Board Thread:General Discussion/@comment-25526200-20180428033428

weapon balacning:

stery m: fine, its a free weapon, no big issues here its better than colt and m93r and some other weps in terms of dps and over all peformance. currently the best pistol for the price you get, does a total of 1980 damage and each mag gives you 660 damage pwnage.

colt python: 1 more mag to equal to 1530 damage, because currently it only deals 1020 damage in total, and not every shot gets landed on a target. 2 mags are just simply too low, 3 would be okay, stery m still beats it by 1980 damage in total, so giving it this small buff wouldn't make the player feel like he just wasted his cash after he burns through 3 ammo crates. it is more accurate and can 1 shot edgars tho, unlike stery m. each mag does 510 damage, total is 1530 damage.

m93r: honestly, just a shit weapon in general, it's worse than the stery m yet costs 2.5k making it secondary would be a start, and perhaps making it cost 1.5k is a good move as well. giving the weapon at least 8 (42) more damage, would give it 126 dps, which makes one burst be able to kill a zombie. add 3 more bullets in a mag (15 rds per mag) 630 damage in 1 mag,  1890 damage over all. instead of spray tapping as the stery m, u just tap once and the zombie dies. stery m still beats this barley by 100 damage total over all, but m93r chews them down easier for you.

double barrel shotgun: no issues here, perhaps making it more accurate when you ads will help for longer ranges, making it more unique than the wing master. each pocket slot thing from vest should add 4 more shells ( 2 reloads per pocket)

skorpion: ah, another m93r failure, except automatic. it does come with a total of 4 mags,  great move, however its just shit in general because it takes half a mag to kill a zombie further than 10 studs, mostly because its shit in accuracy.''' it can't even meet up its 345 DPS because the 15 bullets are spent which yields 330 damage, it requires one more bullet in order to do 345 dps. ''' it does have a stock, requires 500 dollars to use, remove that, and then when u use it, congrats you still aim like complete shit. the only fix here that i'd recommend upgrading the mags to 20 bullets each, which gives it 85 bullets, damage stays the same, each mag does 460 damage, which can kill a ticker in less than a second assuming all bullets hit, which shouldnt at ranges further than 15 studs, and grants a over all damage of 1840. being able to mow down 4 normal zombies or 1 ticker. remember that the skorp has shitty accuracy, so its damage makes up for it. the m93r should be able to beat this weapon by accuracy, but not DPS wise.

remington700: complete dog shit. honestly feels like a airgun, in real life, it is not a piece of shit like r2da made it. it's caliber is a .223, not a damn .22 caliber. it should at least do 130 damage, enough to one shot a zombie and a bit further for longer ranges. this small buff  would make the gun worth to be used as a primary, instead of tossing it and just using your stery m instead. price should stay the same, it is a bolt action after all. does a total of 1560 damage. also if a vest is worn, each little +1 mag thing should give 5 more bullets, not 1, for tdm, the damage should be reduced to its original value 90, humans wear armor, zombz dont (unless army zombz are a thing with swag armor)

dragunov: for the price of 9,250 gold, this gun doesn't peform well either, it's great for tdm/ffa, but kinda crappy for zombz, mostly bc of it's mag size and the horde sizes of the zombz are annoying. its a sniper i get it, but this sniper is a dmr, which has a mag capacity to about 20 bullets usually. but for r2da thats pretty op, its mag size should be increased to 9 bullets, damage decrease to 76(to 1 shot edgar and a tiny bit further for ranges) each mag can do a total 684 damage(before total damage was 510) doing a total damage of 2052. you can kill 5 normal zombies with this without aiming at the head. pretty good for the price of 10k, however at longer ranges, you'd probably only be able to kill 2-3 zombies. of course assuming you don't land at the head. at longer ranges this would be able to 1 shot normal zombies if you aim for the head, you can get 9 kills for normal zombies. does worse than the skorp in total damage wise, and barley wins over the stery m, but you're using this at ranges further than other guns.

wingmaster: fine, except fix it so when u equip a vest, it gives 3+ shells not only 1.

m16a1: for 13k, for a burst, it can 1 shot normal zombies with a full burst. its ROF is 36k, and its rate of fire is pretty insane, making this automatic would burn through your ammo, and its current damage in a mag which is 675, would basically melt 2 tickers in less than a second. its true DPS is 27000, it's only capped at 270 because of the burst. but with the current buffs im suggesting, the m93r and m16a1 would basically be the same, of course if m16a1 wasn't buffed. the only buff i suggest to this weapon is to make it so each mag has 18 bullets instead, giving each mag a total of 810 damage instead of 675. doing a total of 2430 damage. its an assault rifle not a piece of shit stick u flare around that happens to have cost you 13k.

minigun: fine, only thing i'd suggest is to make it's refillable, every other ammo table should have it's own minigun ammo, only one per table, and gives the player 75 bullets half of a minigun mag, the player then has to look for another table for the same ammo to equal 1 mag. the player can still use the minigun at 75 bullets, however, a new system needs to be written to do this just for the minigun. which requires work, another solution is to make it where 5 reloads at a ammo table refill 1 mag for a minigun, and u must require bandolier to refill your minigun.

'''fatal 5: pass, it's shit in general. '''

m202: no changes needed, its pretty balanced

spas 12: no changes needed, except for the vest thing, make it so it holds 2, not 3, but 2 more shells per pocket thing. small little buff would make ammo issues a bit less annoying, but not too op.

M1A1 Thompson: the logic behind this gun is that it does pretty shit rpm, but it has good damage over all. totaling over 2250, the problem is the accuracy as you miss most of your shots, its a smg thats shoulder held, not a m93r. however, pr, we discussed how weapons like these can be fixed :> (tap tap fire = god like aim)

FlameThrower: no changes needed, just fix it so at like 1 stud away it can kill them, not just simply ignore it.

AK 47: in old r2d it was slow but powerful, and only held 28 bullets, now it holds 35 bullets but does shit damage, doing 28. should have the old r2d feeling, and as well as many other games. the bullets are 26 per mag, however damage increased to 54, RPM lowered to 400. each mag can do 1404 damage, dps would be 360, and the gun it self can do a total of 2808. for the price of 38k, these should be the stats. Accuracy should be decreased to 105 however, instead of its value of 120.

CK SWAT: no changes needed, its pretty balanced, op as shit pistol, but small amount of ammo, recommended for FFA. however should be nerfed in TDM to where it only does 90 damage, 135 damage is pretty op for a tiny pistol that 1 shot in gamemodes such as TDM.

Barret 50c: the only change i would do is adding an extra bullet to the mags, and adding 160 damage, making it able to inflict further damage on longer ranges. total damage would be 1920, each mag doing 960 damage. its accuracy and range are already good enough, you can snipe brutes with this stuff.

M249: no changes needed, its pretty balanced because it makes you slow as shit, so while you're reloading for 5.5 seconds you're mauled by zombies, unless u defend ur self but u cancel ur reload in the process. it is by far the most over powered weapon in the game, yet balanced because zombies can counter/annnoy you pretty easily when you're reloading. does a total of 10450 damage, assuming every bullet hits, which usually doesn't.

RPG-7: the only change i would make is so it works on bosses, and making a attachment for it so you have 3 warheads. a AP (armor piercing) warhead, which does 4000 damage (enough put a charged brute to shame) but has no blast radius, it's just basically a bullet. and a HE warhead, (high explosive) which is what it is right now. and a TH warhead (Therombaric, meaning its basically a huge ass fireball) it does only 400 damage, but the blast radius is doubled it's size. it's a fuel air bomb, and you only spawn with 2 not 3 for this warhead type. (of course the further away from the bomb the more shit damage it does, tickers should be immune to this as it is mostly heat/flames killing you not pressure, bigger fuel air bombs work by killing u with shockwaves tho)

FAMAS: ah yes, basically the same as a AK47, yet costs more. in old R2D the dps was basically around 900 dps, making it super over powered, in this game the dps will be ~522, compared to its previous one 375. just adding about an extra 162 dps by increasing damage to 38 and increasing RPM to 825. Each mag can do 1050 damage, total damage from the gun is 2280, compared to the AK 47, AK-47 beats the FAMAS by 528 total damage, but looses in DPS wise (162 difference, increasing the dps further would basically make a FAMAS return from old R2D).

Mini Uzis: no balancing needed, fun weapons to used, for the price, its alright. considering its a secondary.

HK416: the mag size attachment thing should give 7 more bullets pr, not a greedy amount of 4 shitwipe worthy bullets. it does have hard impact tho, making it great for crowds, however shitter accuracy than the m16a1, making it crappier for precision targets. Each extended mag can do 1035 damage, totaling the gun at 2070 damage.

Luger P08: tbh the only purpose of the gun i see this for use, is in ffa/tdm and for edgars, that's pretty much it. it should recieve an extra mag tho, that's the only issue with this gun is running out of ammo so fast. the total damage for it is 1040, which is pretty poop for a 35k gun, but its accuracy is god like. the only suggestion i would suggest is 1 or 2 more bullets to each mag, so it won't become too op, but not too shit either. basically the same as the dragunuv, except less everything but its a secondary.

Shotty 12: honestly, pisses me off to use this gun when there's a edgar jumping around 12 studs in front of me and i cant do shit, but its damage is 360, making it the ultimate pwn gun for cqc. its pretty balanced, the only suggestion i would consider is adding in a extra shell, you run out of ammo pretty fast. also vest pouches thing should add 3 more shells.

'''vests can make any gun better, just take a look at the m249, brute II armor gives it an additional 10k damage worth of pwnage, please do not re quote this post, just copy and paste the part you're respond to, if you requote the whole thing im removing ur reply. feel free to suggest changes to my changes, as community feedback is important.''' 