Garry's Mod

Garry's Mod

Spastik's Toybox
Grixis  [developer] 16 May, 2015 @ 3:43pm
Buff/Nerf requests
After a lot of online testing and input from outside sources, we've noticed that some weapons are either really powerful or underperforming in terms of how they function. As a result, I'm opening this thread for people to make requests for a weapon to be buffed or nerfed. As long as it's reasonable, we'll test any suggestions and if they do improve a weapon's performance, they'll be added in whenever we update.


Keep in mind, certain weapons like the survival weapons or sneaky weapons are meant to function a certain way (ex: survival weapons are high damage/low accuracy, sneaky weapons are high accuracy/high firerate, etc). If you ask for a specific change that goes against a weapon's theme too drastically, it won't be tested. If it's a slight change as opposed to a drastic one, it'll be considered.
< >
Showing 1-9 of 9 comments
Grixis  [developer] 18 May, 2015 @ 4:42pm 
bump
Cheesesteak 1 Jun, 2015 @ 5:07pm 
Great mod, man! Most guns seem relatively well balanced. Most weapons seem to trade off damage, ROF, and accuracy pretty well. A few really aren't well balanced, however.

The Gabriel, for example, is the weakest of the sniper weapons by far. It has lower damage, lower ROF, lower magazine size, and lower accuracy than the Hide & Seek Advanced. The only place where the Gabriel wins is in zoom. This is useless because it's less accurate than the Hide & Seek. There's currently no real reason to use this. Otherwise, the snipers are all pretty well balanced, trading higher accuracy and damage for ROF and magazine size.

The Trash compactor, however, is also the weakest of the melee weapons by far with lowest damage and horrendously slow ROF. The crowbar outclasses this. Similarly, the Panther Fist is comically overpowered, outclassing practically all melee weapons. I also feel as though the Lobotomizer could be fiddled with. Maybe if alt fire had it constantly extended, serving as a chainsaw. It's currently weaker than the Slugger in ROF and damage, though not by much.

Finally, I have one tiny nitpick: I love what you did, artistically, to the silenced weaponry, however I'm not a fan of them glowing in the dark. Not much fun crawling around in the dark with silenced weaponry when other players can pick you out so easily.

There are some other small issues I have but they're small enough problems that I can overlook them, as they're a bit more involved and probably not worth mentioning (mostly dealing with how there are so many ARs and SMGs, and how hard it is to maintain a balance there.) Excellent mod overall, it's rare that a great weapon pack comes along that's so lightweight.

(I also feel as though I may have missed something. This pack is so filled with gimmicks that I'm still figuring out what each weapon does. If I missed a hidden feature of a weapon that rectifies these issues, I'm sorry.)
Last edited by Cheesesteak; 1 Jun, 2015 @ 5:17pm
Grixis  [developer] 1 Jun, 2015 @ 7:51pm 
Originally posted by Cheesesteak:
Great mod, man! Most guns seem relatively well balanced. Most weapons seem to trade off damage, ROF, and accuracy pretty well. A few really aren't well balanced, however.

Thank you very much, it means a lot to get compliments on this.

1. You know, this is something I never really realized, Gabriel being really weak and all. I just did some comparisons and you're right, its damage is relatively low. I was kind of shooting to make it a less powerful but faster Anti-Rifle but I guess that never really went through. Also, the zoom amount should be universal on all sniper rifles until we get the base running.

2. I agree on the Trash Compactor too. When it came out, the main MO with the weapons was "Copy one of the ones I made before but modify its stats to reflect the update". That principle hasn't held up now that we've undergone development changes, which I guess results in the Trash Compactor being a lacklustre weapon. I've stated a while back that I'd love to give it some sort of AOE passive that knocks players back just to make it stand out more, same with the Backscratcher having a Damge Over Time bleed effect.

3. Again, I'm willing to tweak the Panther Fist. Maybe lower its AoE or overall damage a bit since it's a top tier weapon right now.

4. The Lobotomizer is a different story. It's supposed to be a caveman kind of weapon: it's really heavy and swings slowly but hits like a truck and kills with ease. The reason that the Slugger outclasses it is likely because its ROF allows it to hit faster which in turn leads to more damage in a shorter span of time in comparison to the Lobo. I guess for now I can remedy this by raising its damage, but I have no clue what could be done to both make it relevant in the multiplayer scene AND stand out from the Night Light, Slugger, and KILROY.

5. This one's a little out of our control. Sacrificing being visible in the dark for the thematic looks I guess.

5. It's sort of hard balancing all of the automatics, but it's also a matter of what weapon we're talking about. The way we differentiate is if it's built on the SMG, it's either an SMG or AR. If it's on the AR2, it's an LMG or Carbine. I guess we have a lot of SMG based weapons solely because those were the easiest to make, though with the Science Update coming out, there will be a lot more variety in what weapons are available. Also, we have a low file size because all of the models are code based as opposed to being downloaded Gamebanana models like most weapon packs have.

6. Most important thing to remember, ALWAYS check the secondary fire. Too many people have no idea that the weapons with blades on the front can actually use them.
Last edited by Grixis; 1 Jun, 2015 @ 7:52pm
Cheesesteak 1 Jun, 2015 @ 10:23pm 
Originally posted by Spastik:
...
Also, the zoom amount should be universal on all sniper rifles until we get the base running.
...

They are not. I took some screenshots to show you, and disabled all my addons except for this one just to be sure.

In order: The Hide N' Seek Advanced, Gabriel, The Anti-Rifle, and The Hammerhead.
https://steamhost.cn/steamcommunity_com/id/sgtnapalm/screenshot/31869781775276066
https://steamhost.cn/steamcommunity_com/id/sgtnapalm/screenshot/31869781775276222
https://steamhost.cn/steamcommunity_com/id/sgtnapalm/screenshot/31869781775276385
https://steamhost.cn/steamcommunity_com/id/sgtnapalm/screenshot/31869781775276502
If it is difficult to see, the letters on the Flattywood sign should provide an easy way to tell the difference at a glance.

Thank you for your responses! Keep up the great work, one of the best mods on the workshop.
You should fix the ammo amounts of some weapons.
Gabriel: 8/16
Aerosol AR: 51/153
The Coiled Snake: 24/168
The Doorman: 60/120
The Grand Prize: 15/30
The Guerilla: 22/88
The Hide N' Seek Advanced: 11/33
The Pea Shooter: 35/175
The Pepper Grinder: 6/18
The Rainmaker: 31/155
The Sleeping Pill: 18/126
The Turbo Lover: 28/112
But anyway, good job with the swep so far.
Grixis  [developer] 18 Jun, 2015 @ 6:03pm 
Originally posted by Mrz.FranG00bYGAIBEN1337H4x0r$MLG:
You should fix the ammo amounts of some weapons.
Gabriel: 8/16
Aerosol AR: 51/153
The Coiled Snake: 24/168
The Doorman: 60/120
The Grand Prize: 15/30
The Guerilla: 22/88
The Hide N' Seek Advanced: 11/33
The Pea Shooter: 35/175
The Pepper Grinder: 6/18
The Rainmaker: 31/155
The Sleeping Pill: 18/126
The Turbo Lover: 28/112
But anyway, good job with the swep so far.

That's planned for the most part. We're going to try adding in our own custom ammo entities at some point so the reserve ammo amounts will get changed around.
Originally posted by Spastik:
Originally posted by Mrz.FranG00bYGAIBEN1337H4x0r$MLG:
You should fix the ammo amounts of some weapons.
Gabriel: 8/16
Aerosol AR: 51/153
The Coiled Snake: 24/168
The Doorman: 60/120
The Grand Prize: 15/30
The Guerilla: 22/88
The Hide N' Seek Advanced: 11/33
The Pea Shooter: 35/175
The Pepper Grinder: 6/18
The Rainmaker: 31/155
The Sleeping Pill: 18/126
The Turbo Lover: 28/112
But anyway, good job with the swep so far.

That's planned for the most part. We're going to try adding in our own custom ammo entities at some point so the reserve ammo amounts will get changed around.
Oh ok then.
Grixis  [developer] 18 Jun, 2015 @ 6:08pm 
Originally posted by Mrz.FranG00bYGAIBEN1337H4x0r$MLG:
Originally posted by Spastik:

That's planned for the most part. We're going to try adding in our own custom ammo entities at some point so the reserve ammo amounts will get changed around.
Oh ok then.

Yeah. Thanks for posting the values though, I never noticed the ridiculous difference in reserve count on some of the weapons.
Originally posted by Spastik:
Originally posted by Mrz.FranG00bYGAIBEN1337H4x0r$MLG:
Oh ok then.

Yeah. Thanks for posting the values though, I never noticed the ridiculous difference in reserve count on some of the weapons.
No problem. :)
< >
Showing 1-9 of 9 comments
Per page: 1530 50