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Game Balance in IW4M
Game balance is what bothers me the most in this game, and since this big mod is about giving the game the features it needs, I think game balance should be a matter of discussion. Game balance in First Person Shooters is about making all the weapons viable in certain situations to make them equal in some way. Right now, there are some weapons that are clearly better than others in every aspect, and weapons that are clearly worse than every other in their category. I will share my ideas on weapon changes here and will edit the first post as my toughts evolve. I will hopefully start a serious discussion here.
Disclaimer :
I do not pretend to know everything and am open to new ideas and constructive feedback. If this thread is repetitive or is not respectful of the rules, I would love to be noticed so I can edit what's wrong and hopefully keep it alive. Everything written here is my opinion and unofficial. Everything is subject to change. English is not my native language so please report any errors and/or incoherences I made.
Weapon changes
Assault Rifles
M4A1
Increased Vertical recoil
Recoil will now slightly pull left
(predictable but moderate recoil)
FAMAS
no changes
SCAR Heavy
Decreased hip fire accuracy (to make him stand as a battle rifle instead of an assault rifle)
TAR-21
no changes
FAL
Increased both raise and drop time
M16A4
Remove the recoil buff with the Holo sight (if not done already)
ACR
Increased overall recoil (round pattern)
(unpredictable but low recoil)
F2000
Decreased unloaded reload time from 3.7 sec. to 3.2 sec.
Decreased unloaded reload time from 3.0 sec. to 2.8 sec.
Increased Aiming speed
(Making it a more close quarters focused rifle)
AK-47
Increased Vertical recoil
Decreased Horizontal recoil
more coming soon
Thanks for reading !
- Tyonar