The Queen's CustomWeapons Project

There is, because that’s how some of the FX stuff works. The thing I would worry about is the AI, which will think that it is safe behind cover when it actually isn’t.

[quote=“jmoney1, post:15, topic:212653”]
So does this mean I can NOW input such a code…Or would you have to do more coding and repackaging?[/quote]
Yes, more work is needed, as usual :smile:

aww always…but hope its fun work! As far as the Cover for 50 cal… i personally think its fine if the German AI is taking cover behind a wall and we hop on the Sherman tank and blast them away behind cover with that 50 cal beast of a gun! hopefully it doesn’t require much work and there is a setting in the default properties somewhere… ill try to search around for it myself too.

Alrighty, here I go with my proposed weapon damage ranges. Here are a few notes before I get to those numbers:

  • I will list the full damage range and the middle 75% to help get an idea of what the damage levels typically will be.
  • The goal is for 2-3 hit kills to be typical, but sometimes more or less depending on how nice the RNG feels on any given day.
  • All weapons will have the ability to kill in 1 shot. This should enhance realism, emphasize tactics, and make sure no weapon becomes OP.
  • All damage ranges are based on soldiers having 100 HP

Here are the weapon groupings in order of most powerful to least powerful with damage ranges:

  • 1903A4 Springfield, K98 Sniper, Browning M2 (150-150 damage to ensure 1 hit kills, sniper rifles are here to give them an advantage considering how hard they are to use)
  • M1 Garand, BAR, K98, FG42 (scoped and not scoped), MG42, Browning 30 Cal (34-156, Middle 75%: 40-140)
  • StG44 (29-151, Middle 75%: 35-135)
  • M1A1 Thompson, M3A1 Grease Gun (19-141, Middle 75%: 25-125)
  • M1 Carbine, MP40 (14-136, Middle 75%: 20-120)
  • Colt 1911A1, Walther P38 (9-131, Middle 75%: 15-115)

This is a rough number set, but it should be interesting to try out. We should work together to fine tune these numbers. Oh, here are my accuracy error values that I’m currently using, we can probably work on these some. I personally think these numbers work well though. For reference, 3.03 is approximately 1 Minute of Angle (1 inch at 100 yards), but no iron sight zoom makes 100 yards seem way further. The longest test range on the weapons test map is around 100m (1 Unreal Unit=1cm).

AccuracyError_MG42_=150 ;MG accuracy error kept higher to create a beaten zone
AccuracyError_P38_=350
;AccuracyError_K98Sniper=0 ; K98Sniper has perfect accuracy and cannot be changed.
AccuracyError_K98_=35
AccuracyError_FG42Sniper=50
AccuracyError_FG42_=50
AccuracyError_MP40_=100
AccuracyError_STG44_=75

AccuracyError_USMachineGun=150
AccuracyError_USM3A1_=100
AccuracyError_Thompson=100
AccuracyError_Bar=75 ;Accuracy error meant to make weapon accurate but still create a beaten zone
AccuracyError_Colt=350
AccuracyError_M1Carbine=75
AccuracyError_M1_=50
;AccuracyError_Springfield=0 ; Springfield has perfect accuracy and cannot be changed.

While I’m here, let me add my suppression values. These work, but they aren’t finely tuned.

SuppressionSP_FG42Sniper=1.5
SuppressionMP_FG42Sniper=1.5
SuppressionSP_FG42_=1.5
SuppressionMP_FG42_=1.5
SuppressionSP_HalftrackMG42_=10.0
SuppressionMP_HalftrackMG42_=10.0
SuppressionSP_K98Sniper=10.0
SuppressionMP_K98Sniper=10.0
SuppressionSP_K98_=3.5
SuppressionMP_K98_=3.5
SuppressionSP_MG42Static=10.0
SuppressionMP_MG42Static=10.0
SuppressionSP_MG42_=10.0
SuppressionMP_MG42_=10.0
SuppressionSP_MP40_=1.0
SuppressionMP_MP40_=1.0
SuppressionSP_P38_=0.5
SuppressionMP_P38_=0.5
SuppressionSP_STG44_=1.5
SuppressionMP_STG44_=1.5
SuppressionSP_Bar=2.0
SuppressionMP_Bar=2.0
SuppressionSP_Colt1911_=0.5
SuppressionMP_Colt1911_=0.5
SuppressionSP_M10_50cal=10.0
SuppressionMP_M10_50cal=10.0
SuppressionSP_M1Carbine=1.2
SuppressionMP_M1Carbine=1.2
SuppressionSP_M1_=1.7
SuppressionMP_M1_=1.7
SuppressionSP_M3A1_=0.7
SuppressionMP_M3A1_=0.7
SuppressionSP_Sherman50cal=10.0
SuppressionMP_Sherman50cal=10.0
SuppressionSP_Springfield=10.0
SuppressionMP_Springfield=10.0
SuppressionSP_Stuart30cal=7.0
SuppressionMP_Stuart30cal=7.0
SuppressionSP_Thompson=0.7
SuppressionMP_Thompson=0.7

Here is the percentage of each damage range in various kill zones (1 hit kill, 2 hit kill, and 3 hit kill):

  • Group 1 (sniper rifles and large caliber weapons): 100% 1 hit kill
  • Group 2 (full powered rifles and MGs): 46% 1 hit kill, 40% 2 hit kill, 14% 3 hit kill
  • Group 3 (assault rifle): 42% 1 hit kill, 40% 2 hit kill, 14% 3 hit kill
  • Group 4 (.45 SMG): 34% 1 hit kill, 40% 2 hit kill, 14% 3 hit kill
  • Group 5 (9mm SMG and carbines): 30% 1 hit kill, 40% 2 hit kill, 14% 3 hit kill
  • Group 6 (pistols): 26% 1 hit kill, 40% 2 hit kill, 14% 3 hit kill

Hmm well I think the there should be VERY little chance of the AI surviving getting shot twice in the head with rifle… Because there is no hit location damage model in this game.

So it’s kind of tricky. That’s why I just have all shots from rifles = one hit kill because there is no way to make the game differenciate between a headshot or a foot shot.

The way I proposed should yield that result. 86% of shots right now hit with 50+ damage. Besides, the rifles can’t even 4 hit kill with these settings. Part of the reason I have them this way is because I notice some of my hits going to places like the ankle. Ugh, we need a RealHumanDamageModel mutator. stares at Rendroc

That would be a hard task. Because the game supports no function like that. It would have to be built from ground up.

If I knew how the hit detection worked in this game, I would offer ideas. but I don’t. I should get that virtual thing so I can run the SDK on Windows 7.

I’ve tried having 1 hit kill rifles and 2 hit kill everything else and it didn’t work well at all for me. When the enemy can use their super reflexes at close range and not even give you a chance to use your SMG, there’s a problem.

Having used all 1 hit kills and all 2 hit kills (except a few weapons), here is my comparison:

  • You can mow people down with 1 hit kills using hip fire, but hip fire isn’t as good with 2 hit kills
  • With 2 hit kills, you sometimes have more time to react in close range combat
  • With 2 hit kills, you can be more reckless and count on that first hit buying you the time you need to accomplish whatever you’re doing
  • 1 hit kills isn’t assault friendly
  • 2 hit kills is a little more assault friendly

I prefer 2 hit kills since I feel it takes more skill and helps us to deal with AI super reflexes of death. Because of that experience, I don’t want every shot being a kill shot. However, I also don’t want to see the first hit as a tool to buy time. Variable damage should give us the best of both worlds and with my current numbers, I doubt 3 or more hit kills will happen often. All we can do now is wait for someone to figure it out so we can test it.

I need to get that SDK working.

I wouldn’t mind testing. Hell want me to stream it with a playthrough? I can do that. This sounds fun.

OK I added a scale for the hip fire and a setting for damage variance. It is just a value from 0 to 1. You can play with it a bit but I suggest trying 0.8 to match @QueenDracWraith’s plan above. However, you’ll need to boost the 1-hit kills’ damages to 1000 because the variance is applied to everything. It was easier to program it this way so give it a try and let me know what you think.

Did you know that crouching, standing, moving, and running each affects your unsighted accuracy differently? @QueenDracWraith, this might be the reason you see such strange hip fire behavior.

It’s on my website now. Check the mod thread for more.

So, how do I tell what ranges of damage I’m going to get? A formula would be nice.

Alrighty, so damage variance works well. However, a max and min for each weapon would allow more control over damage.

I am currently streaming on my Twitch channel where I will be playing MP maps using @Rendroc’s WarZone and Command Mod, @jmoney1’s Real Gun Sounds, and @MarcomiX’s Real Weapons Textures. I am using my own and updated version of CustomWeapons.

This combination of mods for this game works so well together, thank you guys for providing all of these things for us players!

1 Like

I am playing around with some of the sway and scope zoom settings.

;; Magnifications for scopes
;; These are relative to the game’s default FOV, not real-world values
Scope_Springfield=4.921875
Scope_K98_=11.8125
Scope_FG42_=7.875

; Only applies to unmodded aiming (no RealSights)
Sway_Vertical=0.8
Sway_Horizontal=0.8
Sway_Pistol=1.0 ; Additional multipliers for specific types of weapons
Sway_Sniper=0.2
Sway_MG=1.0

The K98 Sniper and 1903A4 Springfield originally had 7.875 as their in-game zoom values. Assuming that 7.875=4x Power IRL and that zoom increases linearly as the input value increases linearly, I adjusted the zooms so that the 1903A4 Springfield has 2.5x, the K98 Sniper has 6x, and the FG42 has 4x power to be closer to real world values. The K98 did have various scopes and some zoom variances, but I decided with 6x for it. As for sway, I believe those values do influence RealSights despite the claim that they don’t (really noticeable with sniper rifles, the FG42 scoped isn’t affected by the Sway_Sniper multiplier).

How exactly did you calculate the figure values so that you could have the correct scope, how do you know that 7.875 is 4x?
Thanks!

As I stated I assumed that the K98 has 4 zoom. I took that zoom value and divided it by 4 to get the value for every 1x, then multiplied that number based on the zoom I want.

As far as getting super realistic with this, we would need to do some heavy calculations to account for the scope size and zoom.

There is something we can do though: remove the blackness around the scope and replace it with a blurred version of the non-zoom view since in real life, the eye isn’t super close to the scope due to eye relief.

Ahh good calculation there! It amazes me the the 1903 was only 2.5x. Wow. That’s not much for a sniper. Was that common? In saving private Ryan, i wonder what scope Jackson used. You really should see saving private Ryan and band of brothers

After doing more research it seems the k98 in the game uses the zf42 scope which is 5x. So perhaps a zoom of 9.84375 would be more appropriate.

THANK YOU SIR, I couldn’t figure out what scope the in-game K98 Sniper model uses.

As far as scope powers of the time go, it didn’t get above 8x. I know the Mosin Nagant sniper had a 3x PU-Scope. Yeah, this zoom setting for the Springfield makes it sooooo useless.

Alrighty, I’m working on tweaking my version of CustomWeapons for more realism. I have slightly adjusted rates of fire as well as add some notes. I have split my version into sections to make it easier to follow. Tell me what you think of these values please, I want them to the best they can be.

I think I’m close to a “final” version that I will put in a PasteBin when it’s ready. @Rendroc, would you please add the final version to your mod package when it’s ready?

Damage and Damage Modifiers Section (heavily adjusted from default, I’m not sure what’s the best setting for the Anti Tank Damage scale)

;; DAMAGE MODIFIERS ;;

; By default, AI soldiers do less than players, especially
for the M1 and K98

AIDoesReducedBulletDamage=false ; set to true or false

; Basic damage multipliers for all soldiers

BulletDamageToPlayerSP=1.0

BulletDamageToUS=1.0

BulletDamageToGerman=1.0

ExplosiveDamageToPlayerSP=1.0

ExplosiveDamageToUS=1.0

ExplosiveDamageToGerman=1.0

OtherDamageToPlayerSP=1.0

OtherDamageToUS=1.0

OtherDamageToGerman=1.0

; Damage to AI Soldiers in MP are not modified.

DamageToPlayerMP=1.0

Damage_AllyMelee=110.0 ; 22-198 damage ; Damage caused by ally soldiers

Damage_EnemyMelee=110.0 ; 22-198 damage ; Damage caused by enemy soldiers

;; Bullet Damage, weapons have variable damage (see damage
variation further below)

Damage_MG42_=90.0 ; 18-162 damage

Damage_P38_=65.0 ; 13-117 damage

Damage_K98Sniper=1000.0
;Both sniper rifles will always kill in 1 hit

Damage_K98_=90.0 ; 18-162 damage

Damage_FG42Sniper=90.0 ; 18-162 damage

Damage_FG42_=90.0 ; 18-162 damage

Damage_MP40_=70.0 ; 14-126 damage

Damage_STG44_=85.0 ; 17-153 damage

Damage_USMachineGun30cal=90.0 ; 18-162 damage

Damage_USMachineGun50cal=1000.0 ;It fires a really big
bullet, so it will always kill in 1 hit

Damage_USM3A1_=75.0 ; 15-135 damage

Damage_Thompson=75.0 ; 15-135 damage

Damage_Bar=90.0 ; 18-162 damage

Damage_Colt=65.0 ; 13-117 damage

Damage_M1Carbine=70.0 ; 14-126 damage

Damage_M1_=90.0 ; 18-162 damage

Damage_Springfield=1000.0

Damage_USTankMG=90.0 ; 18-162 damage ; AI-Controlled Tank
MGs mounted on the front

Damage_GermanTankMG=90.0 ; 18-162 damage

;; Explosives Damage and Radius (maximum distance the
explosion causes damage)

;; This is only for damage against infantry. See below for anti-tank settings

Damage_USGrenade=500

Damage_GermanGrenade=500

Damage_MPGrenade=500

DamageRadius_Grenade=1097.0

DamageRadius_MPGrenade=1097.0 ;1 unit=1cm, damage radius is
a little over 10m like the actual grenades

Damage_Panzerfaust=800 ;Panzerfaust is more powerful than
the US Bazooka

Damage_Bazooka=500

Damage_TNT=500

DamageRadius_Panzerfaust=375

DamageRadius_Bazooka=375

DamageRadius_TNT=750

DamageRadius_TNTMP=750 ;TNT radius for SP and MP matched

Damage_TankShell=500

Damage_Mortar=500

Damage_Pak88_=500

Damage_Pak36_=500

DamageRadius_TankShell=500

DamageRadius_Mortar=375

DamageRadius_Pak88_=750

DamageRadius_Pak36_=375

;; Damage variation (randomness)

;; 1.0 = Maximum damage variation

;; 0.0 = No damage variation

Damage_Variance=0.8

;; Global Damage Multipliers

DamageScale_AllBullets=1.0 ; Multiplies damage by all bullets

DamageScale_AllExplosives=1.0 ; Multiplies damage by all explosives

DamageRadiusScale_AllExplosives=1.0 ; Multiplies range of all explosives

;; Tank damage is calculated separately

;; Use this setting to scale all anti-tank weapon damages

;; 5.0+ should cause any tank to blow up in one shot from
any direction

AntiTank_DamageScale=1.5

;; Enable the RealTankShells mutator

;; Without it, tank shells do minimum damage to other tanks
and cannot be scaled

RealTankShells=true

Firing Rates Section (heavily modified from default, I did plenty of research for this section)

;; FIRING RATES ;;

; Rates are represented by the time between shots, in
seconds.

; Lower numbers will fire faster, higher numbers fire slower

; 0.133 = 450 rounds/min

; 0.12 = 500
rounds/min

; 0.109 = 550 rounds/min

; 0.1 = 600
rounds/min

; 0.091 = 660 rounds/min

; 0.06 = 1000
rounds/min

; Rates of fire in rounds per minute (rpm) listed below next
to each weapon

FireRate_MG42_=0.05 ; 1200rpm

FireRate_P38_=0.13 ; 461.5rpm

FireRate_K98Sniper=1.2 ; 50rpm

FireRate_K98_=1.2 ; 50rpm

FireRate_FG42Sniper=0.1 ; 600rpm

FireRate_FG42_=0.1 ; 600rpm (in-game model is the later-war
Type G which had a slower rate of fire than the earlier Type E)

FireRate_MP40_=0.12 ; 500rpm

FireRate_STG44_=0.12 ; 500 rpm

FireRate_USM1919_=0.12 ; 500rpm

FireRate_USMachineGun30cal=0.12 ; 500rpm

FireRate_USMachineGun50cal=0.1333 ;450rpm

FireRate_USM3A1_=0.1333 ; 451rpm

FireRate_Thompson=0.0857 ; 700rpm

FireRate_Bar=0.109 ; 550rpm

FireRate_Colt=0.13 ; 461.5rpm

FireRate_M1Carbine=0.135 ; 444.4rpm

FireRate_M1_=0.14 ; 428.6rpm

FireRate_Springfield=1.3125 ; 45.7rpm

FireRate_USTankMG=0.12 ; 500rpm

FireRate_GermanTankMG=0.0667 ; 900rpm (MG34s used in the
German tanks)

FireRate_TankM10_MainGun=6.0 ; 10rpm

FireRate_TankMarder_MainGun=8.0 ; 7.5rpm

FireRate_TankPanzerIV_MainGun=10.0 ; 6rpm

FireRate_TankSherman_MainGun=8.0 ; 7.5rpm

FireRate_TankStuart_MainGun=6.0 ; 10rpm

FireRate_TankStug_MainGun=8.0 ; 7.5rpm

FireRate_Melee=0.2

FireRate_Melee_AI=0.2 ;Melee is made faster to try and make
it more viable

FireRate_Panzerfaust_AI=10.0

FireRate_Bazooka_AI=10.0

; Some weapons have different fire rates in MP. This will force MP weapons

; to fire at the same rate as in SP

UseSPFireRatesForMP=true

Magazine Capacity Section (slightly modified, did some research for this section)

;; CLIPS/MAGAZINES

; Thompson Magazines used in Normandy had either 20 or 30 rounds

ThompsonMagazineRounds=20
;In-game model uses 20 round magazine

; StG 44 Magazines were often limited to 25 rounds, even
though they were

; originally designed with a 30 round capacity

STG44MagazineRounds=25.0

Weapon Aiming Section (heavily modified from default)

;; WEAPON AIMING ;;

ZoomWithIronSights=false ;
set to true or false

;Iron Sight Zoom set to false makes combat ranges seem
longer than they are due to Field of View limitations from a computer monitor,
but I find that this works the best for gameplay

;; Magnifications for scopes

;; These are relative to the game’s default FOV, not
real-world values

;; The listed real-world zoom values are only approximate
values, they are based on the assumption that 7.875=4x Zoom in real life

Scope_Springfield=4.921875 ; 2.5x Zoom

Scope_K98_=11.8125 ; 5x Zoom

Scope_FG42_=7.875 ; 4x Zoom

; Despite what Rendroc says, these do affect RealSights

Sway_Vertical=0.8

Sway_Horizontal=0.8

Sway_Pistol=1.0 ; Additional multipliers for specific types of weapons

Sway_Sniper=0.3 ; Reduced to make viable but still involve skill

Sway_MG=1.0

; Only applies to RealSights

RealSway_Amp=1.0

RealSway_Freq=1.0

RealLag_Amp=1.0

RealLag_Turn=0.0014

RealLag_Recover=0.04

Weapon Accuracy Section (heavily modified)

;; The lower the AccuracyError, the more accurate the weapon

;; Value of 0 means perfect accuracy, 3.03=1 Minute of Arc
(1 inch at 100 yards)

;; Keep in mind that no iron sight zoom makes combat ranges
seem longer than they really are and that the weapons are more accurate than
the shooter due to weapon sway and other factors

AccuracyError_MG42_=150 ; 49.5 MOA, MG accuracy error kept
higher to create a beaten zone

AccuracyError_P38_=350 ; 115.5 MOA, pistol accuracy error
kept high to make them ineffective at long range

;AccuracyError_K98Sniper=0 ;
K98Sniper has perfect accuracy and cannot be changed.

AccuracyError_K98_=35 ; 11.55 MOA

AccuracyError_FG42Sniper=50 ; 16.5 MOA

AccuracyError_FG42_=50 ; 16.5 MOA

AccuracyError_MP40_=100 ; 33 MOA

AccuracyError_STG44_=75 ; 24.75 MOA

AccuracyError_USMachineGun=150 ; 49.5 MOA

AccuracyError_USM3A1_=100 ; 33 MOA

AccuracyError_Thompson=100 ; 33 MOA

AccuracyError_Bar=75 ; Accuracy error meant to make weapon
accurate but still create a beaten zone

AccuracyError_Colt=350 ; 115.5 MOA

AccuracyError_M1Carbine=75 ; 24.75 MOA

AccuracyError_M1_=50 ; 16.5 MOA

;AccuracyError_Springfield=0 ;
Springfield has
perfect accuracy and cannot be changed.

; Scales AccuracyError for all weapons

; 1.0 is the default, while 0.0 means perfect aim.

AccuracyErrorScale_Player=1.0 ; for human players

AccuracyErrorScale_AI=1.0 ;
for all AI/Bots

; Scales AccuracyError for player firing from the hip
(non-sighted/not zoomed)

AccuracyErrorScale_HipFire=2.5

Weapon Recoil Section (slightly modified)

;; Weapon Kick from firing

KickBack_MachineGun=250 ;
for deployed MG42 and Browning 30cal

KickBack_USMGOnTank=400 ;
for the mounted usable MGs on tanks

;; sighted means aiming down sights

KickBack_P38_=100

KickBackSighted_P38_=400

KickBack_K98_=400

KickBackSighted_K98_=1200

KickBack_FG42_=500

KickBackSighted_FG42_=400

KickBack_MP40_=350

KickBackSighted_MP40_=200

KickBack_STG44_=400

KickBackSighted_STG44_=300

KickBack_Panzerfaust=350

KickBackSighted_Panzerfaust=600

KickBack_USM3A1_=350

KickBackSighted_USM3A1_=200

KickBack_Thompson=350

KickBackSighted_Thompson=200

KickBack_Bar=400

KickBackSighted_Bar=400 ;increased for balance

KickBack_Colt=200

KickBackSighted_Colt=600

KickBack_M1Carbine=250

KickBackSighted_M1Carbine=600

KickBack_M1_=300

KickBackSighted_M1_=600 ;lowered for balance

KickBack_Springfield=350

KickBackSighted_Springfield=600

KickBack_Bazooka=600

KickBackSighted_Bazooka=600

KickBackScale_All=1.0 ;
multiplies all kickback

KickBackSightedScale_All=1.0

Weapon Range Section (slightly modified)

;; RANGES: extend weapon ranges for AI and all weapons

AllowLongDistanceAIShots=true

; set this to 30000 to give all weapons the same range as a
sniper

MinimumWeaponRange=30000

Weapon Suppression Level Section (heavily modified from default, not really based on research)

;; WEAPON SUPPRESSION LEVELS ;;

SuppressionSP_FG42Sniper=1.5

SuppressionMP_FG42Sniper=1.5

SuppressionSP_FG42_=1.5

SuppressionMP_FG42_=1.5

SuppressionSP_HalftrackMG42_=10.0

SuppressionMP_HalftrackMG42_=10.0

SuppressionSP_K98Sniper=10.0

SuppressionMP_K98Sniper=10.0

SuppressionSP_K98_=3.5

SuppressionMP_K98_=3.5

SuppressionSP_MG42Static=10.0

SuppressionMP_MG42Static=10.0

SuppressionSP_MG42_=10.0

SuppressionMP_MG42_=10.0

SuppressionSP_MP40_=1.0

SuppressionMP_MP40_=1.0

SuppressionSP_P38_=0.5

SuppressionMP_P38_=0.5

SuppressionSP_STG44_=1.5

SuppressionMP_STG44_=1.5

SuppressionSP_Bar=2.0

SuppressionMP_Bar=2.0

SuppressionSP_Colt1911_=0.5

SuppressionMP_Colt1911_=0.5

SuppressionSP_M10_50cal=10.0

SuppressionMP_M10_50cal=10.0

SuppressionSP_M1Carbine=1.2

SuppressionMP_M1Carbine=1.2

SuppressionSP_M1_=1.7

SuppressionMP_M1_=1.7

SuppressionSP_M3A1_=0.7

SuppressionMP_M3A1_=0.7

SuppressionSP_Sherman50cal=10.0

SuppressionMP_Sherman50cal=10.0

SuppressionSP_Springfield=10.0

SuppressionMP_Springfield=10.0

SuppressionSP_Stuart30cal=7.0

SuppressionMP_Stuart30cal=7.0

SuppressionSP_Thompson=0.7

SuppressionMP_Thompson=0.7

SuppressionScaleSP_AllWeapons=1.0 ; multiplies suppression for all weapons

SuppressionScaleMP_AllWeapons=1.0

Why, the forums didn’t die after all.

So, I’ve tweaked the damage levels somewhat. I was seeing too many “bullet sponges” than I’d like to, plus it felt like I’d shoot a bullet sponge multiple times and then get killed by said sponge. So, I slightly increased damage values and lowered the damage variance to 0.5. I’ve also decreased sniper rifle damage to where they will 1 hit kill MOST, not all of the time. Still higher than all other firearms (except the M2HB Browning).

The result? A MUCH better experience. Soldiers die when they should (most of the time) AND the player’s close quarters capabilities are greatly enhanced. Now, it’s possible to eliminate multiple targets quickly. It has a much more realistic feel. I’ll post numbers later.