Rust Equipment?

There has been a lot of discussion about what items and weapons should be included and/or excluded from Rust.

I came up with a rough draft of my own list. I left out several weapons. Also, I think that having some kind of shield (not Wooden Barricade) to block projectiles or a melee option for ranged weapons would be a nice addition. They would basically deal low damage and cause knockback.

Feel free to share your thoughts and/or add suggestions.

RUST EQUIPMENT

Rock

  • Slow speed
  • Inflicts 5 damage
  • Can be thrown, using the right-click
  • Can be used to damage/destroy structures

Torch

  • Temporary source of light

Tier 1

Flare

  • Temporary source of light
  • Can be held or thrown

Stone Hatchet

  • Moderate speed
  • Inflicts 10 damage
  • Can be used to damage/destroy structures

Hunting Bow

  • Slow fire rate, medium range
  • Inflicts 10-15 damage
  • No mod slots

Crossbow

  • Moderate fire rate, medium range
  • Inflicts 15-20 damage
  • No mod slots

Tier 2

Hatchet

  • Fast speed
  • Inflicts 20 damage
  • Can be used to damage/destroy structures

Pick Axe

  • Slow speed
  • Inflicts 30 damage
  • Can be used to damage/destroy structures
  • Only tool compatible for mining

Barbed Wire

  • Slows down movement
  • Inflicts 5 damage on contact
  • Can be placed on all structures
  • Can be removed when hit with a Hatchet or Pick Axe

Bear Trap

  • Stops movement for 10 seconds
  • Inflicts 5 damage per second, in addition to Bleeding status
  • Can only be placed outside, cannot be placed on foundations
  • Can be removed when hit with a Hatchet or Pick Axe.

Hunting Rifle

  • Bolt-action, moderate fire rate, long range
  • Inflicts 50-75 damage
  • No mod slots

Smoke Canister

  • Emits a cloud of smoke that conceals the affected area
  • Smoke accumulates for 5 seconds
  • Smoke lasts for 10 seconds
  • Smoke dissipates for 5 seconds

Teargas Canister

  • Produces a nerve gas in the surrounding area (similar to radiation zones)
  • Lasts for 30 seconds
  • Slows down movement
  • Inflicts 1 damage per second

Tier 3

Land Mine

  • Explodes on contact
  • Inflicts 75-100 damage
  • Can be removed, but will explode and can inflict damage based on proximity

C4 Explosive

  • Explodes in 5 seconds
  • Inflicts 75-100 damage
  • Can be defective (25% chance dud, 25% chance delay, 25% chance pre-mature explosion)
  • Can be used to damage/destroy structures

F1 Grenade

  • Inflicts 50-100 damage
  • Can explode if held for longer than 5 seconds and inflict damage
  • Can be used to damage/destroy structure

Pistol

  • Semi-automatic, fast fire rate, medium range
  • Inflicts 20-30 damage
  • Mod slots

could i place c4 around my house and control it via this app please?

no thats not how c4 works

Anyone else want to share your ideas?

I’ll probably update my list later today.

No offense, but crossbows reload alot slower than regular bows.
The reason they were ever used is because they’re easier to fire.
Basically, any peasant army can fire crossbows, but regular bows (not to mention longbows, which easily required yeeaaars of training) require training before they can be used effectively.

Also, the hunting rifle would be extremely overpowered compared to any of the other weapons.
I’d strongly advice to reduce the damage on that one and possibly the firing rate as well.

Thanks for your input! The damage was just added in randomly and this is more about the concept of having those weapons available.