As someone who has worked on the stats of guns in a curated map and understands gun balance…
- increased horizontal recoil on maplestrike (to something similar to augewehr)
I don’t think the recoil pattern should be changed, but the general side-to-side recoil can be increased. The Maplestrike’s perfectly average horizontal recoil is pretty much the only thing is has going for it. Other than that, it’s average.
- Made Reloading boxes into guns (matamorez, cobra etc) take more time to reload
This hasn’t been implemented for those two, but I don’t see them as too powerful as those two magazines are comparably not very large.
- Made snare trap do 75% damage (rather than like 10)
Sure
- Added military barrel attachment to vonya
The Vonya is the only vanilla semi-auto shotgun. Its damage output and firerate are alright, and despite losing its automatic mode, it’s still fine where it is. It spawns at like police locations, so it can be considered the Russian Bluntforce, and there it does fine.
But, adding barrel slots to a shotgun isn’t good. The barrel would make it basically fire slugs, which doesn’t seem that great from a balance perspective due to the overkill shotguns can do. And with suppressors, the durability would be too high for a shotgun. Out of a military suppressor, which can be fired 33 times to 1%, a Maplestrike can deal 1320 damage. A Sabertooth can deal 1980 damage. But a Vonya? That’s 6930 damage, way too much.
So instead, actual shotgun barrels attachments should be added. This can be things like chokes and a suppressor that’s properly balanced for the job.
- Burst fire added to teklowvka, cobra and avenger (because pistols need a buff)
Cobra doesn’t need burst as it’s already auto, and low tier guns need to exist. It’s fine for pistols to not be the best because they shouldn’t.
Once again, pistols shouldn’t be king, they’re low tier. The Cobra is a stepping stone to SMGs. However, it’s recoil is way way high, even for what it is. It would be toned down a bit.
- Ace damage increased to 60 damage (from 50) (or increase the headshot multiplier to 1.25 instead of 1.1)
The Ace is a civilian low-cal secondary that is a 3 shot kill against armored targets. It’s a civilian tier pistol, and it’s considered one of the best pistols. It doesn’t need to be better. Once again, pistols don’t need to and shouldn’t be the best.
- Schofield damage increased to 85 (from 80)
What would this accomplish? This wouldn’t even 1-shot players with civilian tier helmets.
- Heartbreaker damage increased to 45 (from 40)
I’d actually argue for 47. The Heartbreaker simply fires too slow to be relevant. Literally the worst AR in the game.
- Changed explosive ammunition to be refillable with high caliber ammunition (or maybe low cal)
Absolutely not. Explosive ammo causes ARs to have even faster MTTKs, making them requiring one less shot to secure the kill. Being able to refill straight up higher damage magazines would upset balance quite a bit. Frag rounds should be a one-use thing.
- Desert Falcon uses low caliber ammunition
Sure, but it should do about 60 damage instead, but it would gain an extra round in the magazine pushing it to 8 rounds.
- Desert Falcon Damage increased to 99 (from 80)
Similar case to the Ace. The Desert Falcon is a pistol, it shouldn’t be insane. It’s a two shot secondary, which is already pretty damn good. Being able to one shot in some cases with it would be way too powerful.
- Increased effectiveness of Tactical Laser to increase spread by 0.5 multiplier (from 0.8)
Just why? The accuracy of the guns that can accept tacticals is already very very high. This would make sniping with SMGs possible. Hell, even the Banshee becomes able to kill within its whole range.
- added shotgun slugs - same damage and range as all pellets combined
Not with that implementation. I’m yet to find an implementation of shotgun slugs that I like. During internal testing with slugs like that, they became rather frustrating for everyone.
If the slugs weren’t very accurate, the shotgun shooter would become frustrated as you just had tons of damage zip away and then you die to low firerate.
If the slugs were accurate/the shooter got lucky, the target was instantly dead. The combined damage of a shotgun is really really high. The Vonya does 210, and the Bluntforce/Vanguard does 240. Even a shot to the leg is a one shot.
With less damage, it became a “why am I not using buckshot in this thing, or an AR?”
So basically, I’m all for slugs. Just find an implementation that’s good.
EDIT: I just remembered the Determinator exists. A one-shot slug cannon secondary… Once again, find a better implementation of slugs. Like seriously, I would love to hear one.
- Added quiver attachment for compound bow and crossbow that increases reload time
I don’t really know how I feel about that. Bows already do an assload of damage for being a low tier weapon, and silent too. Their wonky ballistics, low firerate, and aiming difficulty is their balance factor.
- Suppressor is thicker in diameter and slightly longer
This is more of a case-by-case thing, which believe it or not, can be adjusted case by case! For example, the Corsican’s barrel attachments are slightly smaller, and the quest reward Single Shot Shotgun’s barrel is much larger than normal. So it’s just each gun needs a tweak where it needs it.
- Made night vision scope look cooler and increased amount of mil-dots
Sure.
- Added bayonet to ranger spawn
I’m not opposed.
- Also, make a server option to turn off arrow and suppressor durability.
I have nothing against a setting like that, but Nelson has stated he wants suppressors to be limited. So I don’t know if it’ll get through.