Visionhunter wrote:
Faster swimming through 'diving'
When you're running into the water, you can use the 'prone' button to dive into the deeper water. This gives you a significant swim speed boost for a few seconds. Most rivers can be crossed in mere moments using this trick.
Haha yea, that's funny, I'm using it too. The
feature wasn't really intentional, but it's great, it's definitely staying. Just need to set a proper animation for the case.
Visionhunter wrote:
Falling through the ground after diving off buildings
Whenever I want to get off the roof of a building, I dive off. I think the downtime (getting back up) of both walking and diving off is about the same, but the diving gives me a headstart in distance. Only, often when I dive off of a tall building I fall through the ground a few feet, before being bumped back up to street level. It doesn't really impact gameplay, but it's a glitch nonetheless.
Yup, seen it as well, haven't checked what's going on.
Visionhunter wrote:
The MP5SD is overpowered
I used to find it very underpowered due to its crappy precision. But with its current settings it's the best machine gun in the game. The fact that it's silenced is just the cherry on top: It's very precise (even in bursts), has a high fatality rate and a very short reload time. It easily outshines the other assault rifles.
Yea, so it seems. We had hard time doing effective stealth making kills but staying unnoticed with the old weapon, so we cranked a few things up. I've got an idea how to make it more balanced for 0.84.
Visionhunter wrote:
The Mossberg sucks
This is probably very personal, since I've seen it nerfed in the patchnotes recently. But damn, I dislike the shotgun. It's only effective at close range, but if you miss at close range you're history (since pumping takes time) and the weapon has a terrible reload time for its total of 8 shells. If I need to do some killing at close range, I'd rather have a machine gun to just spray right in their faces before they have time to respond.
I actually like it these days. It's also the best weapon for playing online on a server you got high lag on, in my opinion

Visionhunter wrote:
Weapon stats overview
Now that we have even more new weapons, could you perhaps make a chart of the various weapons' fatality chances, spread, accuracy, fire rate, etc.?
I wouldn't call it a chart but something is coming. We've got plenty more weapons coming in Invasion mode and we need to extend the inventory handling quite a bit and comparing the items you've got in your stash, backpack, hands and on ground in front of you needs to be possible.
The weapon specifications as such are just XML files, so anyone able to make a little script would be able to generate such a chart e.g. in the web, like a cheat sheet. We could have it in the wiki for example.
To me, part of the fun of reading people's preferences over weapons comes from placebo effects as they don't know the stats exactly, so they have to evaluate them based on their experiences and expectations with them, you need to try them and "study" them to get a feel how they perform. For example, when AK47 and G36 were exactly same except for the visuals and sounds, a lot of people could've sworn G36 was better. Part of me wants to keep this phenomenon in the game, but I admit the Invasion mode with its extended weapon set has to allow at least some comparison.
Visionhunter wrote:
Concerning burst mode
I don't like it. If I wanted to fire a burst, I'd much rather hold my fire button down.
An optional burst mode would be okay. (For example, in the original call of Duty you could press 'M' to swap between single round, burst and full auto.)
We thought about having burst mode weapons or selectable fire mode, but decided for the first. It created an excuse to have two more weapons in the game, rather than just enabling the modes for existing weapons. Currently you can mimick a full auto with the burst mode weapons by repeated tapping, we will probably change that in the future so that the trigger won't register if you fire while the burst is still going, or by lowering accuracy significantly if you do so.
Visionhunter wrote:
Secondary weapons
I've talked about the addition of sidearms (pistols, silenced pistols) in the past, but what about a secondary rifle? Being able to switch between an assault rifle and a sniper rifle or a shotgun and a heavy machine gun would allow for much more flexibility and fun. Sometimes I want to snipe, but it gets boring after a few minutes. Do I really have to go from crate to crate until I find a suitable replacement?
Most likely won't happen in vanilla, we don't want you to become a Swiss knife in RWR. If you have a sniper rifle, you can tag along with another player using assault rifle, especially in Invasion mode where all players play on the same faction. A mod could enable secondary rifles. If it doesn't work now, it should work in the future.
There are also weapon chests / racks in certain bases where you can browse for another weapon instead by hunting one from enemies / crates. You can use the map to spawn in such a base, though at this point, the racks aren't shown in the map. In Invasion mode currently, the chests only have weapons you've unlocked by rank. This is bound to change once stashes are implemented, the racks won't have every weapon available.
Thanks for the feedback!