Sticky TTT Weapon Feedback Megathread

i dont think any of the ARs should have a headshot muli above 2 aside from the USC and bar, i also think every sniper that isnt an auto sniper should just have a cone of 0. bonus points if you guys lower the cone of the deagle and colt python to the humblest of humble 0.01
I agree, because since ARs have bigger cones, its far to easy to just look in the direction of someone and kill them in less than a second if the cone decides to headshot, it shouldnt be that easy or quick to kill from a distance with ARs because it makes the weapons that are meant for long range considerably less desirable, then pair that with the fact that the snipers arent even fully reliable at long range
 
The HUGE has essentially been a joke weapon the entire time it has been around. I suggest buffing it to make it around mid tier. Give the HUGE some love.
tbh I didn't touch it on my suggestion sheet bc as someone said "it's always been a joke weapon it should be a meme gun to brag about when u kill ppl with it"

but yeah i would like LMGs to be viable
 
tbh I didn't touch it on my suggestion sheet bc as someone said "it's always been a joke weapon it should be a meme gun to brag about when u kill ppl with it"

but yeah i would like LMGs to be viable
I think the LMGs are going to be the hardest to really balance well where they can be viable without being too strong. My initial thought it is to slightly increase the cone and add enough recoil that its damage can be increased without it being so strong that you can mow people down with it from long range, you can only do it close range if you are able to control the recoil
 
Here is an interesting topic; what about the ammo types these weapons are currently taking? The ammo itself doesnt really affect much outside of cosmetics, but do you guys get confused when say you have an AK or the honeybadger and you need to find SMG ammo cans for it, or does it not matter to you? It never really bothered me, but I always found it a little odd that several ARs take SMG. Also because weapons that take SMG ammo are more common than pistol ammo (16 SMG to 11 pistol) it means that SMG ammo boxes an get eaten up faster on maps

There was a technical reason for this
 
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I think the LMGs are going to be the hardest to really balance well where they can be viable without being too strong. My initial thought it is to slightly increase the cone and add enough recoil that its damage can be increased without it being so strong that you can mow people down with it from long range, you can only do it close range if you are able to control the recoil
Make the HUGE unable to be bought with points, and have no ammo to refill it. Make it moderately good, but with limited ammo and high recoil. If you find one and you're good with it, it should be good for a few kills, but then you'll need to replace it.
 
Make the HUGE unable to be bought with points, and have no ammo to refill it. Make it moderately good, but with limited ammo and high recoil. If you find one and you're good with it, it should be good for a few kills, but then you'll need to replace it.
I don't know how I feel about any weapon not being purchasable by points tbh. even if we made a LMG stronger, it wouldn't be so OP that repeatedly buying it in shop would be game breaking, because odds are if damage was increased it would be coming with a balancing nerf like increased cone or recoil that way its not like someone can effectively mow down a crowd without some accuracy and control.
 
I don't know how I feel about any weapon not being purchasable by points tbh. even if we made a LMG stronger, it wouldn't be so OP that repeatedly buying it in shop would be game breaking, because odds are if damage was increased it would be coming with a balancing nerf like increased cone or recoil that way its not like someone can effectively mow down a crowd without some accuracy and control.
I think Huge getting just a small damage buff is enough to make it fun, especially if shotguns are getting buffed I think its reasonable Huge gets a little bit of love too for some close range usage.
Personally I think M60 is already fun to use, it does not need much.

Only thing I really disagree with Goat is buffing MP7 and Dragunov on the basis that having Close range+Long range weapon combo(like having Scout+MP7) makes them strong enough. (Besides the overall Sniper accuracy buff for Dragunov.)

Anyway while everyone is here giving spreadsheet math and while I agree with most of it, Id like to see some focus on the boring/fun part of the gun balance. Personally I wouldnt really care for some of these change thats "this gun has little bit less spread but less X" since I am a pick weapon up from ground pleb nondonator (so Id be using what I get regardless) and Id be okay with these "duplicate stat" guns turned into something more interesting with one of their stats cranked up.
For example have one of the pistols have really high clip size (even if at the cost of other stats), so when I get it on my T round I could try to kill as many people with one clip of a secondary as possible.
Maybe it goes too much against identity of the server but it was mentioned how shotguns can be scary noisewise, you can make one of the duplicate stat shotgun slightly worse but make its sound go further/louder with each kill it gets(doesnt have to be something extreme), add to the identity of spooky shotguns, the spookyness when you hear someones shotgun from way further across the map than usual.
Making quirks has way more impact on the stuff Id have fun with rather than few numbers here or there on similar guns.
 
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Can you make the ak to it original state , it shoud have never been touched
which state do you mean, because I havent been around for the whole year of GL so I wouldn't know what it was in. I could probably look at changelogs to get a sense of the different states the weapon was in over time, but idk which one people liked the most
 
which state do you mean, because I havent been around for the whole year of GL so I wouldn't know what it was in. I could probably look at changelogs to get a sense of the different states the weapon was in over time, but idk which one people liked the most
we don't need to get bogged down in the details, let's just revert it back to its original!
 
Alright here's my first rough draft for a proposal, if you see anything you disagree with feel free to call it out because we wanna find the solution together! Several I just marked balanced, and that's just because I didn't see anything of note in their stats and I didn't see anybody talking about them one way or another. That said, if you have a problem (either too op or just so boring you didnt even remember them till I posted them here) please call them out so we can think of solutions for them, because a bland weapons is just as offending as an OP one

AAC Honey Badger- Headshot Multiplier decrease from 2.7 to 2.0
Damage decrease from 16 to 14
Reason: 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

ACR - Balanced

AUG - Balanced

AK-47 -
Headshot Multiplier decrease from 2.7 to 2.0
Cone increase from .015 to .025
Reason: 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)

AWP - Damage up from 50 to 65
Cone from .0005 to .0001
Delay up from 1.5 to 1.7
Recoil from 7 to 10
Reason : currently several snipers are suffering from same stat syndrome, and the AWP is suffering from being too similar in a bad way to the Scout. The solution is to make the awp more powerful, but slightly less fast with more recoil.

Barrett -
Damage up from 75 to 85
Cone to .0001
Delay from 1.5 to 2
Clip from 10 to 6
recoil from 7 to 12
Reason - okay this one may be a more controversial one, but in the sea of snipers we have, there definitely needs to be variety while still being balanced... I dont know if a 85 dmg sniper can really be considered balanced even with the debuffs given to it, but we also don't want it to be an AWP clone

Benelli M3 -
Damage from 14 to 15

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

Colt M1911 -
Headshot multiplier decrease from 8 to 2

Colt Python - Cone Decrease to 0.001

Deagle - Cone decrease to 0.001
make auto spawnable

Death Station - Make it so it can be triggered at 100 HP (if its within my power to do so)

Double Barrel - Pellet increase from 10 to 25
Cone increase from .1 to .5 (more or less, hard to really know without testing because this weapon would literally have the largest cone)
Recoil increase from 2 to 15
add weapon force to create significant knockback
turn weapon into a secondary?

Reason - to create a niche shotgun that is only ever viable in very close range situations, but it is extremely deadly up close. adding weapon force creates knockback, which also adds the unique ability to use this weapon essentially as a rocket jump

Dual Berettas - Balanced

F20000 -
Damage increase from 14 to 16
Recoil from 2.7 to 2

Flare - Cone to .001 and make it repurchaseable

FAMAS - Headshot multiplier down to 2

Galil - Balanced

Five Seven - Balanced

Glock -
Damage increase from 12 to 15
Recoil increase from .9 to 1.5

HUGE - Damage increase from 10 to 14
Recoil increase from 1.9 to 3

HK416 - Balanced

HKSL8 -
Damage from 30 to 35
Delay from .4 to .2
cone from .002 to .01
clip from 10 to 20
Headshot multiplier from 4 to 2
make auto spawnable

Reason: the SL8 was literally a carbon copy of the M14EBR in all its stats

HK USC - Balanced

KSG - yall said fix it, but didn't tell me how, what exactly do you not like about it currently? paging @Nura

Luger - Balanced

M14 - cone decrease to .005

M14 EBR - balanced

M16 - Balanced

M1918 BAR - Balanced

M24 -
Delay increase from .07 to .09
cone decrease to .001

M4A4 - Balanced

M60 - Balanced

MAC10 -
Damage increase from 12 to 14

Mossberg - Damage increase from 12 to 16
Pellet increase from 8 to 10

MP5 - Delay decrease from .13 to .08
Headshot multiplier from 2.7 to 2
Cone from .028 to .02

MP7 - Balanced
make auto spawnable

P90
- Damage from 14 to 15
make auto spawnable

PSG-1 - Delay increase from .15 to .2
Cone decrease from .012 to .005
Recoil increase from 1 to 6

Remington 1858 - cone from ??? to 0.2
make auto spawnable

SCAR-H - Clip increase from 20 to 30
Make spawnable

Scout - Delay from 1.5 to 1.2
Cone from .005 to .001

Shotgun - Damage from 14 to 15

STEN - Balanced

TEC9 - Damage increase from 14 to 20
Headshot multiplier from 1.7 to 2

Tommy Gun - Balanced

USP -
cone decrease from .05 to .02

Winchester 1873 - delay from .9 to .8

Winchester 1887 - Damage increase from 10 to 14
Delay from 1.2 to 1
 
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