Ok, with the new patch, there was on top of the new weapons some other changes, new bugs but also some bugfixes. Let's try to list them all shall we?
Changes, and things that still need to change):
Good ones:
*Mac10 both gets bigger magazine and same amount of bonus ammo. Totally awesome!
*Burning specimen seems to burn with smaller flames, making them less visually obstructive for your teammates. Good change for teamplay!
Bad changes (and things still in need of change):
*Tooltip for Firebug only says 60% more ammo, but it doesn't say 60% bigger magazines.
*Tooltip for Commando only says 25% bigger magazines, but it doesn't say 25% more ammo. (Opposite writing mistake of the Firebug mag/ammo bonus)
*Level 6 Firebug now spawn with Flamethrower and Body Armor, which is nice, but inconsistant. (Berserker still has the "no body armor spawn on Suicidal/HoE", which is what i mean with the inconsistancy. That one also needs a change btw)
*Medic has MUCH less of a discount on his weapons (only 87% at level 6). The MP7 now costs 390 (up from 90) at Medic level 6. That's too harsh, imo. It could have been brought down to max 93% perhaps (from 97%), but not more than that.
*Tooltips for Sharpshooter is wrong or changed. It says 60% damage bonus for his Sharpshooter weapons, but it should say 60% HEADSHOT damage bonus!
*Sharpshooter's up to 60% LAR rate of fire bonus is still not in the Sharpshooter tooltip
*Demolitions' up to 30% explosive ammo discount is still not in the Demolitions tooltip
*Demolitions' tooltip of 120% Handgrenade bonus still doesn't have that the LAW also benefits from this ammo bonus.
*Hunting Shotgun still can't be manually reloaded when you have just one shell in the barrels. This should be fixed imo.
*Flamethrower was moved to weaponslot 3. This was a bad change, since the Mac10 goes in slot 3 and you can only pair it with the FT or the Husk Gun, so the FT back on slot 4 would be better.
*M4 w. M203 would be better placed in slot 3, as there it will only be shared with the M79, while in slot 4 it would be shared with both M32 and Pipebombs.
*When cycling melee weapons (weaponslot 1), Claymore is before the Katana. This is not good, because you pretty much always need the Katana equipped faster than the Claymore (to cut down trash). The Claymore's function is more similar to the Axe...
*When cycling pistols (weaponslot 2), the 44 Magnum is taken out before the Handcannon. The Handcannon is higher tier (with both more bullets per mag and higher stopping power), so most of the time you need the HC first.
*Put the MP7 and/or the MP5 in slot 4, as you usually carry weaponslot 3 kind of weapons together with them. And having both in slot 4 also means you can cycle the healing darts quickly (like now, with both in slot 3).
*Weapons with 0 ammo need to be placed last on the queue, even if they have higher priority otherwise. (Thanks for this contribution Althamus!)
*Perked weapons don't appear first in the weaponslots. For example, a medic with LAR and MP7 who presses 3, gets the LAR up first. Perked weapons should come up first!
Bugfixes:
*Claymore no longer weighs less than it should.
*M203's ammo bug is now fixed.
*Magnum and HC's huge ammo bug FINALLY fixed! (Thanks to Scary_ghost...)
*Magnum weight exploit fixed (but there is a new issue with them)
New & Old Bugs:
*Various Hunting Shotgun bugs (are they fixed?)
*44 Magnum and Dual 44 Magnum are still bugged when it comes to weight. If you have 2 more spare room and already have one Magnum, then wanna buy one more (to use up the last 2 blocks of weight), you just simply can't!
*Headshots done by Husk Cannon as well as blunt shots (meaning, non-exploding close range shots) from M79/M32/M203/LAW levels up the Sharpshooter perk! That can't be intended... (Source: Scary_ghost)
*Buying the standard Shotgun still grants you some 9mm ammo.
*Selling a dualwielded pistol (of any kind) still grants you half of max ammo to the single remaining one. The ammo should not be changed at all.
*The Husk has ZERO resistance (ie: The Husk takes full damage) against the burn damage of the Mac10. Intentional or not? (Source: Scary_ghost)
*Mac10 still has the burnbug on Crawlers
*Mac10 still has its weird "ironsight right after shooting" bug, where the weapon isn't brought up to the middle of the screen immediately, but instead goes up slowly to the center.
*Husk Cannon suffers from the same ironsight bug as the Mac10.
*Husk Cannon sometimes allows you to get more than 150 ammo if used offperk, if you pick up ammoboxes.
*Handgrenades can sometimes also allow you to have more than 5, if you had more than 5 (from being Support or Demolitions) and then switching perks.
*There is a general ironsight bug that allows you to "move over" zoomed in vision to other weapons, which also allows you to have zoom AND run fast at the same time.
*Reload animation bug: When you change over to a weapon and INSTANTLY start reloading your newly brought out weapon, it will in fact reload (which is good ofc), but there is no ANIMATION of this reload.
*On fullauto, quite a few weapons shoot 2 bullets every time you click (no matter how brief, even in ZED time). It affects: M4, MP5, MP7, MAC-10, FNFAL ACOG, and the Flamethrower (Thanks for that Darky!)
*MP5 reloading sound doesn't change in volume in proportion to the distance between players (Thanks for that addition akstylish!)
*Dualwielded pistols have a weird inaccuracy problem, depending on what direction you are facing! For further explanation, n87 made a thread about this here:
http://forums.tripwireinteractive.com/showthread.php?p=1113839#post1113839
Considering how useless dualwielded pistols usually are, removing the inaccuracy coding completely not only fixes the bugs, but also makes dualwielded pistols more viable!
*The burn mechanisms have a HUUUUGE amount of bugs, as Poosh discovered: http://forums.tripwireinteractive.com/showthread.php?t=82444 That thread also covers the "crawler bug" (and how to solve it!)
Changes, and things that still need to change):
Good ones:
*Mac10 both gets bigger magazine and same amount of bonus ammo. Totally awesome!
*Burning specimen seems to burn with smaller flames, making them less visually obstructive for your teammates. Good change for teamplay!
Bad changes (and things still in need of change):
*Tooltip for Firebug only says 60% more ammo, but it doesn't say 60% bigger magazines.
*Tooltip for Commando only says 25% bigger magazines, but it doesn't say 25% more ammo. (Opposite writing mistake of the Firebug mag/ammo bonus)
*Level 6 Firebug now spawn with Flamethrower and Body Armor, which is nice, but inconsistant. (Berserker still has the "no body armor spawn on Suicidal/HoE", which is what i mean with the inconsistancy. That one also needs a change btw)
*Medic has MUCH less of a discount on his weapons (only 87% at level 6). The MP7 now costs 390 (up from 90) at Medic level 6. That's too harsh, imo. It could have been brought down to max 93% perhaps (from 97%), but not more than that.
*Tooltips for Sharpshooter is wrong or changed. It says 60% damage bonus for his Sharpshooter weapons, but it should say 60% HEADSHOT damage bonus!
*Sharpshooter's up to 60% LAR rate of fire bonus is still not in the Sharpshooter tooltip
*Demolitions' up to 30% explosive ammo discount is still not in the Demolitions tooltip
*Demolitions' tooltip of 120% Handgrenade bonus still doesn't have that the LAW also benefits from this ammo bonus.
*Hunting Shotgun still can't be manually reloaded when you have just one shell in the barrels. This should be fixed imo.
*Flamethrower was moved to weaponslot 3. This was a bad change, since the Mac10 goes in slot 3 and you can only pair it with the FT or the Husk Gun, so the FT back on slot 4 would be better.
*M4 w. M203 would be better placed in slot 3, as there it will only be shared with the M79, while in slot 4 it would be shared with both M32 and Pipebombs.
*When cycling melee weapons (weaponslot 1), Claymore is before the Katana. This is not good, because you pretty much always need the Katana equipped faster than the Claymore (to cut down trash). The Claymore's function is more similar to the Axe...
*When cycling pistols (weaponslot 2), the 44 Magnum is taken out before the Handcannon. The Handcannon is higher tier (with both more bullets per mag and higher stopping power), so most of the time you need the HC first.
*Put the MP7 and/or the MP5 in slot 4, as you usually carry weaponslot 3 kind of weapons together with them. And having both in slot 4 also means you can cycle the healing darts quickly (like now, with both in slot 3).
*Weapons with 0 ammo need to be placed last on the queue, even if they have higher priority otherwise. (Thanks for this contribution Althamus!)
*Perked weapons don't appear first in the weaponslots. For example, a medic with LAR and MP7 who presses 3, gets the LAR up first. Perked weapons should come up first!
Bugfixes:
*Claymore no longer weighs less than it should.
*M203's ammo bug is now fixed.
*Magnum and HC's huge ammo bug FINALLY fixed! (Thanks to Scary_ghost...)
*Magnum weight exploit fixed (but there is a new issue with them)
New & Old Bugs:
*Various Hunting Shotgun bugs (are they fixed?)
*44 Magnum and Dual 44 Magnum are still bugged when it comes to weight. If you have 2 more spare room and already have one Magnum, then wanna buy one more (to use up the last 2 blocks of weight), you just simply can't!
*Headshots done by Husk Cannon as well as blunt shots (meaning, non-exploding close range shots) from M79/M32/M203/LAW levels up the Sharpshooter perk! That can't be intended... (Source: Scary_ghost)
*Buying the standard Shotgun still grants you some 9mm ammo.
*Selling a dualwielded pistol (of any kind) still grants you half of max ammo to the single remaining one. The ammo should not be changed at all.
*The Husk has ZERO resistance (ie: The Husk takes full damage) against the burn damage of the Mac10. Intentional or not? (Source: Scary_ghost)
*Mac10 still has the burnbug on Crawlers
*Mac10 still has its weird "ironsight right after shooting" bug, where the weapon isn't brought up to the middle of the screen immediately, but instead goes up slowly to the center.
*Husk Cannon suffers from the same ironsight bug as the Mac10.
*Husk Cannon sometimes allows you to get more than 150 ammo if used offperk, if you pick up ammoboxes.
*Handgrenades can sometimes also allow you to have more than 5, if you had more than 5 (from being Support or Demolitions) and then switching perks.
*There is a general ironsight bug that allows you to "move over" zoomed in vision to other weapons, which also allows you to have zoom AND run fast at the same time.
*Reload animation bug: When you change over to a weapon and INSTANTLY start reloading your newly brought out weapon, it will in fact reload (which is good ofc), but there is no ANIMATION of this reload.
*On fullauto, quite a few weapons shoot 2 bullets every time you click (no matter how brief, even in ZED time). It affects: M4, MP5, MP7, MAC-10, FNFAL ACOG, and the Flamethrower (Thanks for that Darky!)
*MP5 reloading sound doesn't change in volume in proportion to the distance between players (Thanks for that addition akstylish!)
*Dualwielded pistols have a weird inaccuracy problem, depending on what direction you are facing! For further explanation, n87 made a thread about this here:
http://forums.tripwireinteractive.com/showthread.php?p=1113839#post1113839
Considering how useless dualwielded pistols usually are, removing the inaccuracy coding completely not only fixes the bugs, but also makes dualwielded pistols more viable!
*The burn mechanisms have a HUUUUGE amount of bugs, as Poosh discovered: http://forums.tripwireinteractive.com/showthread.php?t=82444 That thread also covers the "crawler bug" (and how to solve it!)
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