• Tying up loose ends.
    2 replies, posted
So for the people who have kept up with the update process for a long time remember the November wipe back in 2016, this was the first wipe of the original component system and the implementation of the LR and such being craft-able. As we all know the LR and mp5 were craf-table all the way up until the m92 was released and then the devs decided to make them uncraft-able, but the problem was the mp5 had skins. And if they made the mp5 craft-able the people wouldn't be able to use their skins, so they lift the mp5 as a craft-able gun. Then, later in the spring of 2017 they added the ability to skin items at the repair bench which fixed this problem, and thus should follow up on the developers original intentions of having the mp5 as uncraft-able. But it seems as though they kinda forgot about it and now it is a teir 3 BP while it should be uncraft-able as mentioned earlier. Especially with the recent addition with scientists and the upcoming CH-47 which will flood the player base with more ways to get military grade weapons. On top of that the m249, m92, and spaz, need to have skins implemented. It is not very hard to make a gun skinnable by the community just as they did with the LR and Python recently. The salvaged axe also needs skins which is strange because it has been in the game almost since its original experimental release. Im glad that the clothing 1st person viewmodels are being released next devblog, which is great. I think rust needs to have a serious low-lying fruit and quality of life update. Also the LR is extremely unbalanced as is because of the rarity of it's appearance (1% from airdrop, 1% from bradley, 0.4% from heli). and it is just so garbage in relation to its rarity and low max durability. The LR should have a much higher accuracy and range then the AK and maybe be changed to 3 round burst rather than just making it a piece of shit that is impossible to find. The spaz also needs to be adjusted damage wise, by either adding a higher magazine size or increasing the dmg reduction from 50% to say 35%. slugs from a spaz should not be doing 37 raw dmg. On top of that the mp5's horizontal recoil kicks in way to early (3rd shot) and should be pushed back a few bullets to make burst fire a much more viable option. By the way all of this information comes from a player who has 5,500 hours and my favorite thing to do is farm heli, bradley, and scientists. and i can say all these things with the upmost confidence that i have enough experience to judge the balancing. if one of the developers see's this post can you please comment just to show me that you have acknowledged it, otherwise im going to comment on it every day or so to try and keep it near the top.
As someone who has been following this game for a long time, it is evident that a lot of game features were released quickly in the 1/2 week devblogs with a "We will revisit this later" mentality. This has led the game to be in a functional, but ultimately messy situation. I agree that they should revisit old additions and polish their older game systems more.
also medkits need to be given an entire rework and implemented with an actual use.
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