Sticky TTT Weapon Feedback Megathread

a few updates to my proposal, I remembered this thread https://giantslair.com/threads/make-all-weapons-automatic-fire.1349/

and in my proposition, I changed most the weapons that made sense to be automaitc to prevent weapon jamming to automatic (basically everything except the snipers.

That being said, there is one anomaly id like to address. Did anybody like the fact that the USC was not automatic? because in my proposition I changed it to automatic because.... it feels really weird having a weapon that by all means looks like it should be automatic, only fire one shot at a time. That said, if there is any USC lovers who don't want it automatic, speak now and explain yourself
 
a few updates to my proposal, I remembered this thread https://giantslair.com/threads/make-all-weapons-automatic-fire.1349/

and in my proposition, I changed most the weapons that made sense to be automaitc to prevent weapon jamming to automatic (basically everything except the snipers.

That being said, there is one anomaly id like to address. Did anybody like the fact that the USC was not automatic? because in my proposition I changed it to automatic because.... it feels really weird having a weapon that by all means looks like it should be automatic, only fire one shot at a time. That said, if there is any USC lovers who don't want it automatic, speak now and explain yourself
I like it as is. I'm not good with it and it would probably be better being an automatic weapon, but there's something really satisfying about it in its current state and I would miss it
 
I like it as is. I'm not good with it and it would probably be better being an automatic weapon, but there's something really satisfying about it in its current state and I would miss it
I feel like its a unique niche that could be done better on a weapon where the model makes sense, like perhaps making the m14 similar in stats to what the usc is, to offset the fact that right now the m14 doesnt really have much going for it over the EBR
 
I feel like its a unique niche that could be done better on a weapon where the model makes sense, like perhaps making the m14 similar in stats to what the usc is, to offset the fact that right now the m14 doesnt really have much going for it over the EBR
Probably, but a big reason why the University of Southern California feels so satisfying is the sound and model, not just the stats. I suspect giving similar or even identical stats to the m14 wouldn't evoke the same sense of whimsy
 
The USC is in a fine state I agree with pigeon that the gun fits a very specific niche. I wouldn't enjoy any changes made to it and I don't think it needs to get changed.
 
On a semi related note, I think it'd be pretty cool to have a semi automatic weapon that used the model and sounds of either the m16 or suppressed m4a1
 
Alright time for Draft #2 electric boogaloo with more organization. All feedback is welcomed and encouraged, if you see something you don't like, say something


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 14


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 - Balanced
M4A4 - Balanced
M60 - Balanced

P90 - Damage from 14 to 15

SCAR-H -
tiny clip no more
Clip increase from 20 to 30 - Make spawnable

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

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 - Headshot multiplier decrease from 8 to 2

Colt Python - similar to the deagle except slower, therefore it should deal some more body damage
Damage: 26 -> 30
Cone: 0.02 -> 0.01

HS Mult: 8 -> 2.5

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 0.2
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 an upgrade desperately
Damage increase from 14 to 20
Headshot multiplier from 1.7 to 2


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
 
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  • Winner
Reactions: eor
Alright time for Draft #2 electric boogaloo with more organization. All feedback is welcomed and encouraged, if you see something you don't like, say something


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 14


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 - Balanced, make auto spawnable
M4A4 - Balanced
M60 - Balanced

P90 - Damage from 14 to 15

SCAR-H -
tiny clip no more
Clip increase from 20 to 30 - Make spawnable

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
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


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

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 - Headshot multiplier decrease from 8 to 2

Colt Python - similar to the deagle except slower, therefore it should deal some more body damage
Cone Decrease to 0.001
Damage from 40 to 45
Automatic = True


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 0.2
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 an upgrade desperately
Damage increase from 14 to 20
Headshot multiplier from 1.7 to 2


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
I don't really mind what happens here with weapon balance, but from the perspective of "what is fun to play against" the 85 damage bodyshots from a Barrett sound a little concerning. Being hit from a bodyshot (Not that hard to land) down to 15 health sounds really annoying. At 15 health you die from being sneezed on.

I'd keep the damage same as the AWP (Or maybe very slightly better), but give it the self-boosting ability you mentioned giving to the double-barrel. That way it has a utility function that differentiates it from the AWP, without needing a silly amount of bodyshot damage. Self-boosting is also extremely fun (Newton Launcher is the best upgrade on the server).

And yeah I don't mind the Intervention doing 90 (Which is pretty insane) because it's a Detective weapon after all. Compared to the utility coming from something like a Health Station, I don't see any fault in it being a little busted.
 
  • Agree
Reactions: eor
HUGE - getting more damage for slight recoil increase
Damage increase from 10 to 14
Recoil increase from 1.9 to 3
I like giving it more recoil, that feels cool. This is more recoil than the f2000 currently has, so I'm a little wary of this number, but we won't really know until we try it. What does worry me is giving the huge a 40% damage buff. This is up from the previous buff it received I believe, which didn't make it meta but made it usable. It's hard to speculate about how this will play given its inherent inaccuracy and ammo issues, but I would lean towards 13 damage rather than 14 I think.


MP7 - Balanced, make auto spawnable
Am I misunderstanding this? Are you proposing we make the mp7, a traitor weapon, spawn around the map?


Barrett - The deadliest of the snipers, at the cost to its delay, recoil and smaller clip
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
I'm okay with this having a niche as a very high body damage sniper. I would suggest not going above 82 damage though, and I'll explain a bit more after my counter proposal:

Damage: 75 -> 80
Come to .0001
Delay 1.5 -> 2.5 (more on this below)
Clip 10 -> 4
Recoil 7 -> 12

In my opinion the primary reason to use a sniper with high body shot damage is because you plan to clean up the kill with your secondary (or t weapon). Nerfing the delay, recoil, and clip size reinforces this concept, I just think you could swing even harder to further encourage that play style and it wouldn't feel bad. The thing to keep in mind for the final number for the shot delay is that it should feel intuitive with the audio and animations.

The exact reason why I wouldn't want more than 82 is so that the USP doesn't clean up a barrett body shot in one shot. Your proposed tec9 change will have a similar issue, but I will suggest a different route entirely for the tec9 buff.


I still think the mossberg and winchester 1887 look overtuned on paper, but I'm more than willing to see how this plays in practice.


Colt M1911 - Headshot multiplier decrease from 8 to 2
M1911 could use a nerf for sure, but I'm not sure what the goal is with this change. The identity of the M1911 with your proposed stats is very unclear to me, and it's going to compete very awkwardly with the five seven:

Damagerecoildelayconeclip sizehs mult
Five seven251.50.380.02202.7
Colt260.80.380.01872
Both guns kill in 2 headshots, 1 headshot 2 body shots, or 4 body shots, so the damage/hs mult differences are largely negligible.

I would instead propose leaning into the m1911's identity as an accurate but still fast firing pistol with the following stats:
Damage: 26 -> 30
Cone: 0.02 -> 0.01
HS Mult: 8 -> 2.5

This would make it more reliable at range than the five seven, but less than the deagle. It would make it still care about landing headshots, but wouldn't completely eclipse the deagle by nature of it not being able to oneshot. These numbers allow 1 head 1 body, or 4 body, which I think is pretty fair for an accurate, low recoil, spammable pistol.

TEC9 - one of the weakest pistols needs an upgrade desperately
Damage increase from 14 to 20
Headshot multiplier from 1.7 to 2
The tec9 in its current state doesn't make sense to me, namely the 32 bullet magazine. I'd like to try to figure out what we want it's intended use case to be. This is how I view all of the secondaries (assuming my proposed changes, or yours for the ones I didn't say anything about):
Deagle - one tap, accurate
Colt Python - one tap, accurate, higher body shot damage at the cost of speed
Remington - one tap, less accurate, higher body shot damage and fan fire alt mode
Colt m1911 - middle ground of caring about precision and being spammable, accurate, low recoil
Luger - one tap, inaccurate, spammable
Five seven - clean up secondary, spammable, mostly accurate, still cares about aiming for headshots
USP - clean up secondary, spammable, doesn't need to land headshots to be good (on a side note, this may want a bigger clip size of 12->20)
Dual Berettas - somewhere between cleanup secondary and a secondary meant to comfortably stand on its own, inaccurate, spammable, high ish damage
Glock - automatic, cleanup secondary
Tec9 - ???

All the niches that I think it thematically makes sense for the tec9 to fill are already filled. Maybe we get creative with it and make it another automatic secondary instead. Let the Glock be an all around reliable automatic secondary for cleanup and the tec9 be the more aggressive automatic option that is more lethal but chews through ammo, functionally a secondary mac10 with worse stats than the current mac10:

Damagerecoildelayconeclip sizeclip size maxHs
Glock12 -> 140.9 -> 1.40.10.02820601.75
Tec914 -> 110.6 -> 10.2 -> 0.080.026 -> 0.03532 -> 3064 -> 601.7

Just a starting point that would need more testing, but I like the idea of adding some automatic secondary variety. Clip size changes because 32/64 is heinous.
 
Why is the MP7 going to be auto spawnable + that thing is not balanced its cone is way too ass to actually be usable, the F2000 could stay the same but 20 damage like it used to be before it was nerfed after one kill was made, M4A4 and M60 could do with a slight recoil buff especially if the M60s going to do just 8 more damage for a headshot with its 20 damage, The tec9 is 100% going to be evil its going to be a pocket SMG.

There was a good amount of points for tuning made by @SmellyGoatThing https://docs.google.com/spreadsheet...6cUrX1Fd2k/edit?gid=1910116464#gid=1910116464
 
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Winchester 1873 should only have its cone set to .0001, the gun is already pretty much perfect in its current state imo. You can't spam it like the other auto snipers and it has no scope so if you're gonna try and hit far away targets you should be rewarded for that precision. I also just really like the natural rhythm you get into when you start shooting it. I like most of the other proposed changes and would like to see how they play out, but I agree with miGGo high body shot snipers can become very oppressive especially if you end up losing even a little bit of hp before running into someone using one. Other than that you're doing good work CelDamage ty
 
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