Moved from dev forum I'm redoing scripts, these may or may not be used, this thread is *not* to be used to argue about who's scripts/ideas are better. This thread is to discuss only these scripts. Offtopic posts will be deleted and people trying to start a shitstorm with me or spartacus will be infracted Useful links: Weapon spreadsheet: https://docs.google.com/spreadsheets/d/1T8QZaHa0oe6BChSiznLNiB4KL2vu0wSpqBYbAkYp6Cg/edit?usp=sharing Class/weapon pastedump (not entirely up to date): http://pastebin.com/ejGdSXSP Weapon scripts (if you wanna try them out): http://a.pomf.se/effhqf.rar A bunch of weapons are fucking retarded right now, I'm willing to sit down and put effort into an infantry rehaul but I won't bother if it's just going to get ignored. I'll outline my ideas quickly here, if they don't sound retarded (you let the fucking nf50cal through so the bar isnt high) I'll do this shit properly I'll work out balance for different ranges etc and actually try and put something together that provokes interesting play and choices (e.g. HP upgrade being an important factor) I'll try and work with the current featureset but there's one or two things code support might be needed for but off the top of my head it should be possible. Other notes: The idea is to promote class variety in squads at all points of the game, not just for specific jobs (though there will still be times this is important) Scouts will be useful in trenches for their tanky health and close range weapons, and rifles while powerful will like engineers around to revive them. Certain classes will gain new uses (scouts will be good for clearing out barracks', a role they didn't used to have) but the changes shouldn't flip the game upside down. I intend to account for as much of the game as I can, it'll be balanced primarily for classic maps, but I'll try to keep district/escort playable. I'll be considering as many class skills as I can and I'll try to make them have different uses (certain weapons will kill in say, 4 shots normally, but will require 5 or 6 against a HP upgrade soldier) resistances will be tweaked in a similar manner. I'd prefer to give classes different HP but resists will be functionally the same, although they will be less clear to the player. There'll probably be a small bit of asymmetry, but for sure the SMG1 and 2 of each faction and the pistol1s will be identical. And before I release I'll do a full QA check on all weapon descriptions and names to ensure they're accurate. I will do this if I get support. I'm not going to ignore criticisms, but I do feel these changes are intuitive, encourage deep gameplay and use our available resources much more intelligently. I don't want to throw away hours of effort to have this ignored. The current weapons are unacceptable and I think I can do shitloads better.