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S2 weapons balance 22/1/2021

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Jan 22nd, 2021
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  1. [Grenades] (mainly to make the fights more weapon dependent and less 'random' and improve boosting)
  2. - reduced grenade spawn loadout to 1
  3. - max. grenades 2
  4. - grenades deal 70dmg consistently
  5. - replaced stun with increased explosion force + increased ExplosionUpliftModifier
  6.  
  7. [Dragunov]
  8. - now kills in 2 shots; gains slightly damage over range to define it's role as a weapon that excels over range (~ min. dmg = 50 max. dmg = 55)
  9. - increased interval to compensate
  10. - faster reload
  11. - +1 ammo
  12.  
  13. [Kalashnikov]
  14. - BulletDamp": 1.02 makes it gain damage over distance to define it's role as a more defensive weapon compared to hk/tec)
  15. - +5 ammo / increased reload time to compensate (and to define it's role as a more defensive weapon compared to hk/tec)
  16. - improved accuracy and selfbink control
  17.  
  18. [M79 & M79 Grenade]
  19. - replaced stun with increased explosion force
  20.  
  21. [Minigun]
  22. - behaves like a mobile statgun now (stand still = high accuracy with controllable selfbink; will become inaccurate during movement)
  23. - +20 ammo (increased reloadtime to compensate)
  24.  
  25. [MP5]
  26. - balanced DPS
  27. - improved selfbink control
  28. - reduced range to define it's role as a CQC weapon
  29. - faster reload
  30.  
  31. [Rheinmetall]
  32. - BulletDamp": 1.005 to achieve static damage
  33. - reliable spray pattern / improved selfbink control
  34. - +10 ammo (increased reloadtime to compensate)
  35.  
  36. [Barret]
  37. - decreased fireinterval ('faster')
  38. - increased reloadtime to compensate
  39. - increased bulletkickback
  40.  
  41. [FlakCannon]
  42. - Startloaded = false
  43.  
  44. [Spas 12]
  45. improved damage consistency / slight rebalances to excel at CQC
  46. +2 ammo
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