Update Log - 27/05/2019

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Update Log - 27/05/2019

Following on from yesterdays update, a smaller update went live this morning. The focus of this update was to provide a first phase of balancing to firearms, while we have feedback from the small group that helped test the changes, there will be a further phase of updates after monitoring the impact of the changes for a period of time. Please continue to provide any further feedback in the community discussion thread.
  • Added new settings for gungames
  • The spread of shotgun pellets is no long impacted by marksmanship level
  • Marksmanship for lower levels no longer has as much recoil
  • Crouching has a more of an impact at higher marksmanship levels
  • Changed the recoil reduction calculation so that weapons without stocks and magazines have a more relative improvement when using compensators
  • Shooting while jumping results in a higher amount of recoil
  • It is no longer possible to aim down sights while jumping
  • Lowered the RPM of Famas
  • Increased meth yield and slowed down cooking at lower temperatures
  • Fixed fire from travelling through walls and floors
Thanks to @Sorle, @thehomelessdude, @ICEKILLER_99, @Collier, @Madda, @Exnem, @Saint Wylde, @Carrot and @Ayjay for their testing and feedback.
 
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Shooting while jumping results in a higher amount of recoil
Is this only while jumping, or is there a small inaccuracy time even after landing?
 
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The spread of shotgun pellets is no long impacted by marksmanship level
What was the reasoning behind this?
This was the one feature that made shotgun marksmanship actually worth leveling
 
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Especially when you take into account how the recoil was changed a long time ago to the point where there's essentially 0 recoil at any marksmanship level, really does make shotgun marksmanship pointless. However some of these changes may just be experimental, so they're open to future balancing and change.

I mean, it's more realistic but there needs to be more of a reason to have 100 shotgun marksmanship.
 
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There isn't any realistic reason why the size of a cluster of pellets from a single round should vary depending on the person holding the shotgun. The mechanic was making shotguns far too effective at long range, as the cluster became so small you could guarantee there that enough of the pellets hit for the person to be killed instantly.

Now marksmanship only impacts the recoil and how close the cluster is to where you were aiming, which is exactly the same as any other firearm. This may mean that we need to improve the general accuracy of shotguns, both the size of the clusters and how close they are to where you are aiming for different marksmanship levels. This is something that I will be watching closely, and I'm happy to hear feedback from anyone who has tried the shotguns.
 
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Everything here is nice but recoil seems to have increased too, pls decrease. :/
 
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Changed the recoil reduction calculation so that weapons without stocks and magazines have a more relative improvement when using compensators
Technically without a magazine the gun won't have any recoil because it can't shoot.

 
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M24, shotguns and revolvers would all disagree.
 
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Actually yes you can, but only by forcing it via the spawn menu, so a revolver could actually have a suppressor. But there's no attachment point set up so it defaults to the player camera / behind it.
 
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Surprised ak101 wasnt nerfed. Literal laser beam with a rifle comp at 100 still.

Also burst fire still wasnt fixed/adjusted which is a shame because it makes guns like the SG and M16 pretty trash with how much they kick when using burst fire.


Other than that I didnt notice too many differences, but I guess the newer players with lower marksmanship will which is nice.
 
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I've noticed that when you fire the Famas on burst the gun still moves 9 times instead of 3 as well by the way, but no ones really pointed it out.
 
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