Mob-Arena Lobbies + Much More

Hello all,

Today we have rolled out a MASSIVE update to Mob-Arena, containing a brand new lobby system, new class equipment, and better game balance. Hopefully this update will freshen up the Mob-Arena experience for everyone!


We have opened the new Mob-Arena lobby, which you can use to quickly vote for and join matches. It also allows players to group up more effectively (everyone who joins the lobby ends up on the same map), making games larger and promoting teamwork.

Once inside the lobby you will be greeted with the map vote screen. This new voting system allows you to vote for both the map and the difficulty in one sitting. After 60 seconds you will be sent into the match along with any other players that have joined.

The preparation timer in the lobby is reduced to 30 seconds. You can take advantage of this time to make final changes to your loadout and class before the game starts.


We have made significant changes to the player classes in Mob-Arena.

First off, armor for all classes is reduced. But this doesn’t necessarily mean that you’re weaker – we have also added special enchantments onto your chestplates which vary by class!

We have added new toys to everyone’s arsenal, including lingering potions, a Instant Health III potion, and milk buckets. These tools should help you survive a lot better.


  • The damage multiplier for Rifles, SMGs, LMGs and Snipers have been increased.
    • Rifles: 60% -> 65%
    • SMGs: 60% -> 65%
    • LMGs: 45% -> 50%
    • Semi-Auto Snipers: 80% -> 90%
    • Bolt-Action Snipers: 120% -> 135%
  • The health of some mobs have been tweaked.
    • Adult Zombies now have 30 HP
    • Adult Zombie Pigmen now have 30 HP
    • Spider and Cave spider HP now increases by difficulty
    • This also means that killing them will now grant more XP than before
  • The armor and weapons of mobs have been tweaked
    • Armor and weapon strength no longer depends on wave number. Now it only depends on the difficulty level
    • This makes earlier waves much harder but later waves easier, so the entire playthrough is more interesting and challenging
    • Armor and weapon strength have been tweaked to differ between mob types much more significantly – for example, zombies have higher armor and zombie pigmen have better weapons.
  • The Scoreboard title now shows the map name and the difficulty, so it’s easier to tell which difficulty you are playing on.

  • Player names in the scoreboard now properly grays out when someone leaves (but didn’t die).
  • Infection’s wave 10 zombie boss now casts skills much slower to slow down the zombie summoning, decreasing the difficulty and compensating for the increased zombie HP
  • Fixed Suburb’s round 20 Ghast boss spawning outside the arena
  • You can now sprint normally inside lobbies and when flying as a spectator in PVP
  • Now you immediately receive crates from PVP and no longer have to quit the lobby for them to update

Shotgun Spread Update

Hello all!

If you’re an avid CS:GO player, you might have noticed their new update adding shotgun spread patterns – shotguns would fire pellets in a predictable pattern instead of randomly. Today’s update to GunColony replicates that addition with a few tweaks that makes it even more awesome!


Each shotgun now has a distinct, fixed spread pattern. It actually works quite similar to the recoil pattern – each pellet essentially has a spot where they’re supposed to land on, and the location of the pellet deviates only slightly per shot. This makes shotguns much more skillful to use, and also encourages using them while standing still in order to take full advantage of this update.


The new shotgun spread system allows us to fine tune the performance of each shotgun. We have done a couple other changes to them so they are more balanced and skillful to use.

  • Accuracy values fine-tuned for each shotgun, and generally higher than before
  • Movement penalty raised on some shotguns
  • Pellet count lowered on all shotguns; total damage is also lowered as a result
  • CS:GO shotguns now have damage and pellet count equal to their CS:GO counterparts (Nova still retains the extra armor penetration)
  • Remington 887 magazine capacity reduced to 7 for realism and balance


  • We have decided to nerf the starting pistols a bit, because they are currently too powerful for no cost and discourages players from buying better pistols. The USP-S and P2000 have had their armor penetration reduced to 58%, while the Glock and XD now have 55% armor penetration. These are still higher than CS:GO values but much lower than what they previously were (65% and 62%).
  • Sneaking now reduces 6% of recoil, down from 12%. We felt like players should take recoil into greater consideration when choosing and modifying weapons, and learn to compensate for the recoil pattern if they choose a weapon that has high recoil.
  • Fixed a bug where bolt/pump actions won’t auto reload after the last bullet is fired
  • Fixed a bug where the weapon display in action bar disappears after the last bullet is fired and a reload is not initiated
  • Fixed a bug where players remain scoped even when switching to a new weapon, if they had been firing the weapon when the switching occurs (happened in both Arms Race switching and manual switching)

Bug Fixes

Hello all,

This is a follow-up update intended to address a few bugs in the server, both new and long-standing ones. I have also added a new helpful message for the Defusal mode.

  • Added a new message showing the location of death of the bomb holder in Defusal
  • Fixed a bug where players joining mid-game can fail to be added to the scoreboard (fixes nametag glitch)
  • Fixed a bug where new players’ inventories can sometimes fail to save
  • Fixed a bug where Mob-Arena and PVP boss bars sometimes fail to load
  • Fixed a console spam bug that sometimes happens after a player leaves a game

Edit: Follow up changes

  • Fixed Mob-Arena not giving players weapons
  • Fixed melee weapon name placeholder in the /gun GUI not working

Edit Feb.8: Fixed & updated the forums

Misc PVP Update

Hello all,

Today we have released a minor update that added new aesthetics update, tweaked the economy, and as introduced proper damage to Defusal bombs. We have also cleaned up some rather useless messages.

(You can still defuse the bomb in the last second)


Added a few new sound effects from CSGO to the PVP mode:

  • Bomb planted
  • Bomb beep
  • Bomb explosion
  • Bomb defused
  • CT (Blue) win
  • T (Red) win
  • Round draw
  • Player spawn


We have tweaked the game economy to make for a better experience in Elimination and Defusal modes.

  • Round end award has been reduced by $300 for losers and $200 for winners
  • Added a $300 award for planting the bomb
  • Added a $300 award for defusing the bomb
  • Added a $400 team award for losing while the bomb is planted on Red team, making the total award the same as the win award


Players now spawn with chestplate and helmet only, and they have much brighter colors. The new armor looks much better and is more aesthetically pleasing as well. If you didn’t catch the last update, the armor has also received new textures!


  • Added damage to Defusal bombs. Kill range is around 15m, and damage range is much higher.
  • Removed player join messages when switching between lobby and arena
  • Removed timer message in pre-round and post-round
  • Removed timer message when the bomb is planted, though you can still see the time in the EXP bar (for now)

New Scenario Weapons

Hello all,

Today we have updated our WW2 scenarios to include updated weapon models, rebalancing, and a couple of new weapons for all teams! Enjoy a more authentic WW2 experience in the Scenario Mode!



  • You can now use two new versions of K98k, the Sniper version which is more expensive but comes with better precision and a clearer scope reticle, and the Infantry version which is cheaper and comes with iron sights for precise hip-firing and faster movement and reload. The bolt action rifles also no longer one hit kill opponents.
  • The MP 18 has been added to the German arsenal. It features a large 50 round drum mag and higher rate of fire, but in return has a lower damage output and higher price compared to the MP 40.
  • The MP 40 has seen its reload speed slightly nerfed.
  • The Mauser is now the default pistol for $400, and now fires semi-automatic only.
  • The PPK is now only purchasable for $700.


  • You can now use a new version of M1903, the Marksman version, which has a new T-Post scope reticle and wooden finish. The old M1903 is now called the Sniper M1903 and features increased accuracy but is more expensive. The bolt action rifles also no longer one hit kill opponents.
  • The M1 Garand is now much cheaper to purchase, but no longer comes with the Heavy Ball modification, meaning that it loses the ability to two hit kill from close range.
  • The price of M1911 and TT-33 have been reduced to $400.

Soviet Union

  • The Mosin-Nagant has been given a new model and same reticle as the K98k Marksman. Apart from the regular scoped Marksman version, there is also an unscoped Infantry version which is cheaper and comes with iron sights and stripper clips. Bolt action rifles also no longer one hit kill opponents.
  • The SVT-40 is now much cheaper to purchase, but no longer comes with the Heavy Ball modification. It can no longer two hit kill opponents.
  • The Browning M1919 is no longer available for purchase and replaced by the Maxim Gun, which fires a bit slower and is less mobile, but more accurate than the M1919.
  • The price of M1911 and TT-33 have been reduced to $400.


  • New armor textures
  • New scope reticle for the Chauchat M1915

Better Ballistics

Hello all,

We have revamped the weapon ballistics system so that bullet flight behaves closer to real life while still keeping a good balance. This update also comes with a few bug fixes to the Elimination and Defusal modes.


We have changed our ballistics system to behave more realistically. Namely we have added a new bullet drag system, which slows down the bullet as it travels, making it fly slower over time.

Muzzle velocities are now generally almost equal to real-life values, with submachine guns ranging around 300-400 m/s of muzzle velocity, and rifles ranging from 800-1000 m/s. However, we have also added a significant drag to bullets, especially those of rifle-caliber weapons. As a result, closer ranged engagements should now feel more snappy and skillful, while longer ranged ones stay largely similar to before (but you have to be more careful which type of ammo you choose).

The weapon with the highest bullet velocity is the Scout, which shoots 5.56mm ammo at just over 1000 meters per second. On the other hand, the suppressed Vector has the lowest velocity (with shotguns exempt), firing .45 ACP at just over 300 meters a second.

We have decided not to tweak the secondary weapons, with the intention of doing a large revamp on them in a future update. After all, we do not wish to have people finish learning some new ballistics mechanics on pistols only to have a new rework pop up right against the horizon.


We have also fixed a few bugs on the server:

  • Unplanted bombs are now properly removed from Red Team players at the start of a new round, fixing the multiple bombs glitch
  • At the start of a new round, the ammo in your magazine will now be refilled properly

Balance Update

Hello all,

We have tweaked the statistics of some weapons in the game according to community suggestions following the economy update. This update is focused on balancing weapon modifications and weapon costs, though we are also taking a look at the statistics of a few popular new choices.


From recent community feedback I have decided to tweak the price of a few weapons.

  • Galil AR: $2000 -> $2150
  • SG 553: $3000 -> $3200
  • SC-2010: $2800 -> $3150
  • SPAS-12: $1700 -> $2000
  • CheyTac M200: $4500 -> $4750
  • M40A1: $5000 -> $4750
  • Mauser C-96: $600 -> $500


Kill awards have been changed to be more similar to CS:GO. Knife gets back its bonus, while one-shot snipers and autopistols now have reduced awards.

  • Knife now properly gives $1500 kill award on left click kills
  • CZ-75 Auto, Mauser, Double Barrel, AWP, CheyTac M200, M82, K98k, M40A1, NTW-20: reduced kill award to $100


  • All LMGs: Increased base damage, increased damage dropoff over range
  • G11: Slightly reduced damage over range
  • Tavor X95: Slightly decreased accuracy when spraying
  • PPSh-41: Slightly increased damage over range
  • L86 LSW: Slightly increased bullet velocity
  • SIG 550: Slightly increased damage dropoff (reduced 2HK range)
  • CZ-75 Auto: Backup ammo increased to 24
  • P250: Increased accuracy when auto-firing at a controlled rate
  • Mauser C-96: Slightly increased damage and burst/auto accuracy, reduced backup ammo to 30


I have added new colored description for modifications so it is easier to see what each one does. I have also removed the “attack speed” clutter that came with the last update by switching to retextured tools.

Also, the weapon item on the top previously just said “Click to view stats”, even though left click would equip the weapon and only right click would view the stats. This has been fixed.

Finally I have tweaked some of the modifications so they are now more balanced. They’re specializations, not upgrades (or downgrades), so every modification should have some use, but not too much. Notable changes include adding a spraying accuracy penalty to the Field Trigger Job, and removing the armor penetration bonus from shotgun dart ammo. There are a lot other smaller tweaks, too.

Follow up changes 1/12/18:

  • Updated server MOTD to reflect the new update
  • Switched spawnpoints in St.Marc so they are the correct ones in CS:GO, and Red Team now spawns nearer to the bombsite as in other single-bombsite maps

Happy New Year!

Hello all,

With the year 2018 comes a big surprise—I have worked all night tonight to roll out a HUGE update – probably the biggest in a long while!

Today’s update is focused on improving the PVP mode – a brand new Economy system is added to PVP that allows you to buy items just like you can in CS:GO, and we have also tweaked maps like Jungle and Dust II to provide a better experience. But there are other additions too: enjoy five new weapon models, new modification icons, and long-awaited bug fixes.

Enjoy the new content, and of course, the new year!


We have added a CS:GO-like economy system to the game, where you can earn money by doing in-game actions and buy weapons with them.

In Defusal and Elimination modes, you earn and spend money in a similar fashion to CS:GO’s casual mode, except that you get full kill awards. Here is the buy menu in-game:

In Team Death Match and Free For All modes, you receive $5000 which you can distribute on your primary and secondary weapons. When you “buy” a weapon, you add it to your loadout which you receive every respawn. In addition, you can get an additional $25 for every player kill, so if you want to use ultra-expensive loadouts, you still can.

Finally, the Arms Race mode is not changed and still works the same way as before.

Weapon prices are quite similar to CS:GO, though the machine guns are quite a bit cheaper, and the AK series is more expensive to make up for its impressive stats.




We have increased the length of some PVP modes to provide players with a more fulfilling experience.

Team Death Match is now clocked at 4 minutes, rather than 3, meaning that you have more time to reach your kill goal, and less time waiting between matches. (Free-For-All’s timer is still 3 minutes.)

Elimination is now first-to-6, but the game is limited at 10 rounds maximum, so if both teams score 5 rounds, the game will end in a draw.

Defusal is now first-to-5 and the game is limited to 8 rounds, so draws are also possible in Defusal now.


We have added a 10 second pre-round to all rounds to give players time to buy their weapons and get ready for battle.


When you equip a weapon, now the game will prompt you whether to equip it in the old loadout system (now only used in Mob-Arena), or in the new buy menu loadout:


Dust II: Now spawns you in the proper CS:GO spawns. Might make the TDM experience a bit less balanced (just play Random Spawns instead), but certainly helps with Defusal.

Jungle: We have majorly tweaked the map to be more in-line with our other maps. That is, clearer paths, less visual obstruction, and cleaner aesthetics. Also, we have reduced spawn camping through movement and vision restrictions and extra ways to exit spawn.

Red Spawn
Blue Spawn
“Cave”, now an Ore Processing Factory
Paths in the Middle of Map
Snipe across the spawns here!


We have added new icons for all modifications. Check out all of them in-game! They look like this:


We have updated our resource pack with five new weapon models and a couple new weapons to be released:

The MG34 and MG3 have also received new viewmodel positions, which make them look bigger and bulkier, more in line with what they really are!


All of our trial staff members have been promoted alongside this update! Thank you for your amazing work on GunColony so far, and I sincerely hope that we can make the server even better this coming year!

Staff members that were promoted:

  • SilverFlaming – Moderator
  • pale1 – Builder
  • Arhippa – Builder


We also welcome two new Trial Moderators to our team! We believe that their efforts as staff members will help the server for the better!


  • Changed K98k description
  • Removed Christmas spawn
  • Removed outdated “update notice” in spawn
  • Fixed special weapons starting with no ammo in the magazine
  • Fixed a typo in upgrade menu for max level weapons
  • Fixed FTP for ya

That’s it! Scroll back through this post and see how impressive this update really is! Make sure to post comments and inform us of new bugs through the forums. Again, happy 2018 new year!


Follow up changes:

  • You are now automatically given your old loadout when joining TDM/FFA if it is under the $5000 limit, so you don’t have to buy everything again every match
  • Fixed spectators going into the void
  • In Defusal/Demolition you can now only buy if you are near your spawnpoint
  • In TDM/FFA you can still change your loadout anywhere, but you will only receive the new guns immediately if you haven’t left your spawn yet. Otherwise you will only receive the new loadout in the next respawn
  • Players are now automatically teleported to the spawn on login

Modification Menu and Weapon Stats

Hello all,

Today we have rolled out a couple more fixes, and reworked the modification menu and weapon stats command. Since we have fixed the damage dropoff over distance of shotguns, we are also rebalancing them so they are still relevant.


The new modification menu allows you to view currently equipped modifications at a glance, and gives you an option to filter available modifications by type. Now you can modify your weapon much more easily!


We have revamped the weapon stats command display. Now it offers a much more detailed overview of the weapon statistics:

  • Weapon damage at a set of distances
  • Weapon damage at a set of distances against armored targets
  • Number of pellets fired in a shot, and the spread between pellets, only shown for shotguns and AF2011
  • Base spread, spread increase when firing, and how fast the additional spread recovers
  • Movement speed, movement and jumping penalty
  • Swap and reload speed
  • Magazine size and backup ammo

There are still a few statistics that aren’t currently covered in this menu, such as the scoped accuracy and how fast the weapon becomes accurate after you stop moving. We will try to improve it soon and bring in more information.


We have fixed a couple more bugs in the server.

  • Fixed an issue where all weapons besides Rifles and SMGs had no damage falloff over distance. Damage output of weapons are as intended now – the M24, and modded SVD/SSG08, will no longer one hit kill from long distances, and shotgun damage will properly drop off over range.
  • Fixed an issue where the Laser Sight’s swap time penalty had no effect.


Since we fixed the damage dropoff of weapons, we have also reduced the damage dropoff rate of all shotguns, so they are still effective at a range. In addition, we have reduced the base cone (spread between pellets) of most shotguns, so their damage output will be more consistent and remain significant to a longer distance.

Bashing Bugs

Hello all,

Today we have rolled out a small (???) update to fix a few long-standing bugs in the server. You will be able to hear distant sounds again, and hit-registration should be much more responsive. In addition, we have also gave the Bomb and Defuse Kit distinct activation sounds.


  • New sound played when initiating a bomb plant in Defusal
  • New sound when initiating a bomb defuse in Defusal
  • Reworked distant sound algorithm to make the fade-in of distant sounds smoother


  • Fixed a glitch where bullets sometimes fail to register a hit and deal damage
  • Fixed a glitch where assists sometimes give +10 XP or more despite only 9 XP being possible (1 per heart of damage)
  • Fixed a glitch where distant sounds of weapons are not played

Happy holidays and enjoy your time on GunColony!