I tried to tweak values of smg a bit, today.
Here is what commit says (it will be hosted on a specific server):
makes smg feels more like a machinegun, and less like a toy
Generally:
* double amount of ammunitions
* multiplied reload time by 80% (to 1500)
For smg1:
* reduce damage by 25% (to 12)
* increased rate of fire by 300% (to 30ms)
* increased spread by 180% (to 4.5)
* reduce flak damage by 25% (to 12) (probably useless)
For smg2:
* double ammo cost of sgm2
* multiplied rate of fire of smg2 by 140% (to 250ms)
Before anyone critics, several changes where done while I was actually playing, so with haste. The original idea was to keep the same DpS (here, it's clearly not kept) while still giving more the feeling of a machinegun. That means the target should feel it's attacked, seeing lights everywhere and hearing bullets whistles near the ears.
I think the changes do that, a bit, but it lacked spreading for a start, and damage increase is way too big. Reload time could be made bigger, too, to reflect more the higher amount of ammunitions.
Someone also suggested to remove or reduce the kickpush.
Here is patch applied with this commit (don't worry, it's only in my repo, it won't corrupt anything):
- {l Code}: {l Select All Code}
diff --git a/cfg/weapons/smg.cfg b/cfg/weapons/smg.cfg
index 9be5cdd..e068fa3 100644
--- a/cfg/weapons/smg.cfg
+++ b/cfg/weapons/smg.cfg
@@ -7,11 +7,11 @@
/// determines 'added stupidity' for each weapon for AI counterparts
// sv_smgaiskew1 5
// sv_smgaiskew2 5
-// sv_smgammoadd 40
-// sv_smgammomax 40
-// sv_smgammosub1 1
-// sv_smgammosub2 4
+sv_smgammoadd 80
+sv_smgammomax 80
+sv_smgammosub1 1
+sv_smgammosub2 8
// sv_smgblend1 1.0
// sv_smgblend2 1.0
@@ -42,8 +42,12 @@
// sv_smgcookzoom 0
// sv_smgcookzoommax 60.0
// sv_smgcookzoommin 10.0
-// sv_smgdamage1 16
-// sv_smgdamage2 16
+
+//// damages
+/// amount of damages per shot
+sv_smgdamage1 12
+sv_smgdamage2 16
+/// damage modifiers when shots reach a specific body part
// sv_smgdamagehead1 1.0
// sv_smgdamagehead2 1.0
// sv_smgdamagelegs1 0.3
@@ -58,9 +62,11 @@
// sv_smgdamagetorso2 0.5
// sv_smgdamagewhiplash1 0.8
// sv_smgdamagewhiplash2 0.8
-// sv_smgdelayattack1 90
-// sv_smgdelayattack2 350
-// sv_smgdelayreload 1200
+
+sv_smgdelayattack1 30
+sv_smgdelayattack2 250
+sv_smgdelayreload 1500
+
// sv_smgdesc1 "rapid-fire bullets that bounce off walls and knock back the victim."
// sv_smgdesc2 "long-range projectiles that stick to surfaces and players before exploding into fragments for additional damage."
// sv_smgdisabled 0
@@ -168,14 +174,14 @@
// sv_smgspeedmax2 0.0
// sv_smgspeedmin1 25.0
// sv_smgspeedmin2 25.0
-// sv_smgspread1 2.5
-// sv_smgspread2 2.0
-// sv_smgspreadmax1 0.0
-// sv_smgspreadmax2 0.0
-// sv_smgspreadmin1 0.0
-// sv_smgspreadmin2 0.0
-// sv_smgspreadz1 1.0
-// sv_smgspreadz2 2.0
+sv_smgspread1 4.5
+sv_smgspread2 2.0
+sv_smgspreadmax1 0.0
+sv_smgspreadmax2 0.0
+sv_smgspreadmin1 0.0
+sv_smgspreadmin2 0.0
+sv_smgspreadz1 1.0
+sv_smgspreadz2 2.0
// sv_smgstun1 3
// sv_smgstun2 3
// sv_smgstunfall1 0.0
@@ -221,8 +227,8 @@
// sv_smgflakblend2 1.0
// sv_smgflakcollide1 117
// sv_smgflakcollide2 117
-// sv_smgflakdamage1 16
-// sv_smgflakdamage2 4
+sv_smgflakdamage1 12
+sv_smgflakdamage2 4
// sv_smgflakdamagehead1 1.0
// sv_smgflakdamagehead2 1.0
// sv_smgflakdamagelegs1 0.35