Main Weapons
Updated 2 days agoAccrat Golok DA Bullpup Rifle
- Damage: 2.8 (2.1)
- Precision Multi: 0.9x (1x)
- Stagger Multi: 0.8x (1x)
- Effective Range: 10m/70m (10m/65m)
- RPM: 800 (1090) | Shot Delay: 0.075 (0.055)
- Mag Size: 50 (40)
- Reserve Ammo: 300 (306) | BulletCost: 1.53 (1.5)
- Starting Ammo: 196 (200)
- Reload Time: 2.2s (2.3s)
- Hip Spread: 2.0 (2.5)
- Fixed reload sequence. Ammo count now updates at the proper time (when the mag is inserted), the gun cannot fire before the animation is complete, and the reload speed is no longer slower than the stats indicate.
- Descriptors updated.
The Bullpup is easily one of the worst guns in the basegame. These changes are designed to improve it significantly, without removing its signature downside of a very long reload. Weapons like the Bullpup (and now the Assault Rifle / Burst Rifle) now offer increased firepower in exchange for downsides like slow reloads and less ammo.
Also...maybe it's just me, but the Bullpup sounds WAY better at a lower RPM. Just listen to that full-auto!
Accrat STB PDW
- Damage: 2.3 (2.15)
- Now has an actual equip animation.
- Descriptors updated.
Reverting the damage nerf the PDW received, and giving it a proper animation when drawn.
Bataldo 3RB HEL Revolver
- Damage: 10.01 (8.01)
- Precision Multi: 0.67x (0.7413x)
- Effective Range: 8m/80m (10m/80m)
- Reserve Ammo: 40 (92) | BulletCost: 11.5 (5)
- Starting Ammo: 26 (60)
- Round Count: 6 (8)
- Shot Delay: 0.33s (0.2s)
- Adjusted reload sequence. Ammo update occurs slightly later when the speedloader is actually inserted, instead of when it's simply hovering over the chambers.
- Descriptors updated.
The HEL Revolver is puzzling. It has 8 rounds in a 6-round cylinder, it's incredibly strong in the base game, and with a +13% Main DMG Booster it becomes outright absurd - able to oneshot headshot all common enemies. As you may have noticed with the DMR, I dislike these kinds of changes. These changes lean into the 'high damage' aspect - it is now able to oneshot headshot sleepers within its effective range, but has FAR less ammo (-54%) and a slower fire rate (which also lines up better with the recoil). This also gives it the ability to 3-shot Chargers within effective range, giving it slightly more efficiency there to offset the ammo count nerf.
Bataldo Custom K330 Slug Shotgun
- Now penetrates one target, allowing for two kills with one slug.
- Reserve Ammo: 36 (38) | BulletCost: 12.5 (12)
- Starting Ammo: 23 (25)
- Descriptors updated.
Bataldo J 300 Hel Shotgun
- Fixed reload sequence. Added a proper end trigger so the gun cannot fire before the animation is finished, and mag drop now occurs earlier.
Buckland SBS III Sawed-Off Shotgun
- Damage: 5.01x8 (3.8x8)
- Effective Range: 4m (6m)
- Mag Size: 3 (4)
- Reload Time: 1.8s (1.6s)
- Reserve Ammo: 33 (41) | BulletCost: 13.7 (11)
- Starting Ammo: 21 (27)
- Shot Delay: 0.4s (0.25s)
- Cone size / Spread: 3 (2)
- Descriptors updated.
The most insane change R8 brought was giving the gun with three barrels a fourth shell. WTF were they thinking? Additionally, really leaning into the 'sawed-off' aspect with more damage and worse range/spread. Slowed RPM/reload serves to balance, but also it just looks better.
Drekker Pres MOD 556 Rifle
- Damage: 6.01 (5.08)
- Falloff start: 6m (22m)
- Stagger Multi: 1.2 (1.75)
- Reserve Ammo: 115 (121) | BulletCost: 4 (3.8)
- Reload sequence adjusted, ammo update (mag insertion / reload cancel) now occurs earlier, and the ridiculously long firing delay after the animation has been removed. The total reload time is the same, but the animation itself is slower.
- Now has an actual equip animation.
In the base game, the 556 Rifle struggles to find it's own niche against the pistol - 'longer range with less ammo' isn't very interesting, so now it can two-shot sleepers at short ranges, and is more effective against stronger enemies like Chargers.
Hanway PSB Double Tap Rifle
- Adjusted reload sequence, ammo count now updates slightly later (when mag is actually inserted), and removed the firing delay after animation is complete.
Malatack CH 4 Burst Rifle
- Damage: 3.3 (2.71)
- Reserve Ammo: 240 (278) | BulletCost: 1.91 (1.65)
- Shot Delay: 0.07s (0.04s)
- Fixed reload sequence. The Burst Rifle now drops empty mags like every other gun, and the slight firing delay after animation has been removed.
- Magazine model switched to more accurately fit 30rnd capacity.
- Now has an actual equip animation.
- Descriptors updated.
Higher damage and slower burst helps close the gap between Host and Client (as Host can now one-burst), and helps to further differentiate from the Carbine.
Malatack LX Assault Rifle
- Damage: 3.01 (2.1875)
- Precision Multi: 0.8667x (0.8x)
- Effective Range: 12m/80m (10m/70m)
- Reload Time: 2s (1.8s)
- Reserve Ammo: 250 (312) | BulletCost: 1.84 (1.47)
- Starting Ammo: 163 (204)
- Adjusted reload sequence, removing slight firing delay after animation.
- Magazine model switched to more accurately fit 30rnd capacity.
- Now has an actual equip animation.
- Descriptors updated.
A proper Assault Rifle, with notably higher damage and range than SMGs.
Raptus Steigro HEL Autopistol
- Reload Speed: 1.4s (1.3s)
- Descriptors updated.
The HEL Autopistol reloads oddly fast for having a 60-round drum mag.
Raptus Treffen 2 Machine Pistol
- Damage: 2.01 (1.9)
- Effective Range: 5m/35m (7m/35m)
- Reload Speed: 1.3s (1.25s)
- Descriptors updated.
It doesn't make sense this would have more range than the SMG, and a damage buff to compensate the nerf. Reload slightly slowed, as it's so fast the animation breaks a bit.
Shelling Nano Burst Pistol
- Adjusted reload sequence, removing firing delay after animation.
Shelling S49 Pistol
- Damage: 5.01 (4.64)
- Stagger Multi: 1.4 (1.5)
- Recoil max power: 1.7 (2.0)
- Descriptors updated.
The minor damage buff doesn't change the S49's usual 'small enemy' technique (1head+1body, or 2head), but it does improve performance against bigger targets. Recoil reduced as when rapid firing, shots landed far above the iron sights.
TR22 Hanaway DMR
- Damage: 8 (7.51)
- Effective Range: 30m/80m (50m/100m)
- Mag Size: 8 (12)
- Reserve Ammo: 46 (78) | BulletCost: 10 (5.99)
- Starting Ammo: 30 (50)
- Shot Delay: 0.3s (0.25s)
- Flashlight replaced with Extended Range.
- Adjusted reload sequence, ammo count now updates slightly later (when mag is actually inserted), and removed the firing delay after animation is complete.
- Descriptors updated.
These changes give the DMR the noteworthy ability to oneshot Strikers to the head. In exchange, the gun loses a significant amount of ammo (40%) and 1/3rd of its mag size.
I didn't like how the Hanaway's performance was vastly different with a +Main DMG booster, and I wanted to close that gap. Better hit your shots!
Van Auken CAB F4 Carbine
- Effective Range: 8m/60m (10m/65m)
- Adjusted reload sequence, removing notable firing delay after animation. While the total reload time is the same, the animation/reload cancel is slower.
- Descriptors updated.
This gun is an extremely good all-rounder, this change simply brings its range closer to other SMG-style weapons.
Van Auken LTC5 SMG
- Damage: 2.2 (1.98)
- Precision Multi: 0.85 (0.91)
Reducing the LTC5's focus on precision damage to give it more reliability in high-stress scenarios, as well as reducing shots to kill.