the gredeur is actually M1A1 SOCOM with long barrel . which is civillian legal versiom of M14 . i think MK14 MOD0 or M14 EBR would have look cooler
.
There are many versions of M14. I am not 100% sure that the Redeyes M14 is M1A1 SOCOM variant. However it could be.
i think the m4 and timik is still to similar and needs a change in both i would personally see them change and i guess i would stop there since i ve mentioned it before and so i will just list some weapons that i think would be great to be in game
PKP PECHENEG
18 damage
70 round mag
415 rpm
so i think this could be a thunder’s main weapon since his russian and it kind of fits him well .
OTS 14 GROZA (thunder ) not the merc …
15 damage
20 rounds
700 rpm
your idea of russian bullpups gave me an idea about groza and it’s funny that it means thunder in russian which is name of a merc so yeah .
MP443 GRACH
16 damage
17 rounds per magazine
445RPM
AS VAL ( SHAFT AR)
13 DAMAGE
770 RPM
20 rounds per mag
i always wanted a intergrated supressed weapon in this game and AS VAL could be it . and this can be a weapon that is a smg like assault rifle high damage but low ammo high rate of fire so mixed properties of both weapons
AK 12 (TIMIK 12)
24 damage
25 rounds per mag
400 rpm (single shot)
i know that there is a timik 47 in game that is very close to ak47 or 103 but i think a new ak varient battle rifle version of ak12 can be introduced so people who prefer high damage can use timik 12 and people want full auto ak can use timik 47.
[quote=“omegaskorpion;11609”]other ideas
Blishlok
Rof 420-440 (from 400)
Slightly reduced recoil and spread during ADS (also sights fix, by making the green dot smaller)
OR
ROF 500 (from 400)
Damage 16 (from 18)
Mag Size 35 (from 30)
Slightly reduced recoil and spread during ADS (also sights fix, by making the green dot smaller)
While Blishlok is a good weapon it is simply too slow compared to other SMG weapons and has the lowest DPS and a lot of kick while ADS.
MP-400, Tølen MP and Empire-9
MP-400: Mag Size 35 (from 30)
Tølen MP: Mag Size 40 (from 35) damage 10 (from 9)
Empire-9: mag 45 (from 40)
Secondary smg are… pretty good but need slight tweaking, mostly on ammo department since they dont deal much damage.
FELIX
Reload Speed 1.6s (from 2.6s)
Deals more damage to EV and Objectives
One-shot destroys deployables
This change would make Felix More usefull than its current state, working as a anti material rifle.
K-121
Belt size 60.
[/quote]
I think the Blishlok is perfect as it is - it’s not supposed to be as good as the other SMGs, otherwise mercs like Aura would become far too powerful.
I think the MP400 and Tolen MP don’t need a DPS buff in any way, but I do think the Tolen MP needs to have a bit less spread when firing. I do also think that the Empire 9 should get a mag size boost. The whole idea of the secondaries is that they are not as good as the primaries… Otherwise mercs like Vassili would be far to versatile and possibly OP.
The changes you suggested for the FEL-IX don’t really change much. I would suggest instead that we simply remove the MOA’s ability to instantly gib players who are killed with headshots. That way you have a trade-off between a faster firing rifle that can insta-kill but not insta-gib, and a slower firing rifle that can do both. Apparently in the pro games they all say that Vassili’s MOA insta-gib ability is far too strong, so if we only allowed the FEL-IX to do that then we would have reduced this effect, as well as making both of the weapons equally viable.
Yes, the K-121 DEFINITELY needs a belt size increase - I’d even suggest to go as far as 75 rounds on the belt.
Everything else that you suggested was clever and fitting for the game, especially the changes to the pistols. (Although I would also suggest that they reduce the spread from the magnums and Deagle, since those guns should be skill cannons - but no one can be bothered to aim carefully with them since after the first shot is fired you have no control over where the bullet goes - you just spam instead and hope for the best.
[quote=“AKULA;77187”]i think the m4 and timik is still to similar and needs a change in both i would personally see them change and i guess i would stop there since i ve mentioned it before and so i will just list some weapons that i think would be great to be in game
PKP PECHENEG
18 damage
70 round mag
415 rpm
so i think this could be a thunder’s main weapon since his russian and it kind of fits him well .
OTS 14 GROZA (thunder ) not the merc …
15 damage
20 rounds
700 rpm
your idea of russian bullpups gave me an idea about groza and it’s funny that it means thunder in russian which is name of a merc so yeah .
MP443 GRACH
16 damage
17 rounds per magazine
445RPM
AS VAL ( SHAFT AR)
13 DAMAGE
770 RPM
20 rounds per mag
i always wanted a intergrated supressed weapon in this game and AS VAL could be it . and this can be a weapon that is a smg like assault rifle high damage but low ammo high rate of fire so mixed properties of both weapons
AK 12 (TIMIK 12)
24 damage
25 rounds per mag
400 rpm (single shot)
i know that there is a timik 47 in game that is very close to ak47 or 103 but i think a new ak varient battle rifle version of ak12 can be introduced so people who prefer high damage can use timik 12 and people want full auto ak can use timik 47.[/quote]
There is one problem, the Thunder already has main weapon, that looks like m60 (and propably is m60) It was originaly fraggers main weapon but they swapped them in some point before steam launch.
What i know is that the Thunder main weapon stats are:
Damage: 12
Rof: 700
Mag: 80
Spread: Medium.
Now about your ideas:
PKP PECHENEG
18 damage
70 round mag
415 rpm
Not bad realy, however the rof could be higher, like 440.
OTS 14 GROZA
15 damage
20 rounds
700 rpm
Now this is hard one, since the damage makes it dps machine but the mag is also low, that user has to make every shot count.
MP443 GRACH
16 damage
17 rounds per magazine
445RPM
This could work.
AS VAL ( SHAFT AR)
13 DAMAGE
770 RPM
20 rounds per mag
Now this has same problem as the Groza, high fire rate and dps but low mag, all the remaining balance would have to go to the recoil and spread, since otherwise its either too good or too bad.
AK 12 (TIMIK 12)
24 damage
25 rounds per mag
400 rpm (single shot)
hmmh, not bad, this actualy could also work, however it would, as a weapon, only affect killing power versus vasili, rhino and fragger, since it would still be able to kill everyone els with 4-5 shots just like dreissar. A slight rof adjustment could solve this.
[quote=“ProfPlump;77192”][quote=“omegaskorpion;11609”]other ideas
Blishlok
Rof 420-440 (from 400)
Slightly reduced recoil and spread during ADS (also sights fix, by making the green dot smaller)
OR
ROF 500 (from 400)
Damage 16 (from 18)
Mag Size 35 (from 30)
Slightly reduced recoil and spread during ADS (also sights fix, by making the green dot smaller)
While Blishlok is a good weapon it is simply too slow compared to other SMG weapons and has the lowest DPS and a lot of kick while ADS.
MP-400, Tølen MP and Empire-9
MP-400: Mag Size 35 (from 30)
Tølen MP: Mag Size 40 (from 35) damage 10 (from 9)
Empire-9: mag 45 (from 40)
Secondary smg are… pretty good but need slight tweaking, mostly on ammo department since they dont deal much damage.
FELIX
Reload Speed 1.6s (from 2.6s)
Deals more damage to EV and Objectives
One-shot destroys deployables
This change would make Felix More usefull than its current state, working as a anti material rifle.
K-121
Belt size 60.
[/quote]
I think the Blishlok is perfect as it is - it’s not supposed to be as good as the other SMGs, otherwise mercs like Aura would become far too powerful.
I think the MP400 and Tolen MP don’t need a DPS buff in any way, but I do think the Tolen MP needs to have a bit less spread when firing. I do also think that the Empire 9 should get a mag size boost. The whole idea of the secondaries is that they are not as good as the primaries… Otherwise mercs like Vassili would be far to versatile and possibly OP.
The changes you suggested for the FEL-IX don’t really change much. I would suggest instead that we simply remove the MOA’s ability to instantly gib players who are killed with headshots. That way you have a trade-off between a faster firing rifle that can insta-kill but not insta-gib, and a slower firing rifle that can do both. Apparently in the pro games they all say that Vassili’s MOA insta-gib ability is far too strong, so if we only allowed the FEL-IX to do that then we would have reduced this effect, as well as making both of the weapons equally viable.
Yes, the K-121 DEFINITELY needs a belt size increase - I’d even suggest to go as far as 75 rounds on the belt.
Everything else that you suggested was clever and fitting for the game, especially the changes to the pistols. (Although I would also suggest that they reduce the spread from the magnums and Deagle, since those guns should be skill cannons - but no one can be bothered to aim carefully with them since after the first shot is fired you have no control over where the bullet goes - you just spam instead and hope for the best.[/quote]
We… as many others have been bashing our heads together to fight about what the Bishlock should be.
In my oppinion, making it better would not make it too powerfull or mercs like aura overpowered, Proxy already has access to Hochfir which is good gun even without the dps of other smg. However the Bishlock is primary for many mers and few non smg merc hasve access to it, i think it needs tweaking just to make it usefull, since shotguns are better option than it is right now.
I know that the secondary smg are suppose to be slightly weaker in comparison to the primary variants, which is why i dont want to mess with the dps much, however the Tolem already has great accuracy but also the worst dps of all secondary smg, so slight damage boost could help. MP400 main downside is the mag, atleast for me, before the mag nerf it used to be much better, not op but the ammo economy was sertainly better.
The Empires only downside is the mag, since it needs more than 10 shots to kill a merc the mag needs to be sligtly bigger.
Felix, is hard one to balance right now. So i dont have many ideas how to balance it, however with my ideas it would be more supportive weapon that others and it would be more usefull when EV or Generators are in map.
Removing the Instagib from moa could work, however the moa would still be a beast thanks to that high damage and fire rate.
I also thinked that the belt could be 75 since its lmg for f#ck sake 
The recoil and spread is kinda anoying with the heavy pistols, however the high damage could make up for that, not to talk about the lowered rof which coul also help with recoil management.
I also think that the heavy pistols should be skill cannons, instead of spamming seconady guns.
Sparks: MP7, P90, MPX, AS-VAL
Skyhammer/Arty: G36C/G36, AUGA3 (not the burst+scope variant), SCAR-H
Fragger: M249, MG36
Proxy: Double Barrel Shotgun
Fletcher: SPAS-12
Bushwhacker: ACW-R
Secondaries: CZ-75, P226, Beretta 93R, G17C, G18, FN-57
[quote=“Someordinaryguy;77448”]Sparks: MP7, P90, MPX, AS-VAL
Skyhammer/Arty: G36C/G36, AUGA3 (not the burst+scope variant), SCAR-H
Fragger: M249, MG36
Proxy: Double Barrel Shotgun
Fletcher: SPAS-12
Bushwhacker: ACW-R
Secondaries: CZ-75, P226, Beretta 93R, G17C, G18, FN-57
[/quote]
Its more easy to say what could be added than how it could be balanced.
Just some new ideas
New weight system
Since weapons have different weight depending on weapon why not give individual weapon weight values and these weights will have impact on their performance overall
*the reduction is compared to weapons having weight of 300 or below *
Weight 250 to 300 very light no weight penalty
300 to 400 a light penalty is applied to ads ,movement speed and raise lower time .
400 to 500 a medium penalty is applied to ads , movement time and raise lower time is applied but have 2% faster spread recovery and recoil reduction while firing only in full auto .
500to600 a medium high penalty to ads ,movement speed and weapon handling time overall but have 3% faster recoil and spread recovery while only in burst or fullauto.
600 to 700. a high penalty is applied to all speed and handling spread and recoil recoverly speed is faster by 4% in fullauto
and single shot .
700 to 800 very high penalty is applied to all speed and handling but have 4.5% faster recovery of all recoil and spread while firing in all fire modes
800 or above extremly high speed penalty in general but 5% overall recoil spread recoverly time .
so example
timik 47 will have
17 damage
30round mag
525 rpm
weight of 486
while m4 will have
14damage
680 rpm
mag size of 35
weight of 356
now the heavier the weapon is it will take more time to raise ,lower and aim down sights then ligter weapons and move slower but have better recoil control since the heavier the weapon is the more recoil it absorbs .
The sniper changes
sniper rifles now have increased weight there for increased raise , lower and aiming speed and also have a proper rechambering animation and in process the character will pull out from scoped view . also bullet drop and wind effects can be added and scope will sway when zoomed in . and of course hold breath mechanism (with shift key)can be add whil zooming.
and few changes to suggested weapons
PKP PECHENEG
18damage
70round mag
445rpm
700 weight
TIMIK (AK)12
25damage
425rpm(single shot)
25rounds per mag
490 weight
DRIESSER AR
27 damage
20 rounds per mag
380 rpm (single)
500 weight
the new weapon ideas
BARRET M82A3 (.416 NOT 50 CAL)
65 damage
5rounds in a mag
120 rpm (single shot)
912 weight
a semi auto powerful sniper rifle that doesn’t. gib on headshot and can deal massive damage under precision marksman and to be fair it will use .416 round which will have less power than famous 50cal round barrett normally uses .
HK G36C
13damage
650 rpm
30 rounds per mag
weight of 345
MG3
11 damage
75 rounds per mag
900 rpm
a nice high rate of fire lmg that can be used to lay down covering fire
MK14 EBR (GREDEUR REPLACE MENT ) with EOTECH 552 SIGHT
34 damage
20 rounds per mag
275 rpm
Weight 712
since grendeur sr wasn’t really a favoured choice how about a modern change to it?
Glock 18c
9 damage
25 round per mag
880 rpm
weight 230
instead of giving vasili a smg secondary we can just give him low powered machine pistol
Let me know what you think but i honest think you should be the weapon designer and balancer in this game your ideas and balace system is damn solid .
[quote=“AKULA;77667”]Just some new ideas
New weight system
Since weapons have different weight depending on weapon why not give individual weapon weight values and these weights will have impact on their performance overall
*the reduction is compared to weapons having weight of 300 or below *
Weight 250 to 300 very light no weight penalty
300 to 400 a light penalty is applied to ads ,movement speed and raise lower time .
400 to 500 a medium penalty is applied to ads , movement time and raise lower time is applied but have 2% faster spread recovery and recoil reduction while firing only in full auto .
500to600 a medium high penalty to ads ,movement speed and weapon handling time overall but have 3% faster recoil and spread recovery while only in burst or fullauto.
600 to 700. a high penalty is applied to all speed and handling spread and recoil recoverly speed is faster by 4% in fullauto
and single shot .
700 to 800 very high penalty is applied to all speed and handling but have 4.5% faster recovery of all recoil and spread while firing in all fire modes
800 or above extremly high speed penalty in general but 5% overall recoil spread recoverly time .
so example
timik 47 will have
17 damage
30round mag
525 rpm
weight of 486
while m4 will have
14damage
680 rpm
mag size of 35
weight of 356
now the heavier the weapon is it will take more time to raise ,lower and aim down sights then ligter weapons and move slower but have better recoil control since the heavier the weapon is the more recoil it absorbs .
The sniper changes
sniper rifles now have increased weight there for increased raise , lower and aiming speed and also have a proper rechambering animation and in process the character will pull out from scoped view . also bullet drop and wind effects can be added and scope will sway when zoomed in . and of course hold breath mechanism (with shift key)can be add whil zooming.
and few changes to suggested weapons
PKP PECHENEG
18damage
70round mag
445rpm
700 weight
TIMIK (AK)12
25damage
425rpm(single shot)
25rounds per mag
490 weight
DRIESSER AR
27 damage
20 rounds per mag
380 rpm (single)
500 weight
the new weapon ideas
BARRET M82A3 (.416 NOT 50 CAL)
65 damage
5rounds in a mag
120 rpm (single shot)
912 weight
a semi auto powerful sniper rifle that doesn’t. gib on headshot and can deal massive damage under precision marksman and to be fair it will use .416 round which will have less power than famous 50cal round barrett normally uses .
HK G36C
13damage
650 rpm
30 rounds per mag
weight of 345
MG3
11 damage
75 rounds per mag
900 rpm
a nice high rate of fire lmg that can be used to lay down covering fire
MK14 EBR (GREDEUR REPLACE MENT ) with EOTECH 552 SIGHT
34 damage
20 rounds per mag
275 rpm
Weight 712
since grendeur sr wasn’t really a favoured choice how about a modern change to it?
Glock 18c
9 damage
25 round per mag
880 rpm
weight 230
instead of giving vasili a smg secondary we can just give him low powered machine pistol
Let me know what you think but i honest think you should be the weapon designer and balancer in this game your ideas and balace system is damn solid .[/quote]
Uhh, i think the current weight system is fine, its not perfect but it work. That also goes for the swapping system.
The weapons dont seem that balanced, problem comes when you make stats with weapons that have more fire rate and damage than the current weapons.
Clock 18 could work, MK14 EBR also could work, but with less fire rate, like 250 rpm.
So i have been counting my weapon ideas TTK ratio and i have rebalanced all of them.
While TTK does not tell everything, its still good way to count weapon effectivenes.
However the accuracy still remains unchanged since i cant realy change that (there arent numbers to work with)
3 New weapon ideas added.
(and of cource weapon re,re,re,re,re,re,re balancing)
So finaly the Ahnuld is buffed with fire rate, i can remoce my idea about it.
Now we know that the range is counted in Meters. So i have to change every single range i have adjusted for the weapon ideas.
Funyy thing i found that crotzni , tolen mp ,drisser is actually a airsoft gun made under company called JINGONG or JG for short
tolen mp:http://www.munsterairsoft.com/airsoft-product/Airsoft-Guns/MP5-Guns/JG/NA/JG---202-MP5K-RIS/658
crotzni:http://airsoft.tiger111hk.com/p11818/Jing-Gong-AK47-Beta-Metal-body-Rifle-AEG-with-Foldable-stock/product_info.html
drisser: http://airsoft.tiger111hk.com/m72/JING-GONG/p13198/Jing-Gong-CSI-G3-RAS-Fixed-Stock-AEG-Rifle-(T3RAS-;-JG-101;-BK-)/product_info.html
the timik is not russian made ak but american made ak :https://www.tombstonetactical.com/images/century-arms/RI2139-N-1-large.jpg
BTW the devs comfired that they are buffing timik with higher damage and i am really happy and they said they are going to do it before stalker comes out which is terrific news
i think sniper rifles should have proper aiming down sight and re chambering animation since now as it is it is just too easy for snipers to take people out with and headshot and rechambering will force player to un scope to make thing fair and add breath hold mechanic since snipers are just too damn annoying .
New weapon ideas
M417
33 damage
20 rounds per mag
330 rpm
KAC PDW
14 dmage
660 rpm
28 rounds per mag
blishlok
15 damage
520 rpm
28 rpunds per mag
i think the blishlok is just not popular since it fires too slow i think making it fire faster will be better .
Xm25 (replacing art’s artilery in doors )
4 shots cool down is 30 seconds
43damage per shot
blast radius is 1.2 meters inwards and 3meters outwards
The arty’s artilery ability somehow resembles xm25 grenade launcher and making it used as grenade launcher will make arty more force to be reckon with indoors .
ACR
11 damage
770 rpm
32 rounds per mag
a fast firing close quatre rifle for medic like pheonix or saw bonez
And btw. kriss vector has 9mm varient maybe a varient in game can have low damage but high rate of fire like 950 rpm since real gun can also slow it’s fire rate to some where in between 900 to 800 .
[quote=“AKULA;86281”]Funyy thing i found that crotzni , tolen mp ,drisser is actually a airsoft gun made under company called JINGONG or JG for short
tolen mp:http://www.munsterairsoft.com/airsoft-product/Airsoft-Guns/MP5-Guns/JG/NA/JG---202-MP5K-RIS/658
crotzni:http://airsoft.tiger111hk.com/p11818/Jing-Gong-AK47-Beta-Metal-body-Rifle-AEG-with-Foldable-stock/product_info.html
drisser: http://airsoft.tiger111hk.com/m72/JING-GONG/p13198/Jing-Gong-CSI-G3-RAS-Fixed-Stock-AEG-Rifle-(T3RAS-;-JG-101;-BK-)/product_info.html
the timik is not russian made ak but american made ak :https://www.tombstonetactical.com/images/century-arms/RI2139-N-1-large.jpg
BTW the devs comfired that they are buffing timik with higher damage and i am really happy and they said they are going to do it before stalker comes out which is terrific news
i think sniper rifles should have proper aiming down sight and re chambering animation since now as it is it is just too easy for snipers to take people out with and headshot and rechambering will force player to un scope to make thing fair and add breath hold mechanic since snipers are just too damn annoying .
New weapon ideas
M417
33 damage
20 rounds per mag
330 rpm
KAC PDW
14 dmage
660 rpm
28 rounds per mag
blishlok
15 damage
520 rpm
28 rpunds per mag
i think the blishlok is just not popular since it fires too slow i think making it fire faster will be better .
Xm25 (replacing art’s artilery in doors )
4 shots cool down is 30 seconds
43damage per shot
blast radius is 1.2 meters inwards and 3meters outwards
The arty’s artilery ability somehow resembles xm25 grenade launcher and making it used as grenade launcher will make arty more force to be reckon with indoors .
ACR
11 damage
770 rpm
32 rounds per mag
a fast firing close quatre rifle for medic like pheonix or saw bonez
And btw. kriss vector has 9mm varient maybe a varient in game can have low damage but high rate of fire like 950 rpm since real gun can also slow it’s fire rate to some where in between 900 to 800 .[/quote]
Most of the links dont work, but the airsoft guns are always based of the real ones.
Tolem is MP5K, shorter variant of the MP5 which is also in this game under name Hochfir.
I am not sure what weapon the Dreissar is but it sertainly seems to based of one of the H&K weapons.
Crotzni is based on Aks-74u which is just shorter barrelled AK.
Also im not sure that Timik is resembling airsoft AK since there are AK variants all over the world under differend names. Even Finland has its own AK variants named RK 62 and RK 76.
Im also happy to hear that the Timik becomes the damage beast but when did they confirm it?
The thing is that current snipers are balanced in sense that they arent as mobile as other merc. While you can run and jump all over the place with any other merc, with sniper you have to stay mostly still or move very little to make 100% accurate shots.
Usualy the snipers get rekt thanks to other mercs speed but pro snipers seem to be able to pull most reticilious headshots ever.
I dont think that the resycling animation stopping the scoping for a sec would be that great idea.
Now i dont think they are going to change bishlock far from the current version.
Now it would be clever if the Artys desighnator would resemble the Xm25.
However it only should be able to have 2 shots only. But with 75-80 damage.
However we dont need mini nader and 2 grenades are more than enough XD
Devs confirmed that the Arty will have indoors ability.
Now with the bullet calibers, the difference between the 45.acp and 9mm is minimal and since this is a game we dont need to give 2 sh#ts about real life bullet sizes when making damage numbers.
AS your weapon suggestion, it would be good if you actualy chek your ideas stats before posting them (well not in the game because that is impossible) but in the way that how many shots its needed to take target down and how good is the DPS and how good is the control. Also including information like reload speed, accuracy (atleast in sence of high-low recoil or spread) and range.
Now i have added idea about weapon ranges, as the weapon ranges are some what odd in this game, since they dont realy give a damn about the real ranges people are shooting.
Most of the maps have hallways and narrow places and there is usualy 10-25m range fights going on. While there are longer ranged fire fights, it does not make sense that smg can deal same amouth of damage trough the whole map.
Now the range could work just like in Planetside, battlefield and so on where every weapon has effective range and pass that the damage starts to drop to sertain point.
Now while its unrealistic that rifle has effective range of 20m while in reality its over 100m it would still balance the gameplay and create some real meaning for the damage in range.
Rifles would be better in range than smg, and the machine pistols would be even less effective than smg in range.
Maybe you should make weapon stats chart like this just take it as a reference :http://battlefield.wikia.com/wiki/AKM?file=BFHL_akm_range.png
http://symthic.com/bf-hardline-weapon-charts?operator=1&sort=Class&adsc=DESC
and just like a you mentioned weapon damage should be dropped as you suggested but i think you need to give the drop off start distance and end distance and i don’t think making half damage is nessisory and drop off ranges need to much shorter and also weapons in same caliber and category should have almost same drop off range
M9
damage drop off start 12m 15dmg
drop off end 20m 7dmg
M4A1
drop off start 30 m 14dmg
drop off end 34m 10 dmg
TIMIK
drop off start 35m 17 dmg
Drop off end 40m 12 dmg