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FRIEND FORCES CHANGE-LOG / MAP POOL

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  1. Hope you're enjoying the "Friend Forces" april fools event! It won't be around forever, so you better play it while it lasts! The map pool for the event is listed below, scroll down further to see the changes that will stand even after the event ends.
  2.  
  3. [APRIL FOOLS MAP POOL]
  4.  
  5. Sandbox By Mar (Desert Storm)
  6. Reused from the 2020 april fools event period, it is desert storm but it all set in a child's sandpit.
  7.  
  8. Playhouse By Willow (Mirage)
  9. Look at this awesome playset you just finished settiing up! Get your unicorn avengers and wolf pack action figures to play in it.
  10.  
  11. Sand By Wolfdawgz (Blizzard)
  12. No snow all sand no snow all sand no snow all sand no snow all sand no snow all sand no snow all sand.
  13.  
  14. Princess Castle By Wolfdawgz (Castle Keep)
  15. What? I didn't buy this. It's obviously for my sister, no I don't know why my action figures are playing in it...
  16.  
  17. Edit Mode By Willow (Ravod)
  18. Welcome to the matrix, this is how we craft realities. Everything a simulation, do not anger the creator.
  19.  
  20. Amogus By Wolfdawgz (Laboratory)
  21. Get out of my head, get out of my head, get out of my head.
  22.  
  23. Funes By Wolfdawgz (Dunes)
  24. Something feels really off... Help!
  25.  
  26. Window World By Wolfdawgz (Highway)
  27. ESP simulator 2021. See through (some) walls.
  28.  
  29. Blocked By Mr.Blawk, Ash, Wolfdawgz (Bazaar)
  30. A L L H A I L T H E M I G H T Y C U B E
  31.  
  32. Toy Store By HAL (Suburbia)
  33. Battle as sea monkey sized war toys in a small doll set. You are being watched over by a child who finds interest in this particular playset.
  34.  
  35. Brickland By Ash, Wolfdawgz, Mar (Warehouse)
  36. An awesome brick set made in classic fashion! It's basic and timeless, what is not to love?
  37.  
  38. Toy Factory By Terrance (Industry)
  39. Take the role as rogue life-sized toys using real firearms to destroy other rogue toys in this never ending battle in santa's sweat shop. At least the elves get to stay home...
  40.  
  41. Space Site By HAL (Crane Site)
  42. PEW! WELCOME TO THE FUTURE YOUNG SPACE CADETS! BE CAREFUL TO NOT ABSCOND TO DEPTHS OF SPACE, WE CANNOT SAVE YOU IF YOU FALL!
  43.  
  44. Dust By Mar (Bazaar[?])
  45. Reused from the 2018 april fools event period, it was the basis for what would become Bazaar. The only changes that were made was the removal of the ladder into the tower, some text removed, and the copyrighted music being replaced with the PF theme "Full force".
  46.  
  47. Rainbow Road By Terrance, Maddy (Rust Belt)
  48. SO MANY COLORS, AAAAAAAAAAAAAAA-
  49.  
  50. Karen Warfare By Mar
  51. Take the role of emotional teenagers playing competitive airsoft against the family across the street. There's a cool, but smelly, flank root in the basement that leads to the sewer!
  52.  
  53. Blockrooms By Mar
  54. Why does everything look the same... I can hear the buzzing of the lights growing louder... Why is it so warm...!?
  55.  
  56. 10 dlc By Shay
  57. The best map in the game freed from the shackles of being a vip only map for this event period.
  58.  
  59. Higestway (borderless) By Mar
  60. Originally just a vip only server, I thought it would be funny if we put it in this map pool for this event.
  61.  
  62. Happy Homes By Shay
  63. Originally just a vip only server, I thought it would be funny if we put it in this map pool for this event.
  64.  
  65. ?dunes? By Mar
  66. Reused from the 2020 april fools event period, it is dunes but you are the size of small block figures.
  67.  
  68. ravod 455.5 By Mar
  69. Reused from the 2020 april fools event period, it is ravod but you are a massive giant man!
  70.  
  71.  
  72. ------------------------------------------------------------------------------------------------------------------------------
  73.  
  74. The rest of the change log is for non-april fools event related content that will be lasting after the event ends. Wow, an april fools and a real update too, how about that?
  75.  
  76. [GENERAL CHANGES]
  77.  
  78. Soldiers now wear 3d vests (You'll see them after the event period passes.)
  79.  
  80. New Map: HEIGHT
  81. By Shay. (You'll see the map after the event period passes.)
  82.  
  83. New Melee: HAVOC BLADE
  84. Model by Threadripperr 1H BLADE
  85. Can only be unlocked by reaching rank 100 or further, cannot be unlocked earlier via cases, ect.
  86. Think of it as a way of saying thank you for staying with the game for so long. :)
  87.  
  88. New Melee: LINKED SWORD Rank 199 Unlock
  89. Model by Willow 1H BLADE
  90. The classic roblox sword, with the nostalgic choppy animations and timing(s).
  91.  
  92. Shotguns now can doom-style alt aim again! Press 't' twice to aim down the gun like that.
  93.  
  94. G36 family now feature an altered alt aim with optics that are mounted on top of the scope.
  95.  
  96. Some creator case skins have been updated with new textures, but also has more skins!
  97.  
  98. ICEMOURNE | KRAMPUS KUKRI | TOY GUN | WARHAMMER
  99. All listed melee weapons above are now hidden unless you already own them, or by rolling them as a legendary. They aren't removed, they just are hidden to reduce clutter!
  100.  
  101. CROWBAR | ICE PICK | NIGHTSTICK | TOMAHAWK | ZERO CUTTER
  102. New models, and possibly some hitbox adjustments based on the new models.
  103.  
  104. Icemourne's description updated to properly credit the modeler. (Shay)
  105.  
  106. A good handful of LMGs have been toned down in mobility stats to give more reason to using the often compared firearms more usefulness, but also because they are heavy firearms. The ammo pools of each been shared with other similar firearms too allowing them to be sustained more.
  107.  
  108. [BALANCE CHANGES]
  109.  
  110. AA12
  111. 20 Round Drum.
  112. (=) No longer hard sets walk speed, instead uses multipliers.
  113. (=) No longer hard sets aim speed, instead uses multipliers.
  114.  
  115. AG-3
  116. (=) Fire sound volume and pitch tweaked.
  117.  
  118. AK103
  119. (=) Burst mode will now fire three shots off with one click, with fire delay that matches the RPM.
  120.  
  121. AK12
  122. (+) Decreased the reload time to ~2.4 sec. (OG: ~2.8 sec)
  123. (+) Decreased the empty reload to ~3.1 sec. (OG: ~3.8 sec)
  124. (=) Reload sounds properly synced to animations.
  125. (=) Trying out a new fire sound, should be similar to the old firing sound.
  126. (-) Burst has a fire delay that should match the full auto RPM.
  127.  
  128. NEW CONVERSION: 5.56x45mm NATO
  129. 1275 Kill Unlock
  130. (+) Increases max dam to 34. (OG: 33)
  131. (+) Increases bullet speed to 2650. (OG: 2500)
  132. (=) Decreases fire pitch by 5%.
  133. (=) Changes ammo / casings to 5.56x45mmm NATO.
  134. (-) Decreases min dam to 19. (OG: 20)
  135. (-) Decreases max dam range to 45. (OG: 70)
  136. (-) Decreases min dam range to 100. (OG: 120)
  137. (-) Increases aim cam kick max horizontal recoil by 300%.
  138.  
  139. AK12BR
  140. (=) Trying out a new fire sound, should be similar to the old firing sound.
  141. (-) Burst has a fire delay that should match the full auto RPM.
  142.  
  143. AK12C
  144. (+) Decreased the reload time to ~1.9 sec. (OG: ~2.4 sec)
  145. (+) Decreased the empty reload to ~2.6 sec. (OG: ~3.2 sec)
  146. (=) Reload sounds properly synced to animations.
  147. (=) Trying out a new fire sound, should be similar to the old firing sound.
  148.  
  149. AKU12
  150. (+) Decreased the reload time to ~1.9 sec. (OG: ~2.4 sec)
  151. (+) Decreased the empty reload to ~2.6 sec. (OG: ~3.2 sec)
  152. (=) Reload sounds properly synced to animations.
  153. (=) Trying out a new fire sound, should be similar to the old firing sound.
  154. (-) Burst has a fire delay that should match the full auto RPM.
  155.  
  156. 9mm Conversion
  157. (=) Burst can now be interupted like the rest of the AK12 family.
  158. (=) Burst fire delay made to match the full auto rpm.
  159. (-) No longer impacts recoil modifying stats.
  160. This is done because I forgot to include this change in the last test place update, which was to go alongside the interuptable hyper burst. It should be properly balanced now, hopefully.
  161.  
  162. AN94
  163. MUZZLE BOOSTER
  164. (-) Now sets fire delay to 0.0.
  165. Done because of talk about the attachments basically being 'free upgrades' when put on guns with guns with delayed recoil systems. This should fix that, think of it as 'breaking a delicate firing system'.
  166.  
  167. AUG A1
  168. (+) Increased max damage range to 75. (OG: 60)
  169. (+) Decreased the reload time to ~2.7 sec. (OG: ~3.1 sec)
  170. (+) Decreased the empty reload to ~3.8 sec. (OG: ~4.3 sec)
  171. AUG family in general has fallen behind a bit over the years, and I've been told they just need some minor adjustments to help them get back into action once again!
  172.  
  173. 9mm Conversion
  174. (+) Now decreases reload / empty reload speed.
  175. (-) Now decrease max damage range to 55. (OG: 75)
  176.  
  177. AUG A2
  178. (+) Decreased the reload time to ~2.6 sec. (OG: ~3.1 sec)
  179. (+) Decreased the empty reload to ~3.7 sec. (OG: ~4.3 sec)
  180. AUG family in general has fallen behind a bit over the years, and I've been told they just need some minor adjustments to help them get back into action once again!
  181.  
  182. AUG A3
  183. (+) Decreased the reload time to ~2.5 sec. (OG: ~3.1 sec)
  184. (+) Decreased the empty reload to ~3.8 sec. (OG: ~4.3 sec)
  185. (=) Burst mode will now fire three shots off with one click, with fire delay that matches the RPM.
  186. AUG family in general has fallen behind a bit over the years, and I've been told they just need some minor adjustments to help them get back into action once again!
  187.  
  188. AUG A3 PARA
  189. (+) Increased magazine size to 32. (OG: 25)
  190. (+) Increased spare ammo to 128. (OG: 125)
  191. (=) Burst mode will now fire three shots off with one click, with fire delay that matches the RPM.
  192. (-) Removed extended magazine attachment.
  193. Let's be honest here, the attachment barely did anything for the gun anyway. So I thought why not just make the default gun, which I've been told has been mediocre for a while now, and make it the default magazine size?
  194.  
  195. AUG HBAR
  196. (+) Decreased the reload time to ~ 3.3 sec. (OG: ~3.7 sec)
  197. (+) Decreased the empty reload to ~ 4.0 sec. (OG: ~4.9 sec)
  198. (+) Increased bullet speed to 2800. (OG: 2500)
  199. (+) Increased max damage range to 90. (OG: 30)
  200. (+) Increased aim speed to 13. (OG: 12)
  201. (+) Increased penetration to 1.8. (OG: 1.5)
  202. (+) Increased spare ammo to 210. (OG: 172)
  203. (+) Reverted aim camera recoil nerfs that happened to it a few major updates ago. It should be as accurate as pre-nerf now.
  204. Done so the gun can be more directly balanced as a mid-long range LMG.
  205. AKA:
  206. (+) Increased aim cam kick speed to 25. (OG: 23)
  207. (-) Decreased aim cam horizontal recoil. (From -0.5 > 0.7 to -0.2 > 0.5)
  208. (-) Decreased suppression to 0.4. (OG: 0.9)
  209. (-) Decreased max damage to 31. (OG: 35)
  210. (-) Decreased torso multi to 1.0. (OG: 1.1)
  211. The general problem of the gun is that it is a laser combined with generally very good damage at range, always four shotting as long as you landed one single bodyshot. I wanted to keep it's quality of being a laser but focus on balancing it to be around such a design trait. This is the end result of it. It is one of the lighter LMGs with low damage but great accuracy. AUG family in general has fallen behind a bit over the years, and I've been told they just need some minor adjustments to help them get back into action once again!
  212.  
  213. AS VAL
  214. (=) PSO-1 Scope no longer hardsets recoil / aim speed values.
  215.  
  216. AWM
  217. PM II
  218. (+) No longer impacts aim cam kick speed or magnify speed.
  219.  
  220. Sniper Scopes (in general)
  221. (+) No longer hard sets aim speed.
  222. (+) No longer hard sets magnify speed.
  223. (+) No longer hard sets aim cam kick speed.
  224.  
  225. AWP CONVERSION
  226. (=) Ammo pool now shared with DMR/BR.
  227. As pointed out by DenianWriter DMRs often have problems lasting for longer periods, which is a trait of the weapon type, but it would be better if they were used more against snipers, specifcally the ones that don't use massive bullets. This should help them out a little bit.
  228.  
  229. AWS
  230. Sniper Scopes (in general)
  231. (+) No longer hard sets aim speed.
  232. (+) No longer hard sets magnify speed.
  233. (+) No longer hard sets aim cam kick speed.
  234.  
  235. (=) Ammo pool now shared with DMR/BR.
  236. As pointed out by DenianWriter DMRs often have problems lasting for longer periods, which is a trait of the weapon type, but it would be better if they were used more against snipers, specifcally the ones that don't use massive bullets. This should help them out a little bit.
  237.  
  238. PM II
  239. (+) No longer impacts aim cam kick speed.
  240.  
  241. VCOG 6x Scope
  242. (+) No longer impacts aim speed or aim cam kick speed.
  243.  
  244. BANJO
  245. (=) Skin zones (hopefully) fixed.
  246.  
  247. AWP CONVERSION
  248. (=) Ammo pool now shared with DMR/BR.
  249. As pointed out by DenianWriter DMRs often have problems lasting for longer periods, which is a trait of the weapon type, but it would be better if they were used more against snipers, specifcally the ones that don't use massive bullets. This should help them out a little bit.
  250.  
  251. BEOWULF ECR
  252. (=) Trying out a new fire sound, should be similar to the old firing sound.
  253. (=) Burst mode will now fire three shots off with one click, with fire delay that matches the RPM.
  254.  
  255. BEOWULF TCR
  256. (+) Increased max dam range to 60. (OG: 45)
  257. (+) Increased max damage to 62. (OG: 60)
  258. (+) Increased head multi to 2.0. (OG: 1.7)
  259. (+) Increased torso multi to 1.48. (OG: 1.23)
  260. (=) Trying out a new fire sound, should be similar to the old firing sound.
  261.  
  262. BFG 50
  263. VCOG 6x
  264. (+) No longer hard sets magnify speed.
  265. (+) No longer hard sets aim speed.
  266.  
  267. BRASS KNUCKLE
  268. (+) Increased walk speed to 17.5. (OG: 16)
  269. (=) Lowered front attack damage to 45. (OG: 60)
  270. (-) Decreased backstab damage to 75. (OG: 120)
  271. This is to offset the major speed increase it recently recieved so it doesn't outshine other melee weapons.
  272.  
  273. C7A2
  274. (=) Trying out a new fire sound, should be similar to the old firing sound.
  275.  
  276. Long Barrel
  277. (+) Increases bullet speed by 5%. The return!
  278.  
  279. CHOSEN ONE
  280. (=) New attacking animations. Timings and range might be different.
  281.  
  282. COLT LMG
  283. (+) Increased min damage to 21. (OG: 20)
  284. (+) Increased min damage range to 160. (OG: 145)
  285. (=) Trying out a new fire sound, should be similar to the old firing sound.
  286. (-) Decreased max damage range to 60. (OG: 75)
  287. (-) Decreased walk speed to 12.5. (OG: 13)
  288. (-) Decreased aim speed to 13. (OG: 14)
  289. About half the feedback on this gun is that it is the most generally balanced of all the LMGs, but with some saying the three shot kill range is a little high. So I though to lower the 3 shot range by a small amount while increasing the 4 shot range by the same small amount to help balance this gun out a bit more.
  290.  
  291. COLT SMG
  292. (=) Trying out a new fire sound, should be similar to the old firing sound.
  293.  
  294. NEW 5.56x30mm CONVERSION
  295. 1005 Kill Unlock
  296. (+) Increases head multi to 1.5. (OG: 1.4)
  297. (+) Now increases min dam to 19. (OG: 18)
  298. (+) Recoil both aim and hip are evened out between the two, but favoring lower recoil while aiming.
  299. (=) Changes ammo / case type to 5.56x30mm MARS.
  300. (=) Ammo pool now shared with AR / CARBINEs.
  301. (=) Tweaks fire volume and pitch.
  302. (-) Decreases fire rate to 950. (OG: 1000)
  303. (-) Decreases mag size to 30. (OG: 32)
  304. (-) Decreases ammo pool to 120. (Instead of 150)
  305. (-) Decreases max damage to 30. (OG 34)
  306.  
  307. NEW .50 GI CONVERSION NEW STATS
  308. 2010 Kill Unlock
  309. (+) Increases head multi to 1.5. (OG: 1.4)
  310. (+) Increases torso multi by 10%.
  311. (+) Increases max dam to 48. (OG: 34)
  312. (+) Increases min dam to 23. (OG: 18)
  313. (+) Increases min dam range to 145. (OG: 120)
  314. (+) Doubles Suppression.
  315. (=) Changes ammo / case type to .50 GI.
  316. (=) Tweaks fire volume and pitch.
  317. (-) Drastically increases recoil, it will have great kick and be hard to control. Even more than the last balancing interation...
  318. (-) Decreases fire rate to 850. (OG: 1000)
  319. (-) Decreases max damage range to 20. (OG: 55)
  320. (-) Decreases model kick speed to 21. (OG: 20)
  321. (-) Increases hip fire spread by 25%.
  322. (-) Decreases hip fire stability by 12%.
  323. (-) Decreases bullet speed to 1350. (OG: 1500)
  324. (-) Decreases mag size to 14. (OG: 32)
  325. (-) Decreases spare ammo to 98. (OG: 128)
  326.  
  327. DRAGUNOV SVDS
  328. (=) PSO-1M2 scope now free on this gun.
  329. This is done to keep in trend with the other sniper rifles where a fair number of them start with iron sights but also have an attachable scope.
  330. (=) Ammo pool now shared with DMR/BR.
  331. As pointed out by DenianWriter DMRs often have problems lasting for longer periods, which is a trait of the weapon type, but it would be better if they were used more against snipers, specifcally the ones that don't use massive bullets. This should help them out a little bit.
  332.  
  333. Sniper Scopes (in general)
  334. (+) No longer hard sets aim speed.
  335.  
  336. DRAGUNOV SVU
  337. (=) Ammo pool now shared with DMR/BR.
  338. As pointed out by DenianWriter DMRs often have problems lasting for longer periods, which is a trait of the weapon type, but it would be better if they were used more against snipers, specifcally the ones that don't use massive bullets. This should help them out a little bit.
  339.  
  340. All Scopes (in general)
  341. (+) No longer hard sets aim speed.
  342. (+) No longer hard sets aim cam kick speed.
  343.  
  344. DBV12
  345. (=) Trying out a new fire sound, should be similar to the old firing sound.
  346.  
  347. 410 BORE CONVERSION
  348. (=) Burst mechanics changed: One click = all 3 rounds fired, like the M4 / M16A4.
  349.  
  350. FAMAS F1
  351. (=) Burst mode will now fire three shots off with one click, with fire delay that matches the RPM.
  352.  
  353. G11K2
  354. (+) Increased Torso multiplier to 1.2. (OG: 1.0)
  355. (+) Slightly reduced x-axis aim camera recoil.
  356. (+) Slightly reduced fire delay to 0.08. (OG: 0.1)
  357. (+) Slightly increased firerate to 280. (OG: 250)
  358. MUZZLE BOOSTER
  359. (-) Now sets fire delay to 0.0.
  360. Done because of talk about the attachments basically being 'free upgrades' when put on guns with guns with delayed recoil systems. This should fix that, think of it as 'breaking a delicate firing system'.
  361.  
  362. G3
  363. (+) Increased max damage to 40. (OG: 38)
  364. (+) Increased min damage to 30. (OG: 25)
  365. (+) Increased max damage range to 60. (OG: 50)
  366. (+) Increased torso multi to 1.1. (OG 1.0)
  367. (=) Fire sound volume and pitch tweaked.
  368. (-) Decreased min damage range to 180. (OG: 215)
  369. (-) Decreased penetration to 1.5. (OG: 2.0)
  370. Been told for a while now that this gun needed somet attention, so with some help with Maddy these stats were born. Hopefully these should address a lot of the major problems with the balancing of this gun.
  371. G36
  372. (=) Fire sound volume and pitch tweaked.
  373. (=) Burst mode will now fire two shots off with one click, with fire delay that matches the RPM.
  374.  
  375. G36C
  376. (=) Fire sound volume and pitch tweaked.
  377. (=) Burst mode will now fire two shots off with one click, with fire delay that matches the RPM.
  378.  
  379. G36K
  380. (=) Fire sound volume and pitch tweaked.
  381. (=) Burst mode will now fire two shots off with one click, with fire delay that matches the RPM.
  382.  
  383. HK237K CONVERSION NEW STATS
  384. (+) 0 reveal range (with suppressors).
  385. (+) Increases suppression to 0.9. (OG: 0.35)
  386. (+) Increases min dam to 24. (OG: 19)
  387. (+) Increases min damage range to 170. (OG: 160)
  388. (=) Removes 2 round burst from fire modes.
  389. (=) Changes ammo type to "300 AAC Blackout". (OG: 5.56x45mm NATO)
  390. (=) Changes display name to "HK237K". (OG: G36K)
  391. (-) Lowers max dam to 33. (OG: 34)
  392. (-) Cuts max dam range in half.
  393. (-) Lowers bullet speed to 1950. (OG: 2500)
  394. Heard from the very long, not-very-well-hidden grape vine that the HK237K was kind of extremely powerful to say the least. I had a hunch it would be powerful but didn't think it would be this powerful. Hopefully it being retooled to fit a more med-long range role will make it less annoying to fight against.
  395.  
  396. GROZA 4
  397. (+) Increased magazine size to 30. (OG: 20)
  398. (-) Removed extended magazine attachment.
  399. Heard for a while now a lot of comparisons between the Groza 4 and others similar guns (such as the AS VAL) being made. The groza 4 while not a bad gun appears to be falling behind in some amount, hopefully this change will give it more of a niche than it had before.
  400.  
  401. HATTORI
  402. (=) New attacking animations, with new sounds! Timings and range might be different.
  403.  
  404. HECATE II
  405. All Scopes (in general)
  406. (+) No longer hard sets aim speed.
  407. (+) No longer hard sets magnify speed.
  408.  
  409. HK21
  410. (=) Fire sound changed to the new one used by the G3 / AG-3 / MSG90, but lower pitched.
  411. (=) Burst mode will now fire three shots off with one click, with fire delay that matches the RPM.
  412. Done so there is uniformity in the gun family.
  413. (=) Ammo pool now shared with BRs and DMRs.
  414. (-) Decreased min damage to 27. (OG: 29)
  415. (-) Reduce walk speed to 11.5. (OG: 12)
  416.  
  417. HK416
  418. (=) Trying out a new fire sound, should be similar to the old firing sound.
  419.  
  420. HK417
  421. (=) Trying out a new fire sound, should be similar to the old firing sound.
  422.  
  423. HK51B
  424. (=) Ammo pool now shared with DMR / BR to match with other LMG changes.
  425. (=) Fire sound changed to the new one used by the G3 / AG-3 / MSG90, but higher pitched.
  426. (=) Burst mode will now fire three shots off with one click, with fire delay that matches the RPM.
  427. Done so there is uniformity in the gun family.
  428.  
  429. HONEY BADGER
  430. (+) All suppressors equipped have 0 masking range.
  431. (=) Trying out a new fire sound, should be similar to the old firing sound.
  432. (=) Fixed oddity with remove barrel making the gun in third person become purple.
  433. (=) Barrel attachments updated with new fire sound too.
  434. (=) Barrel attachments (Muffler, Remove Suppressor, Loudener, Flash Hider, Muzzle Booster, Muzzle Brake, Compensator, Halbek Device) now have 300 stud reveal range.
  435. Previously I assumed setting the reveal range to "False" would work, turns out it didn't, it's not as easy as just turning it off with attachments. So instead it will just be an absurdly high reveal range number to simulate regular unsuppressed mechanics. Lol.
  436.  
  437. ICE PICK
  438. (=) New attack animations (Quick | regular | alt ).
  439.  
  440. K14
  441. (=) Fixed reflector scope breaking the game session when equipped.
  442. (=) Ammo pool now shared with DMR/BR.
  443. As pointed out by DenianWriter DMRs often have problems lasting for longer periods, which is a trait of the weapon type, but it would be better if they were used more against snipers, specifcally the ones that don't use massive bullets. This should help them out a little bit.
  444.  
  445. K1A
  446. (+) Decreased aim cam recoil.
  447. AKA
  448. (+) Decreased vertical aim cam kick max to 1.4. (OG: 1.8)
  449. (+) Decreased horizontal aim cam kick min to -0.45. (OG -0.65)
  450. (+) Decreased horizontal aim cam kick max to 0.65. (OG: 0.95)
  451. Was just a little too inaccurate, this should hopefully fix it.
  452. (=) Burst mode will now fire three shots off with one click, with fire delay that matches the RPM.
  453.  
  454. K2
  455. (=) Burst mode will now fire three shots off with one click, with fire delay that matches the RPM.
  456. (-) Increased aim cam recoil.
  457. AKA
  458. (-) Decreased horizontal aim cam kick min to -0.55. (OG -0.35)
  459. (-) Decreased horizontal aim cam kick max to 0.7. (OG: 0.65)
  460. Was just a little too accurate, this should hopefully fix it.
  461.  
  462. K7
  463. (=) Burst mode will now fire three shots off with one click, with fire delay that matches the RPM.
  464.  
  465. KARAMBIT
  466. (=) New attacking animations. Timings and range might be different.
  467.  
  468. KEYBOARD
  469. (=) New attacking animations, with new sounds! Timings and range might be different.
  470.  
  471. KRISS VECTOR
  472. (=) Burst mode will now fire two shots off with one click, with fire delay that matches the RPM.
  473.  
  474. L86 LSW
  475. (+) Increased equip speed to 12. (OG: 10)
  476. (+) Increased bullet speed to 3000. (OG: 2800)
  477. (+) Increase aim speed to 12.5. (OG: 12.25)
  478. (=) Ammo pool now shared with AR / CARBINEs.
  479. (-) Decreased min damage to 24. (OG: 25)
  480. (-) Decreased suppression to 1.0. (OG: 1.8)
  481. (-) Decreased walk speed to 12.5. (OG: 13)
  482. (-) Decreased aim speed to 12. (OG: 13)
  483. (+) Increased suppression to 1.35. (OG: 1.0)
  484. The general feedback of the gun was that it was fairly balanced but leaning towards a little too strong in terms of suppression. The gun will now be able to return to 3000 mv without deafening the other party. Generally reading over the LMG responses I noticed a ton of users were saying the gun was still a bit too powerful, but nerfing areas like the suppression and aimspeed so harshly was uncalled for. I hope these stat changes will address those areas, and make it even more distinct from the AR counterpart. Do remember though it does still have a 1.1x torso multiplier.
  485.  
  486. LONGSWORD
  487. (=) New attacking animations, with new sounds! Timings and range might be different.
  488.  
  489. M16A3
  490. (=) Trying out a new fire sound, should be similar to the old firing sound.
  491.  
  492. M16A4
  493. (=) Trying out a new fire sound, should be similar to the old firing sound.
  494.  
  495. M231
  496. (=) Trying out a new fire sound, should be similar to the old firing sound.
  497.  
  498. M4
  499. (=) Trying out a new fire sound, should be similar to the old firing sound.
  500.  
  501. M4A1
  502. (=) Trying out a new fire sound, should be similar to the old firing sound.
  503.  
  504. M60
  505. (+) Increased torso multiplier to 1.1. (OG: 1.0)
  506. (=) Ammo pool now shared with BR and DMR.
  507. (-) Decreased suppression to 1.5. (OG: 1.8)
  508. (-) Decreased max damage to 39. (OG: 40)
  509. (-) Decreased min damage to 24. (OG: 26)
  510. (-) Decreased max damage range to 100. (OG: 120)
  511. (-) Decreased walk speed to 11. (OG: 12)
  512. The most infamous firearm ever in phantom forces history needs more turning. Base on the feedback read it is extremely strong at range, and the suppression. I hope these changes outlined above will start to fix those core issues. Lowered suppression, lowered damage at range, and lowered range respectively.
  513.  
  514. MK11
  515. (=) Trying out a new fire sound, should be similar to the old firing sound.
  516.  
  517. MG36
  518. (+) Increased max damage to 32. (OG: 30)
  519. (+) Increased bullet speed to 2700. (OG: 2500)
  520. (=) Fire sound volume and pitch tweaked.
  521. (=) Burst mode will now fire two shots off with one click, with fire delay that matches the RPM.
  522. (-) Decreased suppression to 0.5. (OG: 0.9)
  523. The general feedback of this particular light machine gun is that is generally good but underpowered / middling in performance. Hopefully the changes outlined above will give it some utility but also have the qualities of the rest of its family.
  524.  
  525. 300 conversion
  526. (+) Now increases max damage to 36. (Instead of 34)
  527. (-) Now decreases max damage range to 30. (Instead of 45)
  528.  
  529. MG3KWS
  530. (=) Ammo pool now shared with BRs and DMRs.
  531. (-) Decreased suppression to 1.6. (OG: 1.8)
  532. (-) Reduce penetration to 2.0. (OG: 2.5)
  533. (-) Reduce walkspeed to 11. (OG: 12)
  534. (-) Increased horizontal aim cam recoil. Min: -0.4, Max: 0.4. (OG: Min: -0.2, Max: 0.2)
  535. It was brought to my attention with much more detail how little the MG3KWS recoil truly was. I hope will, or be a start to balancing the rifle without killing it.
  536.  
  537. MJOLNIR
  538. (=) New attacking animations. Timings and range might be different.
  539.  
  540. MOSIN NAGANT
  541. (=) Extended magazine moved to "Ammo". (Instead of "Other")
  542. (=) When equipping certain barrel attachments a bayonet will be equipped (purely visual).
  543. (=) Had to remove the little bullet strap on the stock, because remove stock would leave them floating. :(
  544. (=) Ammo pool now shared with DMR/BR.
  545. As pointed out by DenianWriter DMRs often have problems lasting for longer periods, which is a trait of the weapon type, but it would be better if they were used more against snipers, specifcally the ones that don't use massive bullets. This should help them out a little bit.
  546.  
  547. Sniper Scopes (in general)
  548. (+) No longer hard sets aim speed.
  549. (+) No longer hard sets magnify speed.
  550. (+) No longer hard sets aim cam kick speed.
  551.  
  552. 8MM CONVERSION
  553. (+) Now lowers head multi to 1.34. (Instead of 1.2)
  554. (-) Now decreases max damage range to 100. (NEW)
  555. So it became clear quickly that this extremely mobile gun having 150 studs of instant kill range to the torso / head was too powerful, but hopefully this change won't kill it just require users to get closer to targets.
  556.  
  557. A lot of criticism has been known about the 8mm conv on its own, but especially when paired with the extended magazine. The changes should solve the issue of the 8mm conv being paired with the extended magazine, but because of the recent change to the 8mm conv one tap torso range being lowered to ~100 studs I thought giving it the ability to one tap head ~150 studs.
  558.  
  559. MP40
  560. (=) Stubby grip no longer hard sets stat numbers.
  561.  
  562. MP5K
  563. BURST TRIGGER GROUP
  564. (+) Fire cap made to match the ROF (AKA: 900)
  565.  
  566. MP7
  567. (=) Testing out a new fire sound for it.
  568. Done so it can be sound better on the ears, and sound a little closer to real life.
  569.  
  570. MSG90
  571. (=) Fire sound volume and pitch tweaked.
  572.  
  573. NORDIC WAR AXE
  574. (=) New attacking animations, with new sounds! Timings and range might be different.
  575. (=) Fixed odd left arm placement during inspect animation.
  576.  
  577. OBREZ
  578. (=) Extended magazine moved to "Ammo". (Instead of "Other")
  579. Done mostly to fit alongside the Mosin Nagant. However, the stats of the 8mm conv for this weapon have been entirely redone because of it being bad for quite a while now...
  580.  
  581. 8MM CONVERSION (NEW STATS)
  582. (+) Increases max dam to 80. (OG: 50)
  583. (+) Increases min dam to 50. (OG: 40)
  584. (+) Suppression increased by 50%.
  585. (+) Fire volume increased by 12%.
  586. (=) Fire pitch decreased by 12%.
  587. (-) Lowers Camkickspeed / Aimcamkickspeed / Modelkickspeed by 20%.
  588. (-) Lowers max dam range by 50%.
  589. (-) Lowers min damage range to 105. (OG: 150)
  590. (-) Lowers head multi to 1.9. (OG: 3.0)
  591. (-) Lowers torso multi to 1.25. (OG: 1.5)
  592. These new stats should provide some use for the 8mm conv on the Obrez. It should be able to one tap torso ~50 studs, and still be able to one tap head ~100 studs.
  593.  
  594. Sniper Scopes (in general)
  595. (+) No longer hard sets aim speed.
  596. (+) No longer hard sets magnify speed.
  597. (+) No longer hard sets aim cam kick speed.
  598.  
  599.  
  600. P90
  601. (=) Testing out a new fire sound for it.
  602. The old sound, while it worked, was pretty dry. This new sound is being tested over it, what do you think of it? It should be 'closer' to the real life too.
  603.  
  604. BRAND NEW FREE ATTACHMENT (OTHER): 30rd CIVVY MAG
  605. Exact stats...
  606. (+) Increases aim speed to 17. (OG: 15)
  607. (+) Increases walk speed to 15. (OG: 14)
  608. (+) Decreases reload speed (~ 1.875 sec) (OG: 2.5 sec)
  609. (+) Decreases empty reload speed (~ 2.325 sec) (OG: 3.1 sec)
  610. (-) Decreases mag size to 30. (OG: 50)
  611.  
  612. REMINGTON 700
  613. (=) Ammo pool now shared with DMR/BR.
  614. As pointed out by DenianWriter DMRs often have problems lasting for longer periods, which is a trait of the weapon type, but it would be better if they were used more against snipers, specifcally the ones that don't use massive bullets. This should help them out a little bit.
  615.  
  616. Extended Magazine
  617. (=) No longer hard sets aim speed.
  618.  
  619. RPK
  620. (+) Decreased a small amount of horizontal aim cam recoil. (-0.2 > 0.9 to -0.1 to 0.7)
  621. (+) Increase bullet speed to 2450. (OG: 2300)
  622. (+) Increased spare ammo to 200. (OG: 180)
  623. (=) Ammo pool now shared with AR / CARBINEs.
  624. (-) Decreased suppression to 1.0. (OG: 1.4)
  625. (-) Decreased magazine size to 40. (OG: 45)
  626. It had the incorrect amount of ammo stored in a magazine for this gun for years, and we try to be accurate on those fronts. Hopefully these stats make up for the lowered magazine size. Otherwise the general feedback of the gun according to the few surveys done in the past was that it was generally fine, maybe a little powerful in some areas? Hopefully these readjustments will fix that.
  627.  
  628. RPK12
  629. (+) Decreased the reload time to ~2.4 sec. (OG: ~3.0 sec)
  630. (+) Decreased the empty reload to ~3.3 sec. (OG: ~4.0 sec)
  631. (=) Reload sounds properly synced to animations.
  632. (=) Trying out a new fire sound, should be similar to the old firing sound.
  633. (=) Ammo pool shared with AR / Carbines.
  634.  
  635. 7.62 CONVERSION
  636. (+) Increased spare ammo to 200. (OG: 180)
  637. (-) Decreased mag size to 40. (OG: 45)
  638. It's using RPK magazines, and those were made to be accurate to the real life capacity. This should match it too.
  639.  
  640. RPK74
  641. (+) Increased walk speed to 12.5. (OG: 12)
  642. (+) Increased bullet speed to 2600. (OG: 2500)
  643. (=) Ammo pool now shared with AR / CARBINEs.
  644. (-) Decreased aim speed to 12.5. (OG: 13)
  645. (-) Increased tactical reload time to ~2.8. (OG: 2.5)
  646. (-) Increased empty reload time to ~3.8. (OG: 3.2)
  647. The reload speed of this gun was identical or extremely similar to the base AR version... That's not okay. Overall though the gun even in feedback showed to be quite balanced, but I decided to throw in a very minor tweak to the stats to help seperate from the regular RPK a little more.
  648.  
  649. SAIGA 12 (SAIGA 12U)
  650.  
  651. Full Auto Conversion
  652. (=) Moved to ammo section.
  653. (=) Hip choke now properly increases to match the aim choke increase.
  654.  
  655. 223 Conversion
  656. (+) No longer impacts max dam range.
  657. (+) Now makes your gun automatic, but also can be set to semi-auto!
  658. (=) Now properly shares ammo pool with AR(s).
  659. (=) No longer changes fire sound, instead adjusts pitch / volume.
  660.  
  661. 7.62x39mm Conversion
  662. (+) Now makes your gun automatic, but also can be set to semi-auto!
  663. (=) Now properly shares ammo pool with AR(s).
  664. (=) No longer changes fire sound, instead adjusts pitch / volume.
  665.  
  666. 308 Conversion
  667. (+) Now makes your gun automatic, but also can be set to semi-auto!
  668. (=) Now properly shares ammo pool with DMR(s).
  669. (=) No longer changes fire sound, instead adjusts pitch / volume.
  670.  
  671. 953 Conversion
  672. (=) Now properly shares ammo pool with DMR(s).
  673.  
  674. Extended Magazine (SAIGA 12U)
  675. (+) No longer slows down reload time!
  676.  
  677. NEW CONVERSION: 9mm
  678. 1250 kill unlock
  679. (+) Increases mag size to 30. (OG: 8)
  680. (+) Increase spare ammo to 120. (OG: 50)
  681. (+) No choke.
  682. (+) Increases head multi to 1.4. (OG: 1.15)
  683. (+) Increases max dam to 38. (OG: 27)
  684. (+) Increases min damage to 19. (OG: 17)
  685. (+) Increases pen depth by 50%.
  686. (+) Greatly decreases recoil in many areas.
  687. (+) Improves hipfire spread recovery by 20%.
  688. (+) Increases bullet speed to 2000. (OG: 1500)
  689. (+) Improves hipfire stability by 16%.
  690. (+) Increases rpm to 735. (OG: 350)
  691. (=) Changes ammo and casing to 9x19mm.
  692. (=) Shares ammo pool with PISTOLS.
  693. (=) Changes reload animation, can't tell if slower or faster than default.
  694. (=) Increases fire pitch by 50%.
  695. (=) Fire modes locked to either 3 round burst or semi auto.
  696. (=) Burst fire all three shots in one click.
  697. (-) Lowers max dam range to 45. (OG: 60)
  698. (-) Fire cap set to 600 rpm.
  699.  
  700. SAIGA 12U version has very similar stats, but with a 15 round mag and 45 spare ammo.
  701.  
  702. SCAR HAMR
  703. (+) Increased bullet speed to 2600. (OG: 2500)
  704. (+) Increased aim speed to 12.75. (OG: 12)
  705. (+) Increased torso multi to 1.15. (OG: 1.1)
  706. (+) Increased walkspeed to 12.25. (OG: 12)
  707. (=) Ammo pool now shared with AR / CARBINEs.
  708. (-) Decreased suppression to 0.8. (OG: 1.1)
  709. (-) Decreased min damage to 21. (OG: 23)
  710. (-) Decreased max damage range to 80. (OG: 110)
  711. (-) Decreased min damage range to 170. (OG: 180)
  712. I hadn't taken a deep look at the HAMR stats until recently, and I didn't realize just exactly how powerful it was. It is powerful in all ranges. These changes should shift it to a more healthier playstyle focusing a little on closer range while still being able to do something to foes from afar.
  713.  
  714. 9mm conversion
  715. (+) Now decreases bullet speed to 2100. (Instead of 2000)
  716. (-) Now decreases max damage range to 60. (Instead of 80)
  717.  
  718. SFG 50
  719. VCOG 6x
  720. (+) No longer hard sets magnify speed.
  721. (+) No longer hard sets aim speed.
  722.  
  723. SL-8
  724. (=) Fire sound changed to the new one used by the G36, but lower pitched and slighty louder.
  725. (=) Ammo pool now shared with AR/CARBINE/LMG.
  726. The SKS had this change for a long while, and it turned out to be a good one for it. Why not do the same for a similar weapon?
  727.  
  728. SLEDGE HAMMER
  729. (=) New attacking animations. Timings and range might be different.
  730.  
  731. SPAS 12
  732. VCOG 6x (in general)
  733. (+) No longer hard sets aim speed.
  734. (+) No longer hard sets aim cam kick speed.
  735.  
  736. SR-3M
  737. (=) PSO-1 Scope no longer hardsets recoil / aim speed values.
  738.  
  739. STEVENS DB
  740. (=) Can now remove the stock!
  741.  
  742. STEYR SCOUT
  743. (=) Ammo pool now shared with DMR/BR.
  744. As pointed out by DenianWriter DMRs often have problems lasting for longer periods, which is a trait of the weapon type, but it would be better if they were used more against snipers, specifcally the ones that don't use massive bullets. This should help them out a little bit.
  745.  
  746. Sniper Scopes (in general)
  747. (+) No longer hard sets aim speed.
  748.  
  749. 5.56x45mm NATO CONVERSION
  750. (=) Ammo pool now shared with AR/CARBINE
  751. To promote the conversion's main point of sustainability by letting it draw from the most common ammo pool in the game.
  752.  
  753. STICK GRENADE
  754. (=) New attacking animations, with new sounds! Timings and range might be different.
  755.  
  756. TEC-9
  757. (=) Description tweaked.
  758. (=) Physical magazine model size adjusted to be like the actual proper length in real life. Has no impact on gameplay.
  759.  
  760. TOMAHAWK
  761. (=) New attack animations (Regular | alt ).
  762.  
  763. TRG-42
  764. Sniper Scopes (in general)
  765. (+) No longer hard sets aim speed.
  766. (+) No longer hard sets magnify speed.
  767.  
  768. UZI
  769.  
  770. 22LR conversion
  771. (+) Now lowers max damage range to 50. (Instead of 20)
  772. (+) Now lowers max damage to 25. (Instead of 35)
  773. (+) Now lowers min damage to 15. (Instead of 12)
  774.  
  775. VSS VINTOREZ
  776. (=) PSO-1 Scope no longer hardsets recoil / aim speed values.
  777. (=) PSO-1M2 Scope no longer hardsets recoil / aim speed values.
  778.  
  779. WA2000
  780. (=) Ammo pool now shared with DMR/BR.
  781. As pointed out by DenianWriter DMRs often have problems lasting for longer periods, which is a trait of the weapon type, but it would be better if they were used more against snipers, specifcally the ones that don't use massive bullets. This should help them out a little bit.
  782.  
  783. WORLD BUSTER
  784. (+) Increased head multi to 1.3. (OG: 1.0)
  785. (+) Increased torso multi to 1.3. (OG. 1.0)
  786. (-) Decreased backstab damage to 92. (OG: 120)
  787. (+) Increased damage to 140. (OG: 92)
  788. (+) Increase backstab damage to 140. (OG: 92)
  789. (=) New attacking animations, with new sounds! Timings and range might be different.
  790. (-) Decreased walk speed to 10.
  791. (-) Decreased recovery speed on all attacks.
  792.  
  793. WARHAMMER
  794. (+) Increased head multi to 1.3. (OG: 1.0)
  795. (+) Increased torso multi to 1.3. (OG. 1.0)
  796. (+) Increased damage to 150. (OG: 95)
  797. (+) Increase backstab damage to 150. (OG: 95)
  798. (=) New attacking animations, with new sounds! Timings and range might be different.
  799. (-) Decreased backstab damage to 95. (OG: 130)
  800. (-) Decreased walk speed to 10.
  801. (-) Decreased recovery speed on all attacks.
  802.  
  803. ZERO CUTTER
  804. (=) New quickstab animation. Changed from a 'bonk' to a quick one hand swipe from the right to left.
  805. (=) Adjusted left mouse attack.
  806.  
  807. ZWEIHANDER
  808. (+) Increased damage to 120. (OG: 90)
  809. (+) Increase backstab damage to 120. (OG: 90)
  810. (+) Increased head multi to 1.3. (OG: 1.0)
  811. (+) Increased torso multi to 1.3. (OG. 1.0)
  812. (=) Decription updated with proper credits to the model makers.
  813. (=) New attacking animations, with new sounds! Timings and range might be different.
  814. (-) Decreased backstab damage to 90. (OG: 120)
  815. (-) Decreased walk speed to 10.
  816. (-) Decreased recovery speed on all attacks.
  817.  
  818.  
  819. [ATTACHMENT BALANCE CHANGES]
  820.  
  821.  
  822. 5.56 Conversion (AK103)
  823. (-) Now lowers min damage to 23.5. (OG: 24.5)
  824. Got plenty of word that the AK103/5 BARS barrels were just a tiny bit too powerful. This should hopefully address that.
  825.  
  826. 5.56 Conversion (AK105)
  827. (-) Now lowers min damage to 22. (OG: 24)
  828. Got plenty of word that the AK103/5 BARS barrels were just a tiny bit too powerful. This should hopefully address that.
  829.  
  830. 7.62x39 CONVERSION (AR)
  831. (+) Now increases min dam range by 11%. (Instead of 32/29)
  832. (+) Now increases max dam by 15%. (Instead of 12.5%)
  833. (+) Now increases min dam by 10%. (Instead of 12/11)
  834. (+) Now increases aimcamkickmin by (20% , 25%, N/A). (Instead of (28%, 50%, N/A) )
  835. (+) Now increases aimcamkickmax by (28% , 30%, N/A). (Instead of (38%, 60%, N/A) )
  836. (+) No longer impacts crosshair expansion.
  837. (=) No longer impacts fire volume.
  838. The new firesounds of the AR15 family are already loud enough, we really don't need them getting louder. The attachment also needed some buffs because a large majority of guns it could be equipped to did not get much an advantage with it. These changes are meant to iron out the needlessly complex numbers and slightly boost the effectiveness.
  839.  
  840. BIRDSHOT
  841. (=) Description tweaked to reflect how the stats actually behave.
  842.  
  843. BURST GROUPING (MP5 FAMILY)
  844. (+) Firecap increased to 800. (OG: 600)
  845. (=) Now 1-click will make three shots fire.
  846.  
  847. LONG BARREL (All Variations)
  848. (-) No longer impacts camkickmax, aimcamkickmin, or aimcamkickmax
  849. What I've noticed is a lack of variation after this attachment was officially introduced. If a gun got a long barrel it was best to always equip it. This is because, I believe, the stats impacted by the long barrel on all variations were too wide spread. It still reduces some recoil through increasing modelkickdamper (depending on variation), but otherwise I believe allowing it to keep the range increases while no longer impacting most of the recoil will be a good change for attachment variety.
  850.  
  851. PM II
  852. (+) No longer impacts aim speed (Specifically on SCAR family).
  853. (+) No longer impacts aimcamkickspeed (Specifically on SCAR family).
  854.  
  855. PSO-1
  856. (+) No longer impacts aim speed.
  857.  
  858. PSO-1M2
  859. (+) No longer impacts aim speed.
  860. (+) No longer impacts aimcamkickspeed.
  861.  
  862.  
  863.  
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