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Weapon Modifications Patch

Hello all,

Today we have released a minor patch to make the modification system easier to understand. We have also rebalanced some modifications and fixed some pressing performance issues in the server.

BALANCE CHANGES

  • Reduced CheyTac M200 default zoom from 8X to 6X to be more usable in typical maps.
  • Increased G3SG1 price to $5000 (from 4800)
  • Reduced Flamethrower bullet velocity from 40 to 30 m/s.
  • Dart Ammo for shotguns now increases block penetration by 60% (from 30%). The new penetration of Dart Ammo is comparable to 5.56mm rifles.
  • Sniper Ammo now reduces spread by 25% (from 20%).
  • Fixed Stock now reduces idle sway by 12% (from 10%).
  • Mk 211 for M82 now increases base damage by 25% (from 20%).
  • Pzsgp. 151 APHE for NTW-20 now reduces block penetration by 40% (from 50%).
  • Faster Burst for Fire Launcher now increases bullet velocity by only 10% (from 15%).

WEAPON MODIFICATION IMPROVEMENTS

  • Icons for the slots occupied by equipped Weapon Modifications are now shown in the weapon’s display name.
  • Ammo type changes are now called “Conversion Kits” and can be used alongside another ammo modification.
    • For now, this only affects the Thompson M1A1’s “.30 Carbine” modification.
  • Changed weapon modification descriptions to be more accurate.
    • “-Recoil” replaced with “+Recoil Control”
    • “-First Shot Spread” replaced with “+Idle Sway Control”
    • “-Spread Increase” replaced with “+Firing Sway Control”
    • “-Sway Speed” replaced with “+Sway Consistency”
    • “-Movement Penalty” replaced with “+Moving Accuracy”
    • “-Shot Dispersion” replaced with “+Accuracy”
    • “-Muzzle Flash” replaced with “+Muzzle Flash Concealment”
    • “-Pellet Spread” replaced with “+Pellet Grouping”
    • “-Damage Dropoff” replaced with “+Damage Range”
    • “-Swap Time” replaced with “+Swap Speed”
    • “-Bullet Drag” replaced with “+Bullet Drag Resistance”
    • “+Minimum Damage” replaced with “+Minimum Damage At Range”
    • For Damage Range the value is recomputed (for example -18% damage dropoff is changed to +22% damage range), for the other values the number simply swapped signs.
  • Fixed M84 optic description claiming 4X zoom while the actual zoom was 2.2X.

OTHER CHANGES

  • The volume of the hit confirmation sound when hitting another player has been slightly increased.
  • Added more tip messages to PVP and Mob-Arena.
  • Mob-Arena bosses will now only take the full stun effect from the player that they are targeting.
    • You will only do 20% of the normal stun to bosses if they are not targeting you.
    • However, damaging the boss still applies damage absorption which helps the targeted player do more stun to the boss.

BUG FIXES

  • Fixed an issue where Mob-Arena matches sometimes would not start.
  • Fixed an issue where Mob-Arena player respawn timers would only tick down by 1 second every wave.
  • Fixed a critical bug with the mob stunning code that caused high constant TPS loss whenever Mob-Arena was played.
  • Fixed an issue where legacy Infected loadouts could still be selected by equipping a weapon in the inventory.
  • Fixed an issue where PVP and Mob-Arena loadout selection buttons could overlap when equipping a weapon in the inventory.
  • Fixed a bug where the weapon swap animation did not play when spawning or respawning in Mob-Arena.
  • Fixed a bug where hitting a player in the leg did not play the hit confirmation sound.
  • Improved database storage system to immediately save any updates to disk. This should fix any cases of losing crates/EXP on restarts.
Steam Tunnels New

Balance Update Follow-up

Hello all,

This is a small follow-up update to the previous Balance Update, which further adjusts the strength of weapons in the game. We have also fixed some issues regarding the Mob-Arena game mode and made several visual and audio improvements.

BALANCE CHANGES

  • M14: damage 35 -> 34
  • FAL: damage 34 -> 36
  • AK-47: damage 31 -> 32
  • AK-103: damage 31 -> 32
  • AK-74M: price 3000 -> 2600
  • STG-44: damage 36.5 -> 35.5
  • G11: damage 25 -> 28, burst mode rate of fire 195×3 -> 180×3
  • Mac-10: armor penetration 57.5 -> 56
  • Vector: damage 27 -> 26, rate of fire 1080 -> 1110, muzzle boost modification removed (as fire rates above 1200 RPM do not work)
  • PPSH-41: damage 24 -> 24.5, rate of fire 1080 -> 1000
  • AKS-74u: price 1850 -> 2450 (it was buffed a bit too much…)
  • Remington 887: damage 26 -> 25, armor penetration 70 -> 73
  • MAG-7: armor penetration 75 -> 72, slightly increased damage dropoff
  • RPK: damage 31 -> 32, damage dropoff rate 0.9% -> 1.6% per block

MOB-ARENA CHANGES

  • The respawn timer is now reduced by a constant amount of time per wave instead of a percentage.
    • This means that if a new wave spawns when you already have a low respawn timer, you will be instantly revived.
  • The Mob-Arena plugin can now be reloaded without kicking players out of the arena, given that the new config does not contain errors.
  • Added sound cues to the Bombard, Gas, Buff Pool, Evade, Teleport to Player, Bomb Cannon, Slime Cannon, Throw TNT, and Bomb Strike skills.
  • Slime Cannon and Bomb Cannon skills now make more particles.
  • When a player is hit by the Laser, Wall, and Shockwave skills, other players can now hear the hit sound.
  • Added a sound effect for when a boss or mini-boss dies.
  • Buffed Dagger in Spetsnaz class: +1 level to all three enchantments. Now one shots spiders on critical hit.

KILLSTREAKS

  • Reduced the amount of healing items in the killstreak tree.
  • Mini-Nuke moved from 25 kills to 20 since high killstreaks are now much harder to get due to less healing.

MISC

  • The weapon stats command now shows the weapon’s price.
  • Pistol (except Deagle, Revolvers, and Thunder .50BMG) bullet tracers are now shorter (equal to SMGs).
  • Suppressed weapon bullet tracers now consist of only 1 particle, making it harder to see.
  • Sound effect for hitting a player in PVP is now louder and higher pitched.
  • Added sound effect for hitting an unarmored player in PVP (this used to not play any sounds).
  • Added sound effect for picking up items (guns, bomb, grenades) on the ground
  • Added some more tips to both the PVP and Mob-Arena lobbies.

BUG FIXES

  • Fixed an issue where Teleport to Player boss skill did not work on Ghast bosses.
  • Fixed an issue where when the Laser and Wall boss skills kill a player, it would stop the skill from travelling any further and produce a console error.
  • Fixed an issue where having no players in an arena would completely stop it from progressing. (Now, joining an empty/glitched arena should still respawn the player, who can then leave again to stop the arena)
  • Mob-Arena maps should now always start with the correct start timer in all circumstances.
  • Fixed an issue where the Klobb scenario weapon had no idle sway in ADS.
  • Fixed an issue where players could not pick up dropped grenades as long as they had at least 1 grenade in their inventory.
Steam Tunnels New

Balance Update

Hello all,

Today’s update brings along a complete rebalancing for all primary weapon categories to encourage more diverse weapon selections and more tactical use of body armor. We have also changed damage multipliers of select hitboxes for full-auto weapons, and made armor penetration matter much more to Mob-Arena. Finally, short-range weapons such as the Flamethrower, High Voltage Gloves, and Knife have also received changes.

MAP CHANGES

Steam Tunnels has received a layout tweak to be overall more compressed, promoting close-quarters action inside the main bombsite building.

T spawn view

CT spawn view

DAMAGE MULTIPLIER CHANGES

Weapons in full auto will now do less damage than before to the head and chest hitboxes.

PVP Head Hitbox: 2.75X for single/burst, 2.4X for auto

PVP Body Hitbox: 1.25X for single/burst, 1.1X for auto

In order to do the full damage, switch to single or burst mode on your weapon.

SINGLE FIRE MODE CHANGES

To prevent abuse of the aforementioned system using cheats like autoclickers, the semi-auto fire rate on full-auto weapons has been limited to 200 plus half of the full-auto fire rate.

For example, the AK-47 has a full auto fire rate of 600 RPM. The semi-auto fire rate will be 200 + (600 / 2) = 500 RPM.

MOB-ARENA CHANGES

Damage multipliers in Mob-Arena has also been changed.

Below is a comparison table between the old and new headshot multipliers (note that full auto and single/burst multipliers are now different):

 OldNew (Single/Burst)New (Full Auto)
ARs/SMGs1.5x1.7x1.5x
Auto Shotguns/Snipers1.5x1.7xN/A
Pump Shotguns1.9x1.9xN/A
Bolt Snipers1.9x2.0xN/A
Drum/mag-fed LMGs1.45x1.6433x1.45x
Belt-fed MGs1.4x1.5867x1.4x
Handguns1.5x1.7x1.5x

Furthermore, a weapon’s armor penetration now has much higher impact on the damage done to armored mobs.

  • Having an armor penetration of 100 can now cause the weapon to almost completely ignore mob armor, doing 91% of normal damage to full diamond armor (from 60%).
  • However, an armor penetration of 50 will cause the weapon to only do 39% of normal damage to full diamond armor (from 45%).

BALANCE CHANGES

Rifles (COMMON)

M14: damage 31 -> 35, armor penetration 85 -> 94, price 2100 -> 2300, swap time 1.1s -> 0.9s, increased max damage dropoff, minorly increased idle sway, greatly increased recoil (especially first shot), recoil recovers slower

Galil AR: damage 31 -> 27.5, armor penetration 74 -> 81, increased first shot recoil

M16A2: damage 36 -> 30, armor penetration 72 -> 82, price 2800 -> 2600, increased first shot recoil, burst fire no longer increases recoil

M16A1: damage 34 -> 29, armor penetration 72 -> 82, price 2800 -> 2600, increased first shot recoil

FAMAS: damage 27 -> 26, armor penetration 70 -> 78, rate of fire 840 -> 900, price 2250 -> 2450, sway from firing recovers slightly slower, increased first shot recoil, burst fire now increases recoil half as much as before

G36: damage 33 -> 28, armor penetration 75 -> 80, price 2800 -> 2650, increased first shot recoil, slightly increased overall recoil

Nylon 66: greatly reduced first shot sway, sway from firing, recoil, and movement and jumping inaccuracy

M1 Garand: damage 51 -> 50.5, armor penetration 85 -> 87, reduced sway from firing, sway from firing recovers slower

IMI Galil: damage 30 -> 27, armor penetration 73 -> 80, increased first shot recoil

Groza: damage 34 -> 30, armor penetration 76 -> 85

Rifle (RARE)

M4A4: damage 33 -> 28.5, armor penetration 70 -> 81.5, increased first shot recoil

M4A1-S: damage 33 -> 28.5, armor penetration 70 -> 81.5, price 3100 -> 3200, ammo 25/75 -> 30/60, reduced max damage dropoff, increased first shot recoil

AK-47: damage 36 -> 31, armor penetration 77.5 -> 85.5, price 3000 -> 2700, increased first shot recoil

SVT-40: damage 49 -> 47, armor penetration 87 -> 93, price 2000 -> 2550, slightly increased vertical recoil, reduced horizontal recoil

M14 EBR: damage 44 -> 36, armor penetration 85 -> 94, price 2500 -> 2750, slightly increased first shot recoil, recoil recovers faster

SCAR-Light: damage 34 -> 30, armor penetration 70 -> 79, ammo 30/120 -> 30/90, increased sway from firing, increased first shot recoil, recoil recovers slower

SR-25: armor penetration 85 -> 93

FAL: damage 38 -> 34, armor penetration 81.5 -> 91.5, slightly increased first shot recoil, reduced sway randomness when single firing

AR-57: damage 26 -> 23.5, armor penetration 69 -> 84, increased first shot recoil

G11: damage 28 -> 25, armor penetration 78 -> 90, slightly increased first shot recoil

Rifle (EPIC)

AK-74M: damage 30 -> 27, rate of fire 600 -> 650, reduced sway from firing, increased first shot recoil

AUG: damage 31 -> 27, armor penetration 68 -> 83, price 3150 -> 3300, increased first shot recoil

SIG 556xi: damage 30 -> 28, armor penetration 75 -> 83, price 3050 -> 3100, increased first shot recoil

FAD: damage 32 -> 28, armor penetration 70 -> 82, price 2300 -> 2500, slightly increased first shot recoil but reduced overall recoil after first shot

STG-44: damage 40 -> 36.5, armor penetration 73 -> 76, increased first shot recoil

Rifle (LEGENDARY)

AK-103: damage 36 -> 31, armor penetration 79.5 -> 87.5, price 3200 -> 3300, increased first shot recoil, sway from firing recovers faster

XM8: damage 32 -> 30.5, armor penetration 80 -> 81.5, price 3000 -> 2900, increased first shot recoil

SC-2010: damage 40 -> 37, armor penetration 81.5 -> 91.5, price 3150 -> 3250, increased first shot recoil, reduced sway randomness when single firing

SMG (COMMON)

UZI: damage 31 -> 30, armor penetration 55 -> 62

MP9: damage 24 -> 27, increased overall recoil

Mac-10: damage 26 -> 30.5

TMP: damage 24 -> 27, increased overall recoil

MP5: damage 23 -> 27.5, armor penetration 49 -> 61, greatly increased first shot recoil and overall recoil

SR-3M: armor penetration 64 -> 68, greatly increased first shot recoil

SMG (RARE)

MP7: damage 24 -> 23, armor penetration 65 -> 78, slightly increased first shot recoil

UMP-45: damage 34 -> 36, armor penetration 65 -> 58, burst fire no longer increases recoil but also does not reduce sway as much as before

Vector: damage 25 -> 27, armor penetration 59 -> 60, greatly increased recoil (especially for first shot), slightly increased sway from firing, burst fire no longer increases recoil but also does not reduce sway as much as before

Thompson M1A1: damage 34 -> 35, increased first shot recoil

PPSh-41: armor penetration 58 -> 72, greatly increased overall recoil (especially for first shot), slightly increased base sway and sway from firing

MP5SD: damage 26 -> 28, reload time 3 -> 2.8s, increased first shot recoil

PPD-40: armor penetration 58 -> 72, slightly increased overall recoil

SMG (EPIC)

P90: damage 26 -> 23.5, armor penetration 69 -> 84, muzzle velocity 747 -> 680, bullet drag 11 -> 12% per tick, slightly increased first shot recoil

PP-Bizon: damage 24 -> 26, slightly increased first shot recoil

Tavor X95R: armor penetration 67 -> 81, increased first shot recoil

Sterling: damage 31 -> 29, armor penetration 61 -> 64, slightly reduced overall recoil

Spectre: damage 31 -> 34, armor penetration 67 -> 59, increased first shot recoil

SMG (LEGENDARY)

MP5K A4: damage 26 -> 28.5, armor penetration 67.5 -> 64, increased overall recoil

AKS-74u: armor penetration 73.5 -> 83, increased first shot recoil

Shotgun

Remington 887: damage 23 -> 26, armor penetration 82 -> 70

MAG-7: price 2100 -> 1800, reload speed 3.95s -> 3.25s, slightly increased movement penalty

XM1014: damage 20 -> 22, armor penetration 80 -> 74, rate of fire 220 -> 200

All other shotguns: no change

Machine Gun (COMMON)

M1915: damage 47 -> 53, reduced sway from firing, slightly increased overall recoil

M60: armor penetration 82 -> 92,  increased first shot recoil

Machine Gun (RARE)

M249: damage 31 -> 29, armor penetration 72.5 -> 79.5, slightly reduced sway from firing, increased first shot recoil

Ultimax 100: damage 32 -> 29.5, armor penetration 69 -> 81, price 4100 -> 4050, slightly increased first shot recoil

MG 34: damage 32 -> 31, armor penetration 83 -> 86, increased first shot recoil

Stoner 63: damage 34 -> 29, armor penetration 70 -> 80, slightly increased first shot recoil

Machine Gun (EPIC)

QBB-95: damage 31 -> 30, armor penetration 76 -> 79, reduced sway from firing, increased first shot recoil, burst fire no longer increases recoil

Negev: armor penetration 72 -> 78, price 4700 -> 4900, increased first shot recoil

MG3: damage 28 -> 28.5, armor penetration 83 -> 86, price 4700 -> 5000, increased damage dropoff, increased first shot recoil

Lewis Gun: armor penetration 79 -> 88, increased first shot recoil

RPK: damage 35 -> 31, armor penetration 77 -> 86, slightly increased first shot recoil

Machine Gun (LEGENDARY)

L86 LSW: damage 34 -> 30, armor penetration 74 -> 83

M1919A4: armor penetration 75 -> 94, rate of fire 800 -> 600, increased sway from firing

Sniper Rifle

MSG90 A2: rate of fire 210 -> 230, slightly increased recoil recovery speed

SCAR-20: rate of fire 260 -> 280

G3SG/1: rate of fire 260 -> 280, reload time 3.5s -> 3.2s

SVD: reload time 3.0s -> 2.7s

SIG 550: reduced horizontal recoil

AWM: damage 107 -> 105, armor penetration 89 -> 97

SSG 08: armor penetration 82 -> 91

M24: armor penetration 89 -> 93

CheyTac: damage 102 -> 106, armor penetration 95 -> 97.5

M40A1: damage 106 -> 102, armor penetration 85 -> 95, rate of fire 44 -> 47

K98k: damage 107 -> 110, armor penetration 94 -> 89.5

All other snipers: no change

Handguns

All handguns have received proper spread values!

CZ75-Auto: damage 33 -> 35

Mauser: damage 31 -> 33

Skorpion: damage 25 -> 27

(Pistols will receive a full rebalance in a future update)

Specials

Flamethrower: reduced damage and rate of fire, increased armor penetration greatly, increased accuracy in auto fire, increased muzzle velocity, ammo 150/0 -> 200/0

High Voltage Gloves: range 7.5 -> 4.5, damage +50%, slowness duration 5s -> 0.5s

Knife: right click attack range 3.6 -> 3