PVP Lobby Update!

Hello all!

In celebration of Halloween, we are rolling out a brand new Lobby PVP Update so you can focus on the fighting more during this spooky season!

With the new lobby system you are now able to vote for ANY game mode without switching lobbies, so you only ever have to join ONE game to access all of our PVP modes.

Since right now we do not have a limitation on map vote size (yet), we had to remove some of our maps from our rotation because the GUI would be way too big otherwise. They will come back once we polish our system and sort the bugs out. We do plan on extend our new system in the future to use Join NPCs with dynamic placeholders, to apply them to Mob-Arena matches, and more. This will make it much easier for players to hop into games and enjoy our flagship quick action play (rather than running around in spawn, of course).

We have also prepared a seasonal spawn for you to celebrate all the scary monsters around. Now THAT is truly a Lobby Update!

As always, please make sure to report any bugs you find onto the Bug Reports section in the forums. (There might be a few more bugs in this update due to the necessity of a very major overhaul in our PVP codebase.)

Best wishes and Happy Halloween!

The largest weapon update ever!

Hello all!

I am very excited today! We have released TEN new weapons into the game, the largest weapon update in the entire history of GunColony! And that’s not all, we have also rebalanced a majority of our weapons, making the weapon choices diverse and fun again!

NEW WEAPONS

Origin-12 – An Epic shotgun unlocked at Level 15. This weapon is semi-automatic and magazine-loaded. Having a fast rate of fire and the fastest reload speed, this shotgun is sure to spell fast doom for your enemies.

SPAS-12 – A Rare shotgun that has a very fast rate of fire and thus firepower, but very uncontrollable recoil and low range.

Tavor X95-R – An Epic submachine gun unlocked at Level 20. This weapon is the first SMG to feature a scope, and it sits nicely between a rifle and a regular submachine gun, with good moving accuracy for close range but yet an excellent ability to down targets from long range.

MP-443 – A Common pistol unlocked at Level 25. This weapon closely resembles the Tec-9 from CS:GO. It has a 18-round magazine, high mobile accuracy, and excellent armor penetration. You won’t fare well if you try to spam it, though.

NTW-20 – A Rare sniper unlocked at Level 35. This weapon fires a massive 20mm round and is able to decimate enemies through cover. However, it fires and zooms in rather slowly and you won’t be able to move while scoped in.

G11 – A Rare rifle unlocked at Level 40. This weapon is a scoped rifle that features a slow rate of fire, a scope, and unmatched accuracy. It’s like a PP-Bizon of the Rifles, in a good way.

M1919A4 – A Legendary machine gun unlocked at Level 45. This weapon is akin to the CS:GO Negev. Maximum accuracy is achieved through continued fire while standing still, and its high damage and rate of fire will then do their work to suppress the enemies.

XD: An Epic pistol unlocked at Level 55. While it is essentially a Glock-18 with a suppressor, less ammo, and no burstfire function, the funny name alone already earns it the title of the best meme weapon in the game.

M&P .45: A Common pistol unlocked at Level 60. It has very similar performance to the AF2011: twice the rate of fire and half the bullets every shot. Its high firepower makes it the perfect sidearm for the marksman.

Walther PPK: A Common pistol that replaces the Walther PP Super in your inventory. It has a 8 round magazine and can perform 3 hit kills in close ranges, allowing you to eliminate your enemy quickly.

For a graphical view of when the new weapons unlock, head to this imgur album:
https://imgur.com/a/tlW7p

WEAPON CHANGES

Many changes to existing weapons and modifications have been made in this update.

General changes:

  • When sneaking and moving you now receive 30% of full movement inaccuracy instead of 5%
  • Compensator Sights modification benefits AND drawbacks reduced by 50%
  • Rifles: Burst-fire accuracy increased
  • LMGs: Now takes time to recover from moving penalty after you stand still
  • LMGs: Damage reduced at close range
  • LMGs: Accuracy when bursting & spraying significantly increased
  • Snipers: (Except M82 and new NTW-20) No aimpunch if you stand still for a certain period of time (varies per weapon). SSG-08 has no aimpunch whenever you stand still (no delays). Scout has no aimpunch no matter what.
  • Pistols: Diversified weapon statistics to promote diverse weapon choices
  • Many weapons received new sound effects and models.

Special notes:

  • SCAR-L: Fixed sneaking accuracy being unreasonably high
  • AWP: Fixed sneaking unscoped accuracy being unreasonably high
  • P250: Changed stats to better align with CS:GO, including increase in base damage and range, and decrease in armor penetration and moving accuracy
  • Five-SeveN: Changed stats to better align with CS:GO, including increase in base damage and bursting accuracy, and decrease in spraying and moving accuracy
  • AF2011: Majorly reworked to be more similar to the Desert Eagle though more suited to closer ranges
  • R8 Revolver: Fixed standing accuracy being unreasonably low; reduced trigger delay time
  • M9A1: Majorly reworked to be more similar to Dual Berettas in terms of damage, and aligned it to be a long range finishing-off weapon.
  • M1915: Majorly reworked and nerfed. Now fully automatic but reduced damage and rate of fire. Added scope.
  • L86 LSW: Burst fire accuracy significantly increased.
  • Double Barrel: Pellet count decreased by 1 to reduce damage output.
  • If you want to play the new CS:GO Tec-9, go use the MP-443.
  • If you want to play the new CS:GO Negev, go use the M1919A4.

Gun System Rework

Hello all,

I have finally managed to finish merging CrackShot features into our own gun plugin. Thus I am proud to announce the end to the months-long code refactoring process in GunColony. Our code is now cleaner and better than ever, and it now gives us far more control over the game and will allow us to update the server much more easily in the future.

I have also added a few more variables to the spread system of weapons, particularly with moving and spraying inaccuracy. I will be rebalancing some of our weapons to use this new system better.

The CrackShot merge is a huge rework to our code, so there might be bugs that we have missed in our test process. If you spot a bug, please report it in the Bug Reports section in the forums!