1.1.0.x - alpha/experimental testing has begun
The hitbox changes should affect all weapons, yes.

This is a typical case of "I heard they changed the guns around - omg, all is diffrent!!?"

When you are expecting changes, you might sometimes feel like something is more diffrent than it is. I had all the changes explained in that other thread before the forums went down. Let me try to recap all that has changed weapon-wise:

Keep in mind: Depending on your opponents armour, wich is now more effective, the felt strenght of the guns can now vary. Make sure you get the armour before the others do :P

AR: 20 bullets. Less recoil. Same spread and kickback as ever. Firerate is 10msecs faster.

SMG:One point less damage. Therefore it has slightly less recoil, and the spread now behaves similar to AR. The first few bullets of a burst have less spread, thus are more accurate than before. If you shoot longer bursts than 4-5 shots, the spread goes up a tad higher than before. This means that it is now more important to first aim, than shoot.
It behaves pretty much the same as before, but more finesse is needed, not only good tracking.

Pistol: Decreased spread a lot, increased firerate. -1 point damage. It's much more accurate now. The Sniper+Pistol combo now needs two pistol shots, but your chance of hitting those two has increased a lot too.

Akimbo has now a lot lot less recoil. After all it's supposed to be a fun powerup, not something that gives you trouble in handling it. The increased accuracy of the pistol helps a lot too. It's like an smg on crack now :)

Shotgun: The spread has overall been decreased. The number of pellets has increased, and the damage of individual pellets has been lowered, to give the same overall damage per shot. The distribution of pellets is now much more even, and more pellets will be concentrated around the center of the aim.

Before, even on close range, the distribution was so random, that you could aim dead on and get extremely varying results per shot. It ranged from 5 - 80 or so, even with your opponent only 6 feet away. That's why we decided to have more pellets, and those more evenly distributed. This makes it effective in mid-range situations as well.

For all who feel the shotgun has weakend: That's quite impossible. For maximum results, make sure your aim is dead on, that's all.

Sniper: No changes.

One word about the carbine: It has the highest kickback of all guns, so it might open new tricking possibilites, along with the other new features in this field ;)
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Messages In This Thread
RE: 1.1.0.x - alpha/experimental testing has begun - by makkE - 22 Jul 10, 05:11PM