Gunsmith Update

Hello all,

To celebrate the arrival of 2021, we have brought forth a huge update! A number of new modifications and perks have been added to all weapons, enabling an unprecedented amount of customization to your arsenal. Also, we have added a new Mob-Arena map that should give even experienced players a challenge!



Cache is a challenging Mob-Arena map set in a nuclear wasteland (to aptly represent the world in 2020). The map is set up so that you can easily cheese most normal mobs through power positions, but beware of special waves and ambushes!

Bring a good weapon and memorize the mob types and location for each wave if you want to win consistently in this map.


We have brought back the Santa’s Workshop map for another winter of festive events! The only change to the map was the addition of some hay bales to make it easier to drop down from the second floor.


To accommodate all the new modifications and to ensure they all fit within 2 pages, the redundant bottom XP bar in the GUI has been removed to make room for another row of modifications.


We have added a lot of new weapon modifications to add more flexibility to your weapon builds! As with any large content update, there may be bugs or balance issues. Please report any issues to get them fixed sooner!


  • Lightweight Foregrip: similar to the old Foregrip.
  • Vertical Foregrip: stabilizes recoil, but slows you down.
  • Angled Foregrip: reduces recoil, but slows you down.
  • Folding Foregrip: increases hipfire accuracy and reduces recoil, but slows down ADS and swap time.
  • Skeleton Foregrip: improves ADS speed and slightly reduces recoil, but increases sway.
  • Wooden Foregrip: moderately stabilizes recoil at a minor cost to ADS speed; exclusive to certain weapons like the AK pattern rifles and Thompson M1A1.
  • Bipod: significantly reduces and stabilizes recoil but greatly reduces aim walking speed.
  • Bipod (Sniper): no flinch when standing still, but greatly reduces aim walking speed.
  • Bipod Foregrip (Sniper): no flinch when standing still and reduces sway, but greatly reduces ADS speed and aim walking speed.

Rear Grip

  • Granulated Grip Tape: reduces idle sway but reduces aim walking speed
  • Rubberized Grip Tape: reduces recoil but increases sway
  • Stippled Grip Tape: faster ADS and sprint out but increases sway
  • Hollow Rear Grip: improved jumping accuracy but worse moving accuracy; not available on weapons with their magazine inside the pistol grip
  • Veined Grip Tape: stabilizes recoil but less steady when aim walking


Extended Stock & Full Stock are available on no stock weapons and add a stock to the gun; all other stocks are only available on weapons that come with a stock.

  • Tactical Sling: faster weapon swap
  • Wood Stock: stabilizes recoil at the cost of hipfire; weapon exclusive
  • Tactical Stock: move faster while aiming
  • Recoil Pad: less sway and recoil but less steady when aim walking
  • Wireframe Stock: move faster but increases spread; not available on bullpup weapons
  • Heavy Stock: further decreases spread but move slower while aiming
  • No Stock: move much faster and improves hipfire, but greatly increases spread and idle sway; not available on bullpup weapons


  • FMJ: increases block penetration
  • Piercing Shot: penetrate 1 more entity than normal
  • Frangible: stun enemies more (increases knockback instead in Mob-Arena)
  • Mo’ Money: higher kill rewards (speeds up teammate respawning instead in Mob-Arena); not available on Starter Pistols
  • XP Boost: increases XP and Weapon XP by 20%
  • Sleight of Hand: increases reload speed
  • Lightweight: increases jumping accuracy
  • Run n’ Gun: increases sprinting accuracy
  • Focus: reduces flinch when getting shot, and flinch lasts shorter; exclusive to sniper rifles


  • Heavy Trigger: decreases fire rate for reduced sway and improved hipfire
  • Fast Pump: identical to Greased Bolt, but for pump shotguns
  • Compensator: minor increase to both recoil control and recoil stabilization with no downsides


We have added a lot more modifications to each of our special weapons! Also, they will unlock all modifications at an earlier level. Check them out in-game!


  • All Rifles: sprint is now stopped for only 0.3s rather than 0.4s after shooting. Shotguns and Snipers still have 0.4s because of their lower rate of fire (0.4s is required to disable sprinting consistently when firing at the max rate).
  • QBZ-03: price 2250 -> 2650; now fires 5.8x42mm by default instead of 5.56x45mm, making it a much more potent weapon at longer ranges. Stats changed accordingly.
  • RFB: now allows sprinting while shooting
  • BAR: price 3300 -> 3500; fast mode now increases vertical recoil by 15%
  • AWM, M24: Reduced hipfire accuracy to be closer to values before the last buff; scope-in after a shot has been delayed slightly. These two snipers are intended for longer ranges and both changes are intended to reduce the weapons’ effectiveness at close range. Quickscoping could still be viable, but being caught without time to fully scope in should now be more punishing.
  • UZI: greatly increased hipfire accuracy, increased recoil and spread/sway per shot, slightly increased movement speed
  • MP 40: reduced hipfire accuracy, slightly increased aiming stability, increased recoil recovery, increased damage range (brings the weapon more similar to the M3 Grease Gun and different from the UZI)
  • Yeet Cannon 9mm: increased damage range
  • High Voltage Gloves: now appears as a dual wield weapon; can now penetrate up to 2 entities behind the first one hit, dealing reduced damage but inflicts the full slowness effect

Weapon modification balance changes:

  • Optics: moderately reduced ADS speed bonus
  • Sight Calibration/Scope Calibration: now does the same thing as a sniper scope, reducing idle sway by 20% with no other benefit
  • Extended Stock/Full Stock: slightly reduced hipfire penalty
  • 1mW Laser: slightly reduced hipfire
  • Tac Laser: laser beam is now visible all the time but slightly less intense than the 5mW laser; reduced benefit to aiming stability and aim walking steadiness; no longer penalizes swap speed. This change was mainly made for realism and also makes the Tac Laser somewhat useful in hipfire since it still provides a visual indication of your targeting direction.

Zombie Siege balance changes:

  • The Alpha Zombie now has 3 rows of hearts like other zombies, instead of 5 rows
  • Zombies other than the Alpha Zombie no longer have Speed I effect
  • Increased the attack speed of wolf bite to be the same as the knife (wolves still can’t backstab, however)


We have increased the minimum distance from a player mobs can randomly spawn at for larger maps.

This will mean that mobs will no longer appear right in your face and it is easier to defend a position. This change does not apply to waves that have a non-standard spawnpoint, since they ignore distance to players.

Also, dying in Normal mode will now always play the Roblox oof sound, while dying in Expert and Endless mode will now always play the Minecraft oof sound.


  • Fixed a glitch where you could escape the spectator area on Haunted Mob-Arena
  • Fixed an exploit where flying out of the map when spectating in Competitive would respawn you
  • Fixed a glitch where your primary ammo was set to an incorrect value when a new rounds starts in Competitive and you survived the previous round
  • Fixed a glitch where players had finite backup ammo in Arms Race
  • Reduced the size of the hill on Carrier KOTH to prevent an unintended capturing spot for the Red Team
  • Fixed a glitch where the KS-23 incorrectly had 100% move speed
  • Fixed a glitch where the Light Bolt and Heavy Bolt did not affect movement speed

Blizzard Update

Hello all,

We have released an update to GunColony that adds a new map, improves the weapon modifications system, speeds up weapon leveling, and fixes a few important bugs. Happy holidays!



Using the unfathomable power of Ctrl+C, Ctrl+V we have now created a PVP version of Blizzard, which is now totally the smallest PVP map in the game.

This map is just for fun and for gathering some feedback on whether people enjoy these very small maps. It will be removed once more very small maps are added in the future.


These changes are intended to make it easier to level up a gun by using it in-game, but somewhat harder to fully kit it out with tokens (previously, grinding was often very slow to the point where it was faster to earn tokens with another weapon and just buy out the attachments you wanted!).

  • Weapons now unlock the vast majority of attachments at Level 65 instead of 70. Some exotic conversions or meme attachments may be unlocked above level 65.
    • Current unlock levels are placeholders- attachments above level 65 have simply been moved down to 65. This will be fixed in Part 2 of this update when new attachments are added.
  • Weapons under level 65 will now show the full level of the gun in your inventory, instead of showing the level divided by 10.
  • Weapons level 65 or higher will not show their level in your inventory.
  • Reduced the amount of XP required to level up Rare and Epic weapons to match Common weapons. Legendaries still require double the usual XP to level up.
  • Increased the price of buying modifications with tokens.


We have finally added a proper way to view weapon stats in the server! You can access this GUI with the same method as the old chat menu: right clicking the weapon on the top row of the upgrade menu.

This menu will display a wide variety of stats of a weapon, and if the weapon has attachments, it will show a comparison between the unmodified and modified versions of the weapon.

You can also compare two different weapons:


We have changed how some attachment effects work on weapons.

Hipfire Accuracy now also affects crosshair expansion when firing, not just the base crosshair size while stationary. This makes it overall more important than before.

Recoil Stabilization no longer impacts crosshair expansion when firing from the hip; it is now part of Hipfire Accuracy. Now it only affects aiming down sights, much like Recoil Control.

ADS Idle Sway has been renamed to Aiming Stability. It works the same way as before.

ADS Speed no longer impacts how fast movement inaccuracy recovers after you stop moving. This effect is now part of Sprint-out Speed. This change makes ADS Speed attachments less helpful in allowing you to fire accurately immediately after a sprint.

Sprint-out Speed is a new stat with two effects: first, it makes your accuracy return faster after you stop moving (both in base weapon spread and in the moving penalty to spread recovery), which was previously part of ADS Speed; also, for weapons that stop your sprint when fired, better sprint-out speed allows you to go back to sprint sooner after firing.

Aim Walking Speed is a new stat that changes the multiplier to movement speed while aiming down sights. Note that “Movement Speed” still changes movement speed both when hipfiring and aiming down sights. No stock or bullpup weapons have increased aim walking speed compared to normal weapons.

Aim Walking Steadiness is a new stat that affects the magnitude of how much your gun bounces up and down periodically when moving. This mainly affects aiming down sights; technically it has an effect on hipfire too, but it is unnoticeable except for when you have a laser sight equipped.

Weapon Spread Control is how much of your “spread increase” goes to recoil rather spread. Increasing this value slightly increases the random recoil that you experience when firing, but significantly cuts down on spread. Weapons without a stock naturally have low Weapon Spread Control, but you can improve it by attaching a stock. Note that this stat does not affect the first shot accuracy, only that of subsequent shots.

Finally, some perks will have a special effect on the weapon. This is explained below in the Perk section.


  • Greased Trigger nerfed from +15% to +10% movement accuracy
  • Lightweight Foregrip (previously Foregrip) recoil reduction reduced from 10% to 8%
  • Completely reworked/nerfed the RPM-increasing attachments
  • Completely reworked all existing stock attachments
  • SC-2010 5.56mm conversion now increases backup ammo
  • KS-23 slugs now penetrates one more entity
  • Rifled Choke nerfed on shotguns; the range and velocity benefits have been removed
  • The other chokes have been buffed slightly: Modified Choke now has 2% more spread reduction, and Full Choke now gives a small increase to damage range
  • 1mW and 5mW lasers have been reworked; notably the 1mW is now also visible to enemies but it is just a dot, not a full laser beam like the 5mW
  • Cheek Pad on DMRs now penalizes aim walking steadiness slightly
  • AP Ammo has been removed in favor of the FMJ perk
  • Many magazine attachments on ARs no longer impact backup ammo
  • Greased Bolt reworked to have more meaningful downsides on all sniper rifles


New attachments will come in the part 2 of this update! We just needed more time to draw all the new icons for them.


These changes are coming live in Part 2, except the FMJ Ammo perk which has already been added now.

A new Muzzle category has been added, separate from the Barrel category.

A Perk category has been added for weapon perks with unique special effects.

A Rear Grip category has been added with several grip tape attachments that affect weapon handling.

In total there are now 12 categories of attachments that can be used on weapons. Not all of them are available on every weapon, however.


  • Removed wireframe stock from the AUG and L86 since it doesn’t make sense
  • Removed extended stock from the MP5SD and added it to the MP5KA4 (typo fix)


  • Damage from Molotovs and Incendiary Grenades no longer stuns players in PVP
  • MP5K A4 has been renamed to the MP5KA4 (removed space)
  • AUG now has bullpup handling attributes instead of regular handling (typo fix)
  • Steyr Scout: increased damage range, reduced movement speed to 97% from 100% (you can now reach 100% with attachments, but not exceed it)


The movement inaccuracy code has been rewritten to make it feel more natural.

  • The movement inaccuracy applied now depends on your movement speed at the time
    • Moving slowly will barely trigger movement inaccuracy, allowing you to strafe left and right while shooting like in CS:GO. Still not very accurate, but can be useful when you are behind a 1.5 block head glitch
  • Movement inaccuracy now begins recovering immediately after you stop moving, instead of waiting 0.1-0.15 seconds
  • There is no longer a jagged effect where your movement inaccuracy appears to increase slightly after decreasing at first after you stop moving


  • Minimum player limit for TDM maps removed. This was due to feedback that Alpine Trench TDM was much rarer than players would like it to be. TDM Random Spawns and Domination still have a considerable minimum player limit to be playable.
  • OITC is now 33% rarer in the map vote
  • Hunters is now 4x rarer in the map vote
  • GhostGulag event has been removed


  • Fixed a glitch where T’s could plant the bomb anywhere on Dust II
  • Fixed a glitch where movement inaccuracy was being applied while the player is turning but not moving
  • Fixed a glitch where clicking certain slots in GUI causes your held weapon to play the swap animation again
  • Fixed a glitch where due to the async weapon firing system, players would be very rarely kicked from the server with the message “Internal Server Error”. Days were spent refactoring the gun plugin to work around this issue!
  • Fixed a glitch where you could drop lobby items
  • Fixed a glitch where the unscoped K98k and G98 in Scenario Mode had higher damage than intended

Light ‘Em Up

Hello all,

We have released a major balance update to GunColony, which took weeks of work to complete. There were two main goals: to standardize weapon damage for each caliber so that we can add damage-affecting modifications later, and to make some underutilized weapons much more effective.

There are some rough spots in this update, including the fact that many snipers needed to be reworked due to the damage standardization, and some rather drastic changes to some weapons that may throw off players. However, these flaws will get patched over time, and the end result will be worth it since we’ll be able to pull off a much better weapon modification update: coming holiday 2020!


In this update, we have corrected some unrealistic traits about our weapons to make them more authentic.

  • The PPSh-41 no longer has a semi-automatic mode (PPD-40 still has one)
  • The MG 34 now deals one of the highest damage among machine guns thanks to its powerful round. It now has more DPS than the Negev!
  • The M40A1’s damage has been toned down to be more similar to the SSG 08 which fires the same ammo
  • The PPK no longer has unrealistically high damage and recoil and now realistically fires the .32 ACP caliber with increased rate of fire
  • The rate of fire of the Vector has been raised from 1110 to 1200 RPM
  • The rate of fire of the M60 has been reduced to 650 to 600 RPM
  • MP5’s reload sequence has been made more realistic
  • The Ultimax 100’s constant recoil system is now functional and allows the recoil to feel like a constant stream of force rather than a sudden bounce for every round fired
  • CZ-75 Auto now has realistic ammo capacity and rate of fire, but some other stats were toned down to balance it


Each ammunition type now has a specific damage and armor penetration value that all weapons that use the ammunition will share (except for Shotguns, some Pistols, and Nylon 66). This may seem arbitrary right now but in the future it will allow us to add ammo types that change the damage of the weapon without causing inconsistent effects on shots-to-kill.

Semi-auto DMRs will have a +40% damage multiplier, and bolt-action snipers will have a +100% damage multiplier. Furthermore handguns (except starter pistols) have a +20% damage multiplier and +10 armor penetration.

We have also standardized the drag and entity & block penetration values for each bullet type. Note that this does reduce the amount of damage snipers do when hitting multiple enemies at the same time. To compensate for this, snipers can now hit more enemies with 1 shot (4 for most snipers, up to 11 for Lahti L-39).

Different weapons can still have different damage range and bullet velocity.


All Rifles are now able to hit 2 enemies with one bullet. (This also includes LMGs with a magazine capacity of 30 or less.) This change will make rifles more useful in Mob-Arena instead of being overshadowed by both SMGs and LMGs.


To improve weapon balance and differentiation between weapons, weapons now have varying levels of spread that apply for any shot after the first shot.

Each weapon already has a “spread increase” value that up until now only decided how much random recoil bounce the weapon had while shooting. Now a percentage of it will be actual spread depending on the weapon type:

  • Normal weapons, typically with downwards magazines: 15%
  • Weapons with certain magazine types (e.g. P90): 20%
  • Weapons with magazine inside pistol grip: 25%
  • Bullpup weapons: 30%

(The category your gun is in will also affect your ADS movement speed.)

The intuition is that the more rearward the magazine is, the more back-heavy the weapon is, and thus the less control the soldier will have over where the gun is pointing in automatic fire.

Having no stock will further increase the spread percentage to 36%, 40%, 44%, and 48%, respectively. This especially prevents pistols from being pocket DMRs and make assault rifles more competitive against SMGs at medium range.

The aim of this spread system is to allow for more weapon diversity, encourage single firing to avoid spread, and adding a new trade-off between accuracy and mobility by using stock attachments (coming soon in a future update). The amount of spread is very low in practice – you will not notice it for most weapons, but some high-RPM bullpup guns or SMGs will have significant spread.

To reduce spread on your weapon, either use a stock that increases your “Spread Control” (coming soon), which will greatly decrease spread but slightly increase randomness of recoil, or use any attachment that improves “Recoil Stabilization”, which will proportionally decrease both spread and random recoil.


We have improved weapon recoil so that it follows the spray pattern more closely. Whenever the random recoil steers off course there will be a correction that will help it get back onto the spray pattern. It is still somewhat random, but much less so than before.

Weapon idle sway has been increased a bit since it was a useless stat again after the last decrease. This should be a fair middle ground that is not too punishing but makes the stat worth considering for some weapon builds.

Weapons other than SMGs and Pistols will now stop your sprint when fired. This is a quality-of-life change to prevent players from spraying them while sprint jumping and not hitting anything. This change does not affect Competitive.


  • Most assault rifles without scope: ADS speed increased
  • Bullpup weapons: Mobility increased to compensate for having more spread than other rifles.
  • SVT-40: price reduced
  • FAD: price reduced
  • G11: recoil reduced and made more consistent, increased backup ammo
  • ASh 12.7: damage increased
  • RFB: movement speed increased
  • UZI: hipfire accuracy increased
  • Spectre: spread from shooting reduced
  • M1915: now has great hipfire accuracy to excel in trench warfare!
  • L86: now has much better range
  • ZH-29: price reduced, ADS speed increased
  • Dual Berettas: rate of fire increased, accuracy in ADS slightly reduced
  • Welrod: damage slightly increased to 2SK upper torso to armored opponents
  • Thunder .50 BMG: damage slightly increased to 1SK lower torso
  • YC9: jumping accuracy further increased


  • Some high-RPM SMGs have gotten increased damage due to the caliber standardization. However, they also had price and/or recoil increases
  • Thompson: now heavier but lower recoil
  • M60: increased accuracy, reduced damage
  • MG 34: now much more powerful but slower handling, more recoil, and slower reload
  • QBB-95: now more powerful but higher recoil
  • M1919: greatly increased damage (by >50%!) and now has a 250-round belt. Greatly reduced aim walking speed and reduced ADS speed
  • AWM: slightly increased damage but reduced ADS speed
  • M24: changed to the M24A3, firing the same caliber as AWM with somewhat different handling stats
  • SVD: reduced damage and price
  • M40A1: is now a budget sniper – greatly reduced price to $1450, can no longer one shot kill
  • K98k, G98: greatly reduced damage to one shot kill only to the chest and at a limited range; greatly increased hipfire accuracy; decreased price; increased ADS speed; increased movement speed
  • Mosin: can no longer one shot kill armored, but the ADS speed and bolting speed has been increased
  • Lahti L-39: increased wall and entity penetration, hjpfire accuracy, and ADS speed; reduced damage per shot and aim walking speed (the reduced damage is mainly just a result of the damage standardization giving lower multiplier to semi-auto snipers)


While this update is mainly buff-heavy to bring the underused weapons up to the level of the meta weapons, some nerfs were still necessary to keep certain guns in check.

  • FAMAS: increased price
  • MP5: reduced reload speed
  • Mac-10: slightly increased recoil (including randomness of recoil)
  • M9A1: reduced hipfire accuracy and slightly reduced rate of fire


We have added three daily quests to the server. You can finish them by playing various GunColony modes!

Daily Quest: PVP

  • 50 kills in PVP
  • 3 wins in PVP
  • Reward: 100 tokens, 1000 universal Weapon XP token

Daily Quest: Mob-Arena

  • 500 kills in MobArena
  • 30 waves survived in MobArena
  • 1 win in MobArena
  • Reward: 100 tokens, 1000 player XP

Daily Quest: Challenge

  • Either 3 expert wins in MobArena, or 10 round wins in Competitive
  • Reward: 100 tokens, 500 player XP, 500 universal Weapon XP token

These quests are subject to change and a future version will randomize them (while ensuring you can get at least some of the daily quests done through regular play). The random crate drops will also be reduced in a future update in favor of more quests, including weekly and seasonal ones.


We have added a visual recoil effect to weapons that slightly zooms out the screen after you shoot. This is intended to simulate the weapon kicking back and becoming larger on-screen, but since that isn’t doable in regular Minecraft, zooming out the screen was the best alternative. Also, this adds some visual recoil effects to hipfiring, whereas previously there was none.


Added much longer and more detailed descriptions of all weapons except shotguns. Now, you will be able to see the strengths and weaknesses of a weapon at a glance, alongside some information of the weapons’ real life counterparts.


These changes were made on Thanksgiving; this section merely documents them on the website for completeness.

  • BOLA ammo is now available to unlock normally
  • Added Supersonic Ammo conversion to the Honey Badger
  • Added 5.8x42DBP ammo conversion to the QBZ-03
  • Added an additional 20% hipfire penalty to the MP5 10mm conversion


  • Fixed a bug where item names appeared italic to 1.16+ players
  • Fixed a bug where the anti cheat dragged players down into the ground
  • Fixed a bug where due to the anti cheat, the jumping detection was not being triggered

Changes made after the update first went live earlier on Dec 1, 2020:

  • All SMGs now have 20% less random recoil when ADS
  • All Pistols now have 25% less random recoil when ADS
  • Sterling was heavily buffed to range and handling to balance it with the MP40 and UZI
  • Further reduced the price of Colt SAA from 400 to 300, buffed damage so that it can 2SK chest at any range, and further reduced swap time to present it as an alternative to M9A1 pistol
  • Increased the price of the CZ-75 Auto from 500 to 600
  • Reduced the price of M14 EBR by $300 and slightly reduced vertical recoil
  • Reduced the price of FAL by $300
  • Reduced the price of SC-2010 by $500
  • Reduced the price of ASh-12.7 by $200

Hotfix Dec 7, 2020:

  • Improved server RAM consumption by switching to OpenJ9 where possible, and using HotSpot with optimized flags of default Parallel GC otherwise
    • The RAM efficiency improvement should allow me to move all current servers to be hosted on the main OVH machine, effectively meaning 30ms less ping for everyone (for now)

Additional balance changes

  • M1915: rate of fire 360 -> 270
  • M1919A4: ammo capacity 250 / 250 -> 100 / 200, ADS walkspeed +50% (was a nice experiment lol)
  • Lahti L-39: ADS walkspeed +50%
  • MG34: ADS time 485ms -> 510ms
  • Walther PPK: Swap time 0.8s -> 0.6s
  • 7.62x54mmR: base damage 42 -> 43
    • SVT-40: damage 42 -> 43, rate of fire 370 -> 340, close damage range 50m -> 20m (can now 2 hit kill armored chest at close range!)
    • SVD: damage 58.8 -> 60.2
    • Mosin: damage 84 -> 86, ADS time 290ms -> 340ms, close damage range 80m -> 50m, price 2600 -> 2700 (can now 1 hit kill armored chest at close-medium range!)