipspeed to 10 (from 12)
  201. + Buffed Ammo Pool to 172 (from 126) (+1 mag)
  202. + Fixed Canted Sight(s) issue
  203. + Added Flashlight attachment
  204.  
  205. ---------------------------------------------------------
  206. LMG having bodyshot multipliers was a problem, especially if you combined them with AP. M60 with AP is a universal 3 shot no matter the range.
  207.  
  208. But, in regards to the AUG HBAR, it was a pretty "meh" LMG. The main problem of the LMG was that it had a really low ammo pool and average damage overall. So, let's give it more ammo to be more forgiving.
  209.  
  210. Hypo seemed to think that LMGs needed to be less mobile, and in some regards I do agree. I decided in general that a nerf to their aim speed and equip speed would be ideal, as to stop users from "whipping out their pocket LMG and letting loose", or just mobility in general. You'll need to play a little more carefully with LMGs.
  211.  
  212. ---------------------------------------------------------
  213. AWS CHANGES
  214. ---------------------------------------------------------
  215. + Fixed Canted Sight(s) issue
  216. + Added Flashlight attachment
  217.  
  218. ---------------------------------------------------------
  219.  
  220. ---------------------------------------------------------
  221. BASEBALL BAT CHANGES
  222. ---------------------------------------------------------
  223. + Buffed Head Multiplier to 1.35 (from 1.2)
  224. + Buffed Torso Multiplier to 1.35 (from 1.1)
  225.  
  226. ---------------------------------------------------------
  227. It's a pretty underwhelming melee weapon, so I think giving it a little buff here wouldn't hurt. I would like to see it more especially after the melee changes as a whole.
  228.  
  229. I want to make it so that all melees generally deal around 90 or less damage to the head.
  230.  
  231. Headshot:
  232. New: 50*1.35=67.5
  233. Old: 50*1.2=60
  234.  
  235. Torso:
  236. New: 50*1.35=67.5
  237. Old: 50*1.1=55
  238.  
  239. Limbs:
  240. New: 50
  241. Old: 50
  242.  
  243. ---------------------------------------------------------
  244. BFG 50 CHANGES
  245. ---------------------------------------------------------
  246. + Fixed Canted Sight(s) issue
  247. + Added Flashlight attachment
  248.  
  249. ---------------------------------------------------------
  250.  
  251. ---------------------------------------------------------
  252. CHOSEN ONE CHANGES
  253. ---------------------------------------------------------
  254. - Nerfed Headshot Multiplier to 1.1 (from 1.4)
  255. - Nerfed Damage to 80 (from 85)
  256.  
  257. ---------------------------------------------------------
  258. A huge majority of the community were adamant about how much they hated how melees could one shot you at full health if they managed to land a single blow to your head.
  259.  
  260. I want to make it so that all melees generally deal around 90 or less damage to the head.
  261.  
  262. Headshot:
  263. New: 80*1.1=88
  264. Old: 85*1.4=119
  265.  
  266. Torso:
  267. New: 80*1.1=88
  268. Old: 85*1.1=93.5
  269.  
  270. Limbs:
  271. New: 80
  272. Old: 80
  273.  
  274. ---------------------------------------------------------
  275. CLEAVER CHANGES
  276. ---------------------------------------------------------
  277. - Nerfed Headshot Multiplier to 1.3 (from 1.4)
  278.  
  279. ---------------------------------------------------------
  280. I want to make it so that all melees generally deal around 90 or less damage to the head.
  281.  
  282. Headshot:
  283. New: 70*1.25=87.5
  284. Old: 70*1.4=98
  285.  
  286. Torso:
  287. New: 70*1.1=77
  288. Old: 70*1.1=77
  289.  
  290. Limbs:
  291. New: 80
  292. Old: 70
  293.  
  294. ---------------------------------------------------------
  295. COLT LMG CHANGES
  296. ---------------------------------------------------------
  297. - Nerfed Equipspeed to 9.5 (from 11)
  298. + Added Flashlight attachment
  299. + Added Comp Aimpoint (and aligned)
  300. + Added Z-Point (and aligned)
  301. + Added PKA-S (and aligned)
  302. + Added MARS (and aligned)
  303. + Added C79 (and aligned)
  304.  
  305. ---------------------------------------------------------
  306. Hypo seemed to think that LMGs needed to be less mobile, and in some regards I do agree. I decided in general that a nerf to their aim speed and equip speed would be ideal, as to stop users from "whipping out their pocket LMG and letting loose", or just mobility in general. You'll need to play a little more carefully with LMGs.
  307.  
  308. ---------------------------------------------------------
  309. COLT SMG 635 CHANGES
  310. ---------------------------------------------------------
  311. + Fixed Canted Sight(s) issue
  312. + Added Flashlight attachment
  313.  
  314. ---------------------------------------------------------
  315.  
  316. ---------------------------------------------------------
  317. CROWBAR CHANGES
  318. ---------------------------------------------------------
  319. +Buffed Torso Multipliers to 1.15 (from 1.0)
  320.  
  321. ---------------------------------------------------------
  322. It's a pretty underwhelming melee weapon, so I think giving it a little buff here wouldn't hurt. I would like to see it more especially after the melee changes as a whole.
  323.  
  324. Headshot:
  325. New: 60*1.2=72
  326. Old: 60*1.2=72
  327.  
  328. Torso:
  329. New: 60*1.0=60
  330. Old: 60*1.15=69
  331.  
  332. Limbs:
  333. New: 60
  334. Old: 60
  335.  
  336. ---------------------------------------------------------
  337. DBV12 CHANGES
  338. ---------------------------------------------------------
  339. + Fixed Canted Sight(s) issue
  340.  
  341. ---------------------------------------------------------
  342.  
  343. ---------------------------------------------------------
  344. DEAGLE 44 CHANGES
  345. ---------------------------------------------------------
  346. + Added Flashlight attachment
  347.  
  348. ---------------------------------------------------------
  349.  
  350. ---------------------------------------------------------
  351. DRAGUNOV SVDS CHANGES
  352. ---------------------------------------------------------
  353. + Fixed Canted Sight(s) issue
  354. + Added Flashlight attachment
  355.  
  356. ---------------------------------------------------------
  357.  
  358. ---------------------------------------------------------
  359. DRAGUNOV SVU CHANGES
  360. ---------------------------------------------------------
  361. + Fixed Canted Sight(s) issue
  362. + Added Flashlight attachment
  363.  
  364. ---------------------------------------------------------
  365. I also included an easter egg.
  366. If you equip a flash hider on this gun, the flash will actually show when you fire. This is because the gun naturally has his flash hidden when firing, so there is no reason you should ever equip a flash hider. It's just for the curious people!
  367.  
  368. ---------------------------------------------------------
  369. FAL 50.00 CHANGES
  370. ---------------------------------------------------------
  371. + Fixed Canted Sight(s) issue
  372. + Added Flashlight attachment
  373.  
  374. ---------------------------------------------------------
  375.  
  376. ---------------------------------------------------------
  377. FAMAS CHANGES
  378. ---------------------------------------------------------
  379. + Fixed Canted Sight(s) issue
  380. + Added Flashlight attachment
  381.  
  382. ---------------------------------------------------------
  383.  
  384. ---------------------------------------------------------
  385. FRAG CHANGES
  386. ---------------------------------------------------------
  387. N/A
  388.  
  389. ---------------------------------------------------------
  390. N/A
  391.  
  392. ---------------------------------------------------------
  393. G3 CHANGES
  394. ---------------------------------------------------------
  395. + Fixed Canted Sight(s) issue
  396. + Added Flashlight attachment
  397.  
  398. ---------------------------------------------------------
  399.  
  400. ---------------------------------------------------------
  401. G36 CHANGES
  402. ---------------------------------------------------------
  403. + Fixed Canted Sight(s) issue
  404. + Added Flashlight attachment
  405.  
  406. ---------------------------------------------------------
  407.  
  408. ---------------------------------------------------------
  409. G36C CHANGES
  410. ---------------------------------------------------------
  411. + Changed in-module class to ASSAULT (from CARBINE)
  412. + Buffed Walkspeed to 15 (from 14)
  413. + Buffed TacticalReload+Reload [Time scale: 0.425 (from 500)]
  414. + Fixed Canted Sight(s) issue
  415. + Added Flashlight attachment
  416.  
  417. ---------------------------------------------------------
  418. Carbines as a class were underperforming firearms. The community and competitive don't really favor them in most cases, as a lot of users described them as "downgraded assault rifles".
  419.  
  420. I didn't want carbines to be buffed to the point of outclassing their AR counterparts, so I came up with this idea and merged it with Lito's idea for a class buff.
  421.  
  422. The in-module change means that the carbine in question will be able to pick up ammo from all assault rifles, like how Battle Rifles pick up ammo from DMRs.
  423.  
  424. ---------------------------------------------------------
  425. GLOCK 17 CHANGES
  426. ---------------------------------------------------------
  427. + Gave it the "Glock Stock"
  428. + Buffed Ammo Pool to 102 (from 100)
  429. + Added Flashlight attachment
  430.  
  431. ---------------------------------------------------------
  432. A ton of people enjoyed the attachment in the CTE, specifically on this very gun.
  433.  
  434. I was going to add the 33rd magazine too, but I have a feeling it might be hugely more useful on a semi automatic than a full auto (almost OP levels of useful).
  435.  
  436. Honestly it's something I would only notice, but why would a soldier carry 5 full magazines and a 6th sort-of filled magazine?
  437.  
  438. 17*6=102
  439.  
  440. ---------------------------------------------------------
  441. GLOCK 18 CHANGES
  442. ---------------------------------------------------------
  443. + Added Flashlight Attachment
  444.  
  445. ---------------------------------------------------------
  446.  
  447. ---------------------------------------------------------
  448. GROZA-1 CHANGES
  449. ---------------------------------------------------------
  450. + Changed in-module class to ASSAULT (from CARBINE)
  451. + Buffed Walkspeed to 14.5 (from 14)
  452. + Buffed Sprintspeed to 14.5 (from 14)
  453. + Buffed Aimspeed to 18 (from 15)
  454. + Buffed TacticalReload+Reload [Time scale: 0.425 (from 500)]
  455. + Fixed Canted Sight(s) issue?
  456.  
  457. ---------------------------------------------------------
  458. Carbines as a class were underperforming firearms. The community and competitive don't really favor them in most cases, as a lot of users described them as "downgraded assault rifles".
  459.  
  460. I didn't want carbines to be buffed to the point of outclassing their AR counterparts, so I came up with this idea and merged it with Lito's idea for a class buff.
  461.  
  462. The in-module change means that the carbine in question will be able to pick up ammo from all assault rifles, like how Battle Rifles pick up ammo from DMRs.
  463.  
  464. ---------------------------------------------------------
  465. GROZA-4 CHANGES
  466. ---------------------------------------------------------
  467. + Changed in-module class to ASSAULT (from CARBINE)
  468. + Buffed Sprintspeed to 16 (from 14)
  469. + Buffed Aimspeed to 18 (from 15)
  470. + Buffed TacticalReload+Reload [Time scale: 0.425 (from 500)]
  471. + Fixed Canted Sight(s) issue?
  472.  
  473. ---------------------------------------------------------
  474. Carbines as a class were underperforming firearms. The community and competitive don't really favor them in most cases, as a lot of users described them as "downgraded assault rifles".
  475.  
  476. I didn't want carbines to be buffed to the point of outclassing their AR counterparts, so I came up with this idea and merged it with Lito's idea for a class buff.
  477.  
  478. The in-module change means that the carbine in question will be able to pick up ammo from all assault rifles, like how Battle Rifles pick up ammo from DMRs.
  479.  
  480. ---------------------------------------------------------
  481. HATTORI CHANGES
  482. ---------------------------------------------------------
  483. - Nerfed Headshot Multiplier to 1.1 (from 1.3)
  484.  
  485. ---------------------------------------------------------
  486. A huge majority of the community were adamant about how much they hated how melees could one shot you at full health if they managed to land a single blow to your head.
  487.  
  488. I want to make it so that all melees generally deal around 90 or less damage to the head.
  489.  
  490. Headshot:
  491. New: 82*1.1=90.2
  492. Old: 82*1.3=106.6
  493.  
  494. Torso:
  495. New: 82*1.1=90.2
  496. Old: 82*1.3=106.6
  497.  
  498. Limbs:
  499. New: 82
  500. Old: 82
  501.  
  502. ---------------------------------------------------------
  503. HECATE II CHANGES
  504. ---------------------------------------------------------
  505. + Fixed Canted Sight(s) issue
  506. + Added Flashlight attachment
  507.  
  508. ---------------------------------------------------------
  509.  
  510. ---------------------------------------------------------
  511. HENRY 45-70 CHANGES
  512. ---------------------------------------------------------
  513. + Fixed Canted Sight(s) issue
  514. + Added Flashlight attachment
  515.  
  516. ---------------------------------------------------------
  517.  
  518. ---------------------------------------------------------
  519. HONEY BADGER CHANGES
  520. ---------------------------------------------------------
  521. + Changed in-module class to ASSAULT (from CARBINE)
  522. + Buffed Walkspeed to 15 (from 14)
  523. + Buffed Aimspeed to 18 (from 15)
  524. + Buffed TacticalReload+Reload [Time scale: 0.425 (from 500)]
  525. + Fixed Canted Sight(s) issue
  526.  
  527. ---------------------------------------------------------
  528. Carbines as a class were underperforming firearms. The community and competitive don't really favor them in most cases, as a lot of users described them as "downgraded assault rifles".
  529.  
  530. I didn't want carbines to be buffed to the point of outclassing their AR counterparts, so I came up with this idea and merged it with Lito's idea for a class buff.
  531.  
  532. The in-module change means that the carbine in question will be able to pick up ammo from all assault rifles, like how Battle Rifles pick up ammo from DMRs.
  533.  
  534. ---------------------------------------------------------
  535. ICE PICK CHANGES
  536. ---------------------------------------------------------
  537. + Buffed Headshot Multiplier to 1.35 (from 1.2)
  538.  
  539. ---------------------------------------------------------
  540. It's a pretty underwhelming melee weapon, so I think giving it a little buff here wouldn't hurt. I would like to see it more especially after the melee changes as a whole.
  541.  
  542. I want to make it so that all melees generally deal around 90 or less damage to the head.
  543.  
  544. Headshot:
  545. New: 67*1.35=90.45
  546. Old: 67*1.2=72
  547.  
  548. Torso:
  549. New: 67*1.1=73.7
  550. Old: 67*1.1=73.7
  551.  
  552. Limbs:
  553. New: 67
  554. Old: 67
  555.  
  556. ---------------------------------------------------------
  557. INTERVENTION CHANGES
  558. ---------------------------------------------------------
  559. + Fixed Canted Sight(s) issue
  560. + Added Flashlight attachment
  561.  
  562. ---------------------------------------------------------
  563.  
  564. ---------------------------------------------------------
  565. JKEY CHANGES
  566. ---------------------------------------------------------
  567. N/A
  568.  
  569. ---------------------------------------------------------
  570. N/A
  571.  
  572. ---------------------------------------------------------
  573. KARAMBIT R CHANGES
  574. ---------------------------------------------------------
  575. - Nerfed Headshot Multiplier to 1.2 (from 1.4)
  576.  
  577. ---------------------------------------------------------
  578. A huge majority of the community were adamant about how much they hated how melees could one shot you at full health if they managed to land a single blow to your head.
  579.  
  580. I want to make it so that all melees generally deal around 90 or less damage to the head.
  581.  
  582. Headshot:
  583. New: 80*1.15=92
  584. Old: 80*1.4=112
  585.  
  586. Torsoshot:
  587. New: 80*1.0=80
  588. Old: 80*1.0=80
  589.  
  590. Limbs:
  591. New: 80
  592. Old: 80
  593.  
  594. ---------------------------------------------------------
  595. KNIFE CHANGES
  596. ---------------------------------------------------------
  597. N/A
  598.  
  599. ---------------------------------------------------------
  600. N/A
  601.  
  602. ---------------------------------------------------------
  603. KRISS VECTOR CHANGES
  604. ---------------------------------------------------------
  605. - Nerfed min damage to 18 (from 20)
  606. + Fixed Canted Sight(s) issue
  607.  
  608. ---------------------------------------------------------
  609. Still getting complaints anytime the vector is brought up. People come up with complicated ways of editing the recoil pattern or lowering the damage and range and well...
  610.  
  611. Let's just lower it's min damage instead of getting all complicated with the issue, you know?
  612.  
  613. ---------------------------------------------------------
  614. KS-23M CHANGES
  615. ---------------------------------------------------------
  616. + Fixed Canted Sight(s) issue
  617. + Added Flashlight attachment
  618.  
  619. ---------------------------------------------------------
  620.  
  621. ---------------------------------------------------------
  622. KSG 12 CHANGES
  623. ---------------------------------------------------------
  624. + Fixed Canted Sight(s) issue
  625. + Added Flashlight attachment
  626.  
  627. ---------------------------------------------------------
  628.  
  629. ---------------------------------------------------------
  630. L115A3 CHANGES
  631. ---------------------------------------------------------
  632. + Fixed Canted Sight(s) issue
  633. ---------------------------------------------------------
  634.  
  635. ---------------------------------------------------------
  636. L22 CHANGES
  637. ---------------------------------------------------------
  638. + Changed in-module class to ASSAULT (from CARBINE)
  639. + Buffed Walkspeed to 15 (from 14)
  640. + Buffed Aimspeed to 18 (from 15)
  641. + Buffed TacticalReload+Reload [Time scale: 0.425 (from 500)]
  642. + Fixed Canted Sight(s) issue
  643. +Added Flashlight attachment
  644.  
  645. ---------------------------------------------------------
  646. Carbines as a class were underperforming firearms. The community and competitive don't really favor them in most cases, as a lot of users described them as "downgraded assault rifles".
  647.  
  648. I didn't want carbines to be buffed to the point of outclassing their AR counterparts, so I came up with this idea and merged it with Lito's idea for a class buff.
  649.  
  650. The in-module change means that the carbine in question will be able to pick up ammo from all assault rifles, like how Battle Rifles pick up ammo from DMRs.
  651.  
  652. ---------------------------------------------------------
  653. L2A1 CHANGES
  654. ---------------------------------------------------------
  655. + Added Flashlight attachment
  656.  
  657. ---------------------------------------------------------
  658.  
  659. ---------------------------------------------------------
  660. L85A2 CHANGES
  661. ---------------------------------------------------------
  662. + Fixed Canted Sight(s) issue
  663. + Added Flashlight attachment
  664.  
  665. ---------------------------------------------------------
  666.  
  667. ---------------------------------------------------------
  668. L86 LSW CHANGES
  669. ---------------------------------------------------------
  670. - Nerfed Torso Multiplier to 1.0x (from 1.1x)
  671. - Nerfed Walkspeed to 12 (from 13)
  672. - Nerfed Sprintspeed to 12 (from 13)
  673. + Fixed Canted Sight(s) issue
  674. + Added Flashlight attachment
  675.  
  676. ---------------------------------------------------------
  677. LMG having bodyshot multipliers was a problem, especially if you combined them with AP. M60 with AP is a universal 3 shot no matter the range.
  678.  
  679. Hypo seemed to think that LMGs needed to be less mobile, and in some regards I do agree. I decided in general that a nerf to their aim speed and equip speed would be ideal, as to stop users from "whipping out their pocket LMG and letting loose", or just mobility in general. You'll need to play a little more carefully with LMGs.
  680.  
  681. ---------------------------------------------------------
  682. M16A3 CHANGES
  683. ---------------------------------------------------------
  684. + Fixed Canted Sight(s) issue
  685. + Added Flashlight attachment
  686.  
  687. ---------------------------------------------------------
  688.  
  689. ---------------------------------------------------------
  690. M16A4 CHANGES
  691. ---------------------------------------------------------
  692. - Nerfed min damage to 22 (from 24)
  693. + Fixed Canted Sight(s) issue
  694. + Added Flashlight attachment
  695.  
  696. ---------------------------------------------------------
  697. People are complaining about how it's so spammable at range, so why not reduce it's effective damage at range down to the level the M16A3 has?
  698.  
  699. This would make the family match too, as the M4 and M4A1 share the same min damage.
  700.  
  701. ---------------------------------------------------------
  702. M1911 CHANGES
  703. ---------------------------------------------------------
  704. + Added Flashlight attachment
  705.  
  706. ---------------------------------------------------------
  707.  
  708. ---------------------------------------------------------
  709. M231 CHANGES
  710. ---------------------------------------------------------
  711. + Fixed Canted Sight(s) issue
  712. + Added Flashlight attachment
  713.  
  714. ---------------------------------------------------------
  715.  
  716. ---------------------------------------------------------
  717. M4 CHANGES
  718. ---------------------------------------------------------
  719. + Changed in-module class to ASSAULT (from CARBINE)
  720. + Buffed Walkspeed to 15 (from 14)
  721. + Buffed Sprintspeed to 15 (from 14)
  722. + Buffed Aimspeed to 18 (from 15)
  723. + Buffed TacticalReload+Reload [Time scale: 0.425 (from 500)]
  724. + Fixed Canted Sight(s) issue
  725. + Added Flashlight attachment
  726.  
  727. ---------------------------------------------------------
  728. Carbines as a class were underperforming firearms. The community and competitive don't really favor them in most cases, as a lot of users described them as "downgraded assault rifles".
  729.  
  730. I didn't want carbines to be buffed to the point of outclassing their AR counterparts, so I came up with this idea and merged it with Lito's idea for a class buff.
  731.  
  732. The in-module change means that the carbine in question will be able to pick up ammo from all assault rifles, like how Battle Rifles pick up ammo from DMRs.
  733.  
  734. ---------------------------------------------------------
  735. M45A1 CHANGES
  736. ---------------------------------------------------------
  737.  
  738. ---------------------------------------------------------
  739.  
  740. ---------------------------------------------------------
  741. M4A1 CHANGES
  742. ---------------------------------------------------------
  743. + Changed in-module class to ASSAULT (from CARBINE)
  744. + Buffed Walkspeed to 15 (from 14)
  745. + Buffed Sprintspeed to 15 (from 14)
  746. + Buffed Aimspeed to 18 (from 15)
  747. + Buffed TacticalReload+Reload [Time scale: 0.425 (from 500)]
  748. + Fixed Canted Sight(s) issue
  749. + Added Flashlight attachment
  750.  
  751. ---------------------------------------------------------
  752. Carbines as a class were underperforming firearms. The community and competitive don't really favor them in most cases, as a lot of users described them as "downgraded assault rifles".
  753.  
  754. I didn't want carbines to be buffed to the point of outclassing their AR counterparts, so I came up with this idea and merged it with Lito's idea for a class buff.
  755.  
  756. The in-module change means that the carbine in question will be able to pick up ammo from all assault rifles, like how Battle Rifles pick up ammo from DMRs.
  757.  
  758. ---------------------------------------------------------
  759. M60 CHANGES
  760. ---------------------------------------------------------
  761. - Nerfed Walkspeed to 10.5 (from 12)
  762. - Nerfed Torso Multiplier to 1.0x (from 1.1x)
  763. + Added Flashlight attachment
  764.  
  765. ---------------------------------------------------------
  766. LMG having bodyshot multipliers was a problem, especially if you combined them with AP. M60 with AP is a universal 3 shot no matter the range.
  767.  
  768. Hypo seemed to think that LMGs needed to be less mobile, and in some regards I do agree. I decided in general that a nerf to their aim speed and equip speed would be ideal, as to stop users from "whipping out their pocket LMG and letting loose", or just mobility in general. You'll need to play a little more carefully with LMGs.
  769.  
  770. ---------------------------------------------------------
  771. M9 CHANGES
  772. ---------------------------------------------------------
  773. + Buffed Ammo Pool from 100 to 105
  774. + Added Flashlight attachment
  775.  
  776. ---------------------------------------------------------
  777. Honestly it's something I would only notice, but why would a soldier carry 6 full magazines and a 7th sort-of filled magazine?
  778.  
  779. 15*7=105
  780.  
  781. ---------------------------------------------------------
  782. M93R CHANGES
  783. ---------------------------------------------------------
  784. + Added Flashlight attachment
  785.  
  786. ---------------------------------------------------------
  787.  
  788. ---------------------------------------------------------
  789. MAC10 CHANGES
  790. ---------------------------------------------------------
  791. + Added Flashlight attachment
  792.  
  793. ---------------------------------------------------------
  794.  
  795. ---------------------------------------------------------
  796. MACHETE CHANGES
  797. ---------------------------------------------------------
  798. - Nerfed Headshot Multiplier to 1.3 (from 1.4)
  799. + Buffed Torso Multiplier to 1.2 (from 1.1)
  800.  
  801. ---------------------------------------------------------
  802. Headshot:
  803. New: 65*1.25=81.25
  804. Old: 65*1.4=91
  805.  
  806. Torsoshot:
  807. New: 65*1.18=76.7
  808. Old: 65*1.1=71.5
  809.  
  810. Limbs:
  811. New: 65
  812. Old: 65
  813.  
  814. ---------------------------------------------------------
  815. MEK'LETH CHANGES
  816. ---------------------------------------------------------
  817. - Nerfed Headshot Multiplier to 1.25 (from 1.4)
  818.  
  819. ---------------------------------------------------------
  820. I want to make it so that all melees generally deal around 90 or less damage to the head.
  821.  
  822. Headshot:
  823. New: 70*1.25=87.5
  824. Old: 70*1.4=98
  825.  
  826. Torsoshot:
  827. New: 70*1.0=70
  828. Old: 70*1.0=70
  829.  
  830. Limbs:
  831. New: 70
  832. Old: 70
  833.  
  834. ---------------------------------------------------------
  835. MG36 CHANGES
  836. ---------------------------------------------------------
  837. - Nerfed Torso Multiplier to 1.0x (from 1.1x)
  838. - Nerfed Aimspeed to 12 (from 15)
  839. - Nerfed Equipspeed to 9 (from 12)
  840. + Fixed Canted Sight(s) issue
  841. + Added Flashlight attachment
  842.  
  843. ---------------------------------------------------------
  844. LMG having bodyshot multipliers was a problem, especially if you combined them with AP. M60 with AP is a universal 3 shot no matter the range.
  845.  
  846. ---------------------------------------------------------
  847. MG3KWS CHANGES
  848. ---------------------------------------------------------
  849. + Buffed min damage to 23 (from 21)
  850. - Nerfed Walkspeed to 11 (from 12)
  851. - Nerfed Sprintspeed to 12 (from 13)
  852. - Nerfed Torso Multiplier to 1.0x (from 1.1x)
  853. + Added Flashlight attachment
  854.  
  855. ---------------------------------------------------------
  856. LMG having bodyshot multipliers was a problem, especially if you combined them with AP. M60 with AP is a universal 3 shot no matter the range.
  857.  
  858. Hypo seemed to think that LMGs needed to be less mobile, and in some regards I do agree. I decided in general that a nerf to their aim speed and equip speed would be ideal, as to stop users from "whipping out their pocket LMG and letting loose", or just mobility in general. You'll need to play a little more carefully with LMGs.
  859.  
  860. ---------------------------------------------------------
  861. MK11 CHANGES
  862. ---------------------------------------------------------
  863. - Nerfed AP rounds on it, sets multiplier to 1.25
  864. + Fixed Canted Sight(s) issue
  865. + Added Flashlight attachment
  866.  
  867. ---------------------------------------------------------
  868. With AP before it became a universal 2 shot to the torso and head. It completely outclassed the Scar SSR at range. This is a pretty easy fix to solve this issue. Now it will fall back to 3 shot at it's maximum range!
  869.  
  870. 38*1.25=47.5
  871.  
  872. ---------------------------------------------------------
  873. MOSIN NAGANT CHANGES
  874. ---------------------------------------------------------
  875. + Fixed Canted Sight(s) issue
  876. + Added Flashlight attachment
  877.  
  878. ---------------------------------------------------------
  879.  
  880. ---------------------------------------------------------
  881. MP10 CHANGES
  882. ---------------------------------------------------------
  883. + Buffed RPM to 850 (from 800)
  884. + Fixed Canted Sight(s) issue
  885. + Added Flashlight attachment
  886.  
  887. ---------------------------------------------------------
  888. This is so it can match the in real life version's RPM!
  889.  
  890. ---------------------------------------------------------
  891. MP1911 CHANGES
  892. ---------------------------------------------------------
  893.  
  894. ---------------------------------------------------------
  895.  
  896. ---------------------------------------------------------
  897. MP40 CHANGES
  898. ---------------------------------------------------------
  899. + Added Flashlight attachment
  900.  
  901. ---------------------------------------------------------
  902.  
  903. ---------------------------------------------------------
  904. MP412 REX CHANGES
  905. ---------------------------------------------------------
  906. + Added Flashlight attachment
  907.  
  908. ---------------------------------------------------------
  909.  
  910. ---------------------------------------------------------
  911. MP5 CHANGES
  912. ---------------------------------------------------------
  913. + Fixed Canted Sight(s) issue
  914. + Added Flashlight attachment
  915.  
  916. ---------------------------------------------------------
  917.  
  918. ---------------------------------------------------------
  919. MP5/10 CHANGES
  920. ---------------------------------------------------------
  921. + Fixed Canted Sight(s) issue
  922. + Added Flashlight attachment
  923.  
  924. ---------------------------------------------------------
  925.  
  926. ---------------------------------------------------------
  927. MP5K CHANGES
  928. ---------------------------------------------------------
  929. + Fixed Canted Sight(s) issue
  930. + Added Flashlight attachment
  931.  
  932. ---------------------------------------------------------
  933.  
  934. ---------------------------------------------------------
  935. MP5SD CHANGES
  936. ---------------------------------------------------------
  937. + Fixed Canted Sight(s) issue
  938. + Added Flashlight attachment
  939.  
  940. ---------------------------------------------------------
  941.  
  942. ---------------------------------------------------------
  943. MP7 CHANGES
  944. ---------------------------------------------------------
  945. + Fixed Canted Sight(s) issue
  946. + Added Flashlight attachment
  947.  
  948. ---------------------------------------------------------
  949.  
  950. ---------------------------------------------------------
  951. NORDIC WAR AXE CHANGES
  952. ---------------------------------------------------------
  953. + Buffed Torso Multiplier to 1.25 (from 1.1)
  954.  
  955. ---------------------------------------------------------
  956. Headshot:
  957. New: 65*1.4=91
  958. Old: 65*1.2=91
  959.  
  960. Torso:
  961. New: 65*1.25=81.25
  962. Old: 65*1.1=71.5
  963.  
  964. Limbs:
  965. New: 65
  966. Old: 65
  967.  
  968. ---------------------------------------------------------
  969. OBREZ CHANGES
  970. ---------------------------------------------------------
  971. + Buffed Aimspeed to 15 (from 13.5)
  972. + Buffed Sprintspeed to 14 (from 12)
  973. + Buffed Equipspeed to 15 (from 12)
  974. + Fixed Canted Sight(s) issue
  975. + Added Flashlight attachment
  976.  
  977. ---------------------------------------------------------
  978. I found it a little odd that the Obrez had a sprint speed lower than it's full barrel counterpart (the mosin nagant), so I adjusted it to match. I also increased the aim speed because it would be easier to 'aim' this non-barrel firearm.
  979.  
  980. Also, I increased the equipspeed so it could fulfill it's secondary role more, as a way of finishing off opponents quicker. I really hope people start using it like that instead of the typical (ineffective) pocket sniper.
  981.  
  982. ---------------------------------------------------------
  983. P90 CHANGES
  984. ---------------------------------------------------------
  985. + Muzzle flash naturally hidden
  986. + Fixed Canted Sight(s) issue
  987. + Added Flashlight attachment
  988.  
  989. ---------------------------------------------------------
  990. So, that thing on the end of the P90 is actually a muzzle flash hider. It's naturally built into the thing. I thought it would be nice to give the P90 a tiny buff like this, nothing too game changing.
  991.  
  992. Also included the flash hider easter egg (the one from the SVU).
  993.  
  994. ---------------------------------------------------------
  995. PPSH-41 CHANGES
  996. ---------------------------------------------------------
  997. + Added Flash Hider attachment
  998. + Added Flashlight attachment
  999.  
  1000. ---------------------------------------------------------
  1001. The reason why the barrel attachments were omitted was because the barrel shroud would clip into them. However, the flash hider is small enough to fit into the hole without the shroud clipping into it!
  1002.  
  1003. ---------------------------------------------------------
  1004. RAILGUN CHANGES
  1005. ---------------------------------------------------------
  1006. Why would I change anything? LOL.
  1007.  
  1008. ---------------------------------------------------------
  1009. Why would I change anything? LOL.
  1010.  
  1011. ---------------------------------------------------------
  1012. REMINGTON 700 CHANGES
  1013. ---------------------------------------------------------
  1014.  
  1015. + Buffed Breath Speed to 0.004 (from 0.007)
  1016. + Buffed Walkspeed to 12 (from 11.5)
  1017. + Buffed Aimspeed to 11 (from 9)
  1018. + Buffed Sprintspeed to 13 (from 12)
  1019. + Fixed Canted Sight(s) issue
  1020. + Added Flashlight attachment
  1021.  
  1022. ---------------------------------------------------------
  1023. Ultimately the Remington 700 was a downgraded Intervention. It shared a lot of similar stats with it ontop of it having awful breath time mechanics. What I did here was make it so that it would feel like a lighter sniper, while not treading onto the purpose of the mosin nagant and/or l115a3.
  1024.  
  1025. ---------------------------------------------------------
  1026. REMINGTON 870 CHANGES
  1027. ---------------------------------------------------------
  1028. + Fixed Canted Sight(s) issue
  1029. + Added Flashlight attachment
  1030.  
  1031. ---------------------------------------------------------
  1032.  
  1033. ---------------------------------------------------------
  1034. RPK CHANGES
  1035. ---------------------------------------------------------
  1036. - Nerfed Aimspeed to 12 (from 13)
  1037. - Nerfed Sprintspeed to 12 (from 15)
  1038. - Nerfed Equipspeed to 10 (from 12)
  1039. + Fixed Canted Sight(s) issue
  1040. + Added Flashlight attachment
  1041.  
  1042. ---------------------------------------------------------
  1043. Hypo seemed to think that LMGs needed to be less mobile, and in some regards I do agree. I decided in general that a nerf to their aim speed and equip speed would be ideal, as to stop users from "whipping out their pocket LMG and letting loose", or just mobility in general. You'll need to play a little more carefully with LMGs.
  1044.  
  1045. ---------------------------------------------------------
  1046. RPK12 CHANGES
  1047. ---------------------------------------------------------
  1048. - Nerfed Sprintspeed to 12 (from 14)
  1049. - Nerfed Equipspeed to 10 (from 12)
  1050. + Buffed Ammo Pool to 180 (from 135) (+1 mag)
  1051. + Fixed Canted Sight(s) issue
  1052.  
  1053. ---------------------------------------------------------
  1054. It was a pretty "meh" LMG. The main problem of the RPK12 was that it had a really low ammo pool and average damage overall. So, let's give it more ammo to be more forgiving.
  1055.  
  1056. Hypo seemed to think that LMGs needed to be less mobile, and in some regards I do agree. I decided in general that a nerf to their aim speed and equip speed would be ideal, as to stop users from "whipping out their pocket LMG and letting loose", or just mobility in general. You'll need to play a little more carefully with LMGs.
  1057.  
  1058. ---------------------------------------------------------
  1059. RPK74 CHANGES
  1060. ---------------------------------------------------------
  1061. - Nerfed Sprintspeed to 12 (from 15)
  1062. - Nerfed Equipspeed to 10 (from 12)
  1063. + Fixed Canted Sight(s) issue
  1064.  
  1065. ---------------------------------------------------------
  1066. Hypo seemed to think that LMGs needed to be less mobile, and in some regards I do agree. I decided in general that a nerf to their aim speed and equip speed would be ideal, as to stop users from "whipping out their pocket LMG and letting loose", or just mobility in general. You'll need to play a little more carefully with LMGs.
  1067.  
  1068. ---------------------------------------------------------
  1069. SAIGA-12 CHANGES
  1070. ---------------------------------------------------------
  1071. + Fixed Canted Sight(s) issue
  1072.  
  1073. ---------------------------------------------------------
  1074.  
  1075. ---------------------------------------------------------
  1076. SAWED OFF CHANGES
  1077. ---------------------------------------------------------
  1078. + Added Flashlight attachment
  1079.  
  1080. ---------------------------------------------------------
  1081.  
  1082. ---------------------------------------------------------
  1083. SCAR HAMR CHANGES
  1084. ---------------------------------------------------------
  1085. - Nerfed Walkspeed to 11 (from 12)
  1086. - Nerfed Torso Multiplier to 1.0x (from 1.15x)
  1087. - Nerfed Sprintspeed to 11 (from 12)
  1088. + Fixed Canted Sight(s) issue
  1089. + Added Flashlight attachment
  1090.  
  1091. ---------------------------------------------------------
  1092. LMG having bodyshot multipliers was a problem, especially if you combined them with AP. M60 with AP is a universal 3 shot no matter the range.
  1093.  
  1094. Hypo seemed to think that LMGs needed to be less mobile, and in some regards I do agree. I decided in general that a nerf to their aim speed and equip speed would be ideal, as to stop users from "whipping out their pocket LMG and letting loose", or just mobility in general. You'll need to play a little more carefully with LMGs.
  1095.  
  1096. ---------------------------------------------------------
  1097. SCAR PDW CHANGES
  1098. ---------------------------------------------------------
  1099. + Changed in-module class to ASSAULT (from CARBINE)
  1100. + Buffed TacticalReload+Reload [Time scale: 0.425 (from 500)]
  1101. + Buffed Walkspeed to 15 (from 14)
  1102. + Buffed Sprintspeed to 17 (from 16)
  1103. + Fixed Canted Sight(s) issue
  1104. + Readded Hollow Point
  1105. + Readded Armor Piercing
  1106.  
  1107. ---------------------------------------------------------
  1108. Carbines as a class were underperforming firearms. The community and competitive don't really favor them in most cases, as a lot of users described them as "downgraded assault rifles".
  1109.  
  1110. But unlike the other carbines that were buffed, the Scar PDW already has a huge amount of Aim Speed. So instead of buffing that even more, I decided to give it +1 to Walkspeed and Sprintspeed, this should make it different enough from the other carbines, I want it as a sort of flanking tool.
  1111.  
  1112. Remember when we changed the balancing of the scar PDW, AUG A3, and A3 PARA? How I forgot to readd the hollow point and AP rounds to thier attachments? Fixed that now, lol.
  1113.  
  1114. ---------------------------------------------------------
  1115. SCAR SSR CHANGES
  1116. ---------------------------------------------------------
  1117. + Fixed Canted Sight(s) issue
  1118. + Added Flashlight attachment
  1119.  
  1120. ---------------------------------------------------------
  1121.  
  1122. ---------------------------------------------------------
  1123. SCAR-H CHANGES
  1124. ---------------------------------------------------------
  1125. + Buffed/Reverted Ammo Pool to 120 (from 100)
  1126. - Nerfed recoil slightly
  1127. + Fixed Canted Sight(s) issue
  1128. + Added Flashlight attachment
  1129.  
  1130. ---------------------------------------------------------
  1131. I was not only the one who thought the original scar-H nerf was supplimental. Ultimately, nerfing the ammo count of a widely considered OP gun does not change the fact it's still OP.
  1132.  
  1133. I took a look at the scar-L for the bases of how the recoil should be like, and I am proud of how it came out. It preforms similarly to the scar-L recoil, but feels like it's shooting a bigger round. You can still tap fire with it, it will just be slightly less effective. The ammo count nerf was reverted, but the range nerfs will stay.
  1134.  
  1135. ---------------------------------------------------------
  1136. SCAR-L CHANGES
  1137. ---------------------------------------------------------
  1138. + Buffed min damage to 24 (from 22)
  1139. + Fixed Canted Sight(s) issue
  1140. + Added Flashlight attachment
  1141.  
  1142. ---------------------------------------------------------
  1143. People have been saying for a while to buff the scar-L because it is the most underperforming AR in the class. I can't say they are wrong, but it's main draw was that it was easy to use and almost a laser.
  1144.  
  1145. So to keep in the spirt of that, giving it 24 min damage will make close range headshots and long range ones knock off one shot in the total shots to kill.
  1146.  
  1147. 33*1.4(headshot)=46.2
  1148. 46+33+33=112
  1149. 33+33+33=99
  1150.  
  1151. 24*1.4(headshot)=33.6
  1152. 33+24+24+24=105
  1153. 24+24+24+24=96
  1154.  
  1155. ---------------------------------------------------------
  1156. SERBU SHOTGUN CHANGES
  1157. ---------------------------------------------------------
  1158. + Fixed Canted Sight(s) issue
  1159. + Added Flashlight attachment
  1160.  
  1161. ---------------------------------------------------------
  1162.  
  1163. ---------------------------------------------------------
  1164. SFG 50 CHANGES
  1165. ---------------------------------------------------------
  1166. + Fixed Canted Sight(s) issue
  1167. + Added Flashlight attachment
  1168.  
  1169. ---------------------------------------------------------
  1170.  
  1171. ---------------------------------------------------------
  1172. SKS CHANGES
  1173. ---------------------------------------------------------
  1174. + Renamed Ammotype to "7.62x39mm" (From "7.62x39mm M43")
  1175. + Fixed Canted Sight(s) issue
  1176. + Added Flashlight attachment
  1177.  
  1178. ---------------------------------------------------------
  1179. This is so that it could pick up ammo from other 7.62x39mm firearms.
  1180. Technically speaking, 7.62x39mm is 7.62x39mm M43, so there is really no reason it shouldn't be able to pick up ammo from those guns.
  1181.  
  1182. ---------------------------------------------------------
  1183. SLEDGE HAMMER CHANGES
  1184. ---------------------------------------------------------
  1185. + Buffed Headshot Multiplier to 1.73 (from 1.2)
  1186. + Buffed Torso Multiplier to 1.64 (from 1.1)
  1187. - Nerfed Walkspeed to 13 (from 15)
  1188. - Nerfed Sprintspeed to 15 (from 20)
  1189.  
  1190. ---------------------------------------------------------
  1191. The slowest melee in Phantom Forces was also one of the weakest too. I want to change that, with the recent melee nerfs I've implimented, I'm bending around the rules I've set up to make the sledgehammer possibly one of the most powerful melee weapons in PF. It will not one shot to the head, but it will really make it feel like you were hit by an actual sledge hammer...
  1192.  
  1193. With all of this power though, I will need to lower it's speed. Sledgehammers are extremely heavy, so that will be my justification for it being the slowest melee weapon on foot.
  1194.  
  1195. Headshot:
  1196. New: 55*1.73=95.15
  1197. Old: 55*1.2=66
  1198.  
  1199. Torsoshot:
  1200. New: 55*1.64=90.2
  1201. Old: 55*1.1=60.5
  1202.  
  1203. Limbs:
  1204. New: 55
  1205. Old: 55
  1206.  
  1207.  
  1208. ---------------------------------------------------------
  1209. SPAS-12 CHANGES
  1210. ---------------------------------------------------------
  1211.  
  1212. ---------------------------------------------------------
  1213.  
  1214. ---------------------------------------------------------
  1215. SR-3M CHANGES
  1216. ---------------------------------------------------------
  1217. + Changed in-module class to ASSAULT (from CARBINE)
  1218. + Buffed Sprintspeed to 15 (from 14)
  1219. + Buffed Aimspeed to 18 (from 15)
  1220. + Buffed TacticalReload+Reload [Time scale: 0.425 (from 500)]
  1221. + Fixed Canted Sight(s) issue
  1222. + Added Flashlight attachment
  1223.  
  1224. ---------------------------------------------------------
  1225. Carbines as a class were underperforming firearms. The community and competitive don't really favor them in most cases, as a lot of users described them as "downgraded assault rifles".
  1226.  
  1227. I didn't want carbines to be buffed to the point of outclassing their AR counterparts, so I came up with this idea and merged it with Lito's idea for a class buff.
  1228.  
  1229. The in-module change means that the carbine in question will be able to pick up ammo from all assault rifles, like how Battle Rifles pick up ammo from DMRs.
  1230.  
  1231. ---------------------------------------------------------
  1232. STEVENS DB CHANGES
  1233. ---------------------------------------------------------
  1234. + Added Flashlight attachment
  1235.  
  1236. ---------------------------------------------------------
  1237.  
  1238. ---------------------------------------------------------
  1239. STICK GRENADE CHANGES
  1240. ---------------------------------------------------------
  1241. + Buffed the Torso Multiplier to 1.2 (from 1.1)
  1242.  
  1243. ---------------------------------------------------------
  1244. Headshot:
  1245. New: 55*1.2=66
  1246. Old: 55*1.2=66
  1247.  
  1248. Torsoshot:
  1249. New: 55*1.2=66
  1250. Old: 55*1.1=60.5
  1251.  
  1252. Limbs:
  1253. New: 55
  1254. Old: 55
  1255.  
  1256. ---------------------------------------------------------
  1257. TACTICAL SPATULA CHANGES
  1258. ---------------------------------------------------------
  1259. - Nerfed Headshot Multipler to 1.3 (from 1.4)
  1260.  
  1261. ---------------------------------------------------------
  1262. Headshot:
  1263. New: 65*1.3=84.5
  1264. Old: 65*1.4=91
  1265.  
  1266. Torsoshot:
  1267. New: 65*1.1=71.5
  1268. Old: 65*1.1=71.5
  1269.  
  1270. Limbs:
  1271. New: 65
  1272. Old: 65
  1273.  
  1274. ---------------------------------------------------------
  1275. TEC-9 CHANGES
  1276. ---------------------------------------------------------
  1277. + Added Flashlight attachment
  1278.  
  1279. ---------------------------------------------------------
  1280.  
  1281. ---------------------------------------------------------
  1282. TRENCH MACE CHANGES
  1283. ---------------------------------------------------------
  1284. -Nerfed Headshot Multiplier to 1.2 (from 2.0)
  1285. -Nerfed Damage to 75 (from 80)
  1286. ---------------------------------------------------------
  1287. A huge majority of the community were adamant about how much they hated how melees could one shot you at full health if they managed to land a single blow to your head.
  1288.  
  1289. Headshot:
  1290. New: 75*1.2=90
  1291. Old: 75*1.2=90
  1292.  
  1293. Torso:
  1294. New: 75*1.2=90
  1295. Old: 75*1.2=90
  1296.  
  1297. Limbs:
  1298. New: 75
  1299. Old: 75
  1300.  
  1301. ---------------------------------------------------------
  1302. UMP45 CHANGES
  1303. ---------------------------------------------------------
  1304. + Fixed Canted Sight(s) issue
  1305. + Added Flashlight attachment
  1306.  
  1307. ---------------------------------------------------------
  1308.  
  1309. ---------------------------------------------------------
  1310. VSS VINTOREZ CHANGES
  1311. ---------------------------------------------------------
  1312. - Nerfed/reverted Headshot Multiplier to 1.8 (from 2.2)
  1313. - Nerfed Min Damage to 38 (from 40)
  1314. + Added Hollow Point Ammo
  1315. + Fixed Canted Sight(s) issue
  1316. + Added Flashlight attachment
  1317.  
  1318. ---------------------------------------------------------
  1319. Hear me out on this, because I carefully planned adding the HP ammo:
  1320.  
  1321. I wanted to keep the rifle performing the same before the update ever happened, but also give it the option to headshot at close range. Someone suggested giving it HP to allow it to headshot close range, and I took an interest into it. The numbers originally came out very scary, but with some tweaking I got this...
  1322.  
  1323. 55*6/5= 66 [max damage boost from HP]
  1324. 66*1.8= 118.8 [HP+Headshot]
  1325.  
  1326. 38*1.8= 64.4 [non-HP min damage + Headshot]
  1327. 40*1.8= 72 [Before nerf min damage + Headshot]
  1328.  
  1329. 38*5/6= 36.66667 [min damage + HP]
  1330. 1.4*5/6= 1.16667 [torso multiplier + HP]
  1331.  
  1332. 36.66667*1.16667= 42.77790 [HP min damage + HP torso multiplier]
  1333. 36.66667*1.8= 66.000006 [HP min damage + Headshot]
  1334.  
  1335. Shots to kill:
  1336. Head: 2 Close/ 2 Far
  1337. Torso: 2 Close/ 2 Far
  1338. Limbs: 3 Close/ 3 Far
  1339.  
  1340. Shots to kill (Before nerf):
  1341. Head: 2 Close/ 2 Far
  1342. Torso: 2 Close/ 2 Far
  1343. Limbs: 3 Close/ 3 Far
  1344.  
  1345. HP Shots to kill:
  1346. Head: 1 Close/ 2 Far
  1347. Torso: 3 Close/ 3 Far
  1348. Limbs: 3 Close/ 3 Far
  1349.  
  1350. Adding HP to your VSS would also cut into your Ammo Pool, reducing it down to 70 spare rounds. This is done purely for balancing to stop spam down range. If you want to have an aggressive edge on your VSS, this will make it so that you have to play more aggressively to get ammo for it.
  1351.  
  1352. For some reason it still had the "hide range" mechanic on it? I fixed that, but still odd...
  1353.  
  1354. ---------------------------------------------------------
  1355. ZIP 22 CHANGES
  1356. ---------------------------------------------------------
  1357. + Added Flashlight Attachment
  1358.  
  1359. ---------------------------------------------------------
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