Door Kickers

Door Kickers

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SMG Fire Selector Fix
   
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Equipment: Weapons
Generic: Other
文件大小
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更新日期
1.699 MB
2020 年 3 月 18 日 上午 8:47
2020 年 3 月 30 日 下午 5:49
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SMG Fire Selector Fix

描述
I wondered why the in-game MP7 and P90 perform so much better than other SMGs, and found out it wasn't due to weapon stats. It's actually because the others are handicapped by their attacktype, effectively disabling full-auto despite being listed in the description as capable of such. SMGs are supposed to win firefights through sheer volume of fire, which without full-auto pretty much render them obsolete. There is no point choosing an MP5 over a P90 for CQB, MP7-SD for stealth, or any other rifle in-game when the MP5 can only fire semi-auto at 7m and above. This is fixed by "unlocking" the full-auto selector which I think the devs broke during development.

The vanilla attacktypes were:
- up to 7m: burst mode (only MP7 & P90 full-auto)
- 7m to 15m: rapid semi-auto
- 15m to 30m: aimed 1-2 shots
- 30m above: single shots

This mod now affects all SMGs (except MP7 and P90) as follows:
- up to 7m: full-auto
- 7m to 15m: burst mode
- 15m and above remains unchanged

This allows ALL SMGs (and not just the 2 listed) to dominate the close-quarter arena, while letting the more precise semi-auto rifles take over mid-/long-range combats beyond 15m. It now competes with the other weapons within 7-15m, allowing players to choose between the SMG's volume of fire at this range, or the precision of semi-auto rifles. While the 7-15m burst mode gives higher initial damage against soft targets, the long burst reset time means MP7 and P90 still has a place when a burst isn't enough to kill an armored threat (sustained rapid semi-auto is still better). This, in my opinion, achieves balance as well as giving players more varied loadout than simply "P90 Rush B!" all the time.
And no, there are no changes to the stats of those SMGs, nor any performance difference in reaction time, aim speed, etc. This mod keeps all weapons true to their vanilla form. The only 2 differences you will notice are: slight change in the SMG's operation description to show the mod is loaded, and a spray of SMG bullets rapidly taking down terrorists.

P.S. the Scorpion Evo 3 and KRISS Vector's insane rate of fire actually make them quite OP with the mod.
5 条留言
KetchupWarthog  [作者] 2020 年 3 月 31 日 下午 9:27 
@JoMiMi I'm not sure what you mean, but feel free to use the content of this mod.
LucSon 2020 年 3 月 31 日 下午 3:31 
@KetchupWarthog Can I also use this patch in my upcoming mod?
LucSon 2020 年 3 月 27 日 下午 5:00 
@KetchupWarthog I use a lot of mods so that's why I suggested that.
KetchupWarthog  [作者] 2020 年 3 月 24 日 下午 10:11 
@JoMiMi I'm kinda hesitant to make the rifles full-auto, as that would replace the SMG's role as a high volume-of-fire alternative which I discussed above. Except for maybe better overall handling and quieter suppressed variants, SMGs would pretty much be useless when their more accurate, more powerful rifle counterpart do the same job but better. That and the in-game description explicitly states SMGs as full-auto capable (hence the mod to fix the burst/semi-only restriction), while the rifles do not.

I'll consider it though if I can think of a way to balance the rifles
LucSon 2020 年 3 月 24 日 下午 4:47 
Can you make a separate mod that does this but with all weapons?