What makes you enjoy PVP

In terms of animations, I would love to make it so all guns have less recoil visually as well.
This is the biggest barrier of entry for a lot of the weapons that are on the server. SCAR-L and M4A1 are easy to control - that's why most people use them. The Sako has HORRIBLE visual recoil, so do the MAC10, the Micro UZI, the M1911, the Luger, and the list goes on.

It also doesn't help that the audio in gunfights is seriously broken. Some weapons are obscenely loud for no reason, and with a majority of them having a long standing bug where you cannot tell where the origin of the sound is from any distance.
 
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My only consensus is people might've adjusted to how it is now but it does look and feel rather clunky so if this can be done as a F1 menu gameplay option so people have a choice of style then that'd be great, muscle memory has really done me in with instinctively pressing ALT all the time lol
As it is controlled via serverside as well, an F1 option would do very little.
I understand your point, it does shoot quicker thus will have more of a kick, would you look into making any kind of adjustments to where you could have the recoil be less intense? It is considerably one of my favourite weapons to use and is a oldie but goldie amongst players during the marksmanship levelling era so giving it some rejuvenation to fit with the server today is something I really encourage you should look into, other weapons along can come along the way too as they do obviously contribute to the core experience. Some guns just simply outperform a much more expensive gun which I've always found it a little off for years so it's nice to at least address something here.
I will investigate this further when I get some time as I noted on my profile.
The real example just looked really good, I highly encourage someone with such capability to do such changes to explore into this more and we can get some nice changes and some fixes along the way too like for the luger sight coming up after reload (so glad you guys added that pistol anyways it's funny to see an army of DoD WW2 soldiers equipped with them on halloween).
Unfortunately animations is one area that we don't have a lot of devs with expertise in. It's not super difficult to do in Blender, but the importing to Source part is a real pain.
That was a curveball suggestion tbh, I only bring it up because you'd find it to be a default necessity with revolvers in most shooter games but what I could at least try to suggest is you speed up some of the revolver animations a bit if possible in code as not only an alternative solution but a good change too. Obviously you'd need the feedback from the other staff and community members beforehand if anything were to happen for the most part but I hope it gives some ideas on what you could do on your end should it be a possibility.
Similar to other animations, making reload faster is a matter of someone doing it for each one.
You're welcome :troll:
Who said it was you? ;)


Criminal activities outside of residences must be added to the server to take the focus away from raiding. Raiding can (and should) be left alone, but we need some new criminal activities that take the focus away from powergrowing and raiding while still making players money.
As it was discussed elsewhere, making public criminal acts tends to attract attention from all sides and often becomes problematic. As you're likely aware, a lot of bank robberies tend to get unwanted citizens walking into the bank both to get in the way as well as see what guns they can grab for free. So really making more things done within a base is preferable here, especially since it's better to have any sort of PVP be more isolated to a single building than city wide (part of the problem I have with PD raids generally).
This is the biggest barrier of entry for a lot of the weapons that are on the server. SCAR-L and M4A1 are easy to control - that's why most people use them. The Sako has HORRIBLE visual recoil, so do the MAC10, the Micro UZI, the M1911, the Luger, and the list goes on.

It also doesn't help that the audio in gunfights is seriously broken. Some weapons are obscenely loud for no reason, and with a majority of them having a long standing bug where you cannot tell where the origin of the sound is from any distance.
The visual recoil was already addressed as a known issue. As for volume, I'd argue that they all are obscenely loud. Yes, guns are loud in person, but I don't think we necessarily need to always awaken the dead with how loud they are every time there is a gunfight somewhere on the map. This is also what contributes to identifying direction. AFAIK there is no setting you can put on an audio file which nullifies directional input. And each sound is played the same way so it isn't a problem with that itself.
 
There must be something that causes it, considering it only happens with some guns, and the type of the audio file (mp3 vs wav, mono vs stereo) means nothing.
If you can make a list, I guess I can go through them to see what they may share in common. But I need a full list and not just based on memory as that's not reliable or helpful.
 
If you can make a list, I guess I can go through them to see what they may share in common. But I need a full list and not just based on memory as that's not reliable or helpful.
If I were still staff, I'd easily be able to do that. However, I don't have a lot of the guns on the server. I remember the AK-101 and UMP-45 being a part of the list, as well as the P226.

I'd say you can run a Gun Game to get some, but of course with all of those sounds overlapping it'd be hell to discern which is which. Maybe you could run a Gun Game on an empty server, and test each gun out that way? It would take way too long to equip each one on its own.
 
PS: again, i know i'm shit at gunplay and respect other players skill, it's just frustrating that by virtue of being shit i'm severely restricted in what I can do (Mainly trying to play police without dying constantly, even when trying to stay out of shootout situations)

Gunplay is like 30% of a shootout... If you can give information from a far, make bricky perimeters and stay around in your car (blinkers, no e-lights) and delay flanks (use text radio to tell your position on perimeter set) even if you die you provide valuable information by virtue of positioning. Prioritize calling the shooter out and car if flanked instead of instantly shooting. Stay mobile in your car (prefered) or turned on sideways so drivers side covers you on exit, with ability to accelerate forward.

To avoid kill ejecting, you sort of have to coordinate with your team to approach together from different angles or don't commit too hard. Binoculars first.

If there is a car about a shootout, that's a flanker, drop your keybind for them to stop and surrender and/or leave. If they are about again, shoot them to disable the car by coordinating with other cops. Don't commit too hard for a push inside yet.

If you push with tfu, die at the front, with them behind you, in such a way where you drain bullets from the mags so their push has less guns pointed at them.

Do you die sometimes? Yes, but you play your role well. It's all about being smart, your skill is a very small part in comparison to your brain.
 
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