Since the April package was just posted imma bump the current weapon proposition so you guys can give feedback on if there is anything here you see that you disagree with;
(this is only a proposition made by me, nothing is anywhere near set in stone)
ARs, LMGs & SMGs
pairing these three together because the changes made to a majority of them weren't all that significant, just slight tweaks to some individuals to make them slightly less op or more viable
AAC Honey Badger - any fast firing weapons should not have a headshot multiplier over 2. As for damage, the honeybadger does feel good as a fast firing and accurate weapon with low recoil, and therefore what it should sacrifice to maintain that good gun feel while preventing it from being OP is decreased overall damage
Headshot Multiplier decrease from 2.7 to 2.0
Damage decrease from 16 to 15
ACR - Balanced
AUG - Balanced
AK-47 - despite having the second highest recoil of the ARs the AK is still somehow the most complained about out of all of them since it still has one of the best TTKs due to its headshot multiplier and accuracy if you can control (it has more accuracy than the deagle currently has)
Headshot Multiplier decrease from 2.7 to 2.0
Cone increase from .015 to .025
F20000 - getting needed buffs to be more viable
Damage increase from 14 to 16
Recoil from 2.7 to 2
FAMAS - Headshot multiplier down to 2
Galil - Balanced
HUGE - getting more damage for slight recoil increase
Damage increase from 10 to 14
Recoil increase from 1.9 to 3
HK416 - Balanced
HK USC - Balanced
M16 - Balanced
M1918 BAR - Balanced
MAC10 - damage buff
Damage increase from 12 to 16
HS multiplier from 2.7 to 2
MP5 - worlds slowest smg no longer painfully slow or inaccurate
Delay decrease from .13 to .08
Headshot multiplier from 2.7 to 2
Cone from .028 to .02
MP7 - This weapons stats were so mid that I didnt even realize it was a T weapon
Damage from 22 to 25
cone from .05 to .025
Headshot multiplier from 2 to 2.7
M4A4 - Balanced
M60 - Balanced
P90 - Damage from 14 to 15
SCAR-H - It is too similar to other ARs so in order to make it its own, itll now be the heaviest hitting.
Damage from 20 to 30
Recoil from .32 to 2
Delay from .093 to .15
STEN - Balanced
Tommy Gun - Balanced
Snipers
the goal of the snipers is to make them unique to one another, all of them receiving a buff to accuracy
AWP - no longer a scout clone, now sitting snugly between the scout and the barrett in terms of power
Damage up from 50 to 65
Cone from .0005 to .0001
Delay up from 1.5 to 1.7
Recoil from 7 to 10
headshot from 4 to 5
Barrett - The deadliest of the snipers, at the cost to its delay, recoil and smaller clip
Cone to .0001
Delay from 1.5 to 2
Clip from 10 to 6
recoil from 7 to 12
Dragonauv - Cone from .005 to .001
HKSL8 - Was literally a clone of the m14, but now it has an identity of its own. It will be the fastest firing of the group, but at the cost of no one shots and slightly less accuracy
Damage from 30 to 35
Delay from .4 to .3
cone from .002 to .01
clip from 10 to 20
Headshot multiplier from 4 to 2
Automatic = True
make auto spawnable
Intervention - for a credit, the detective deserves a more deadly weapon
Damage from 60 to 90
cone from .002 to .001
M14 - cone decrease to .005
M14 EBR - balanced
M24 - this thing fires a wee too fast for its animation
Delay increase from .07 to .09
cone decrease to .001
headshot multipler to 6
PSG-1 - Speaking of firing too fast
Delay increase from .15 to .2
Cone decrease from .012 to .005
Recoil increase from 1 to 6
Scout - slight buffs to make the weakest of the rifles a bit more viable
Delay from 1.5 to 1.3
Cone from .005 to .001
headshot from 4 to 5
Winchester 1873 - delay from .9 to .8
cone to .001
Shotguns
probably our weakest class currently all of them needed some tweaking to make them more unique
Benelli M3 - Damage from 14 to 15
Double Barrel - these changes make the Double Barrel a more unique weapon, specifically adding force to the weapon to create knockback. The idea is that with knockback, you can use the double barrel for movement like rocket jumps to higher places or across pits, or for a speed boost. The nerf in it is that this shotgun will only be deadly up close.
Pellet increase from 10 to 25
Cone increase from .1 to .5
Recoil increase from 2 to 15
add weapon force to create significant knockback
Jackhammer - damage from 10 to 14
KSG - balanced
Mossberg
Damage increase from 12 to 15
Pellet increase from 8 to 10
Shotgun - Damage from 14 to 15
Winchester 1887
Damage increase from 10 to 14
Delay from 1.2 to 1
Pistols
These guys had some interesting balancing to do
Colt M1911 - The issue with the 1911 currently is that it is just as accurate as the deagle, fires twice as fast and one taps. It needs to be reeled back in, but not so much that it is no longer desirable. Initially I had it so it was still strong, but not one tap, but after discussion it seems like removing the one tap from the 1911 would be a non-starter. Therefore, the current solution I have for the 5 pistols that one tap is to make every one of them distinguished from one another in some way where they all have a niche (m1911, deagle, python, luger and remmington) For the m1911, while all its getting is nerfs, thats because of how strong it is compared to the other 4 and how it used to outshine the deagle in every category. the TLDR of these nerfs for the 1911 is essentially that it will fire slightly faster than the deagle, but the deagle gets pinpoint accuracty while the 1911 wont. (it will still be as accurate as what the deagle currently is, which is still fairly accurate but isnt 100% garunteed to snipe cross map)
Cone .018 to .02 (deagle is currently .02 and would be getting dropped to .001)
delay .38 to .42 (Still faster than the deagle which is .6)
recoil .8 to 3 (deagle is 6)
Colt Python - similar to the deagle except slower, therefore it should deal some more body damage
Damage from 40 to 45
cone from .02 to .001
Deagle - really just an accuracy increase, also a headshot multiplier increase so people who loose a wee bit of karma arent screwed out of headshots
Cone decrease to 0.001
make auto spawnable
headshot from 4 to 5
Dual Berettas - cone from .05 to .04
Five Seven - Balanced
Glock - it was rather weak, but also had barely any recoil
Damage increase from 12 to 15
Recoil increase from .9 to 1.5
Luger - Balanced
Remington 1858 - cone from ??? to 0.05
make auto spawnable
Smith & Wesson - The detective deserves a strong pistol for a credit
Moved to slot 8
Cone to .001
Damage from 75 to 85
Recoil from 7 to 4
TEC9 - one of the weakest pistols needs a new identity, since there is only one other auto-pistol the solution is for this to be the second.
Damage increase from 14 to 11
Headshot multiplier from 1.7 to 2
recoil from .6 to 1
Make automatic
clip from 32 to 30
clip max from 64 to 60
USP -
cone decrease from .05 to .02
Headshot multiplier decrease from 4.5 to 2
T/D Weapons
Bump Mine - if its within my skillset (ive hitboxed playermodels, but never weapons) I will try and fix the offset hitbox of the bump mine, and otherwise leave it as-is
Death Station - Make it so it can be triggered at 100 HP
Flare - Cone to .001 and make it repurchaseable
Hex Shield - remove deployment delay
Malfunction Pistol - cone to .001
Poltergeist - Delay from 12s to 6s
Stun gun - Cone to .001