Replace sprint and shoot with more damage and damage fall off for pistols and SMGs.

Im of the opinion that shoot and sprint just encourages a overly aggressive playstyle of where you're basically just doing sweaty strafes, crouches and rushes and mostly just hoping you can dodge more bullets then the opponent can hit you with while you light them up. This is particularly bad for players with worser framerates, and imma be real im partialy convinced its one of the culprits why combine have developed the habbit of rushing with absolutely no regard for cover. Because unless you trap them in a well fortified bottleneck, they'll just kite you to death without having to use any actual tactics.

With that being said i definitely want SMGs to still be powerful in close quarters. Its what they're meant for afterall, so my compromise is to give them a DPS to rival rifles, with tighter hipfire spread, and cheaper price, but at the cost of being weaker at range. That way, you still have SMGs being good without the zoomer movement nonsense thats currently being implemented.

So for example, give the MP7 11/12 DMG instead of the current 9 DMG, that will make it deal almost the same DPS as the FAL while having super tight hipfire, and a red dot thats not aids. But have its far range damage be like 7/6.

(The devs have their hands full, so obviously im not expecting this change to take priority over actual updates, but it IS something id like to be considered assuming i dont get downvoted to oblivion by SMG fans)
 
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this would... absolutely fucking KILL the balancing of the rifles reminder ar2 does 11 to 12 damage and some people already prefer mp7 over ar2.

another reason this just isnt a good idea is every server ive played that tried to make mp7 bad at range whether through damage spread or falloff the mp7 becomes TERRIBLE to the point of the mp7 being comically bad this usggestion would make the mp7 either nigh useless or completely op.

i really get the reasoning for "this would fix the fact newer cca have a death rush mentality!" but your forgetting this GUTS the only way to stop holdouts which is coordinated full team pushes if we did this holdouts would become the meta and cca would get crushed even worse than if they still had that mentality if you want to fix this issue a better way is just giving cca a non run n gun weapon like the sks or m16 (if its sights wherent shit)
 
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i dislike the mingy jumpy strafe combat too but impulse was built with the fact certain guns can and cant as a balance strategy this feels like a huge band aid fix typa post especially on the cca issue area of it the only thing i can see out of this is even more guns becoming useless and mp7 either dominating or becoming useless and cca getting stomped harder than they already are a good example of this was at one point on nomad (a different server) no gun could run and gun and whether cca used mp7 or usp theyd get shredded by rebels using ak's and mosins cus the mp7 just had nothing going for it due to it being bad at range and unable to run and gun
 
this would... absolutely fucking KILL the balancing of the rifles reminder ar2 does 11 to 12 damage and some people already prefer ar2 over mp7.

another reason this just isnt a good idea is every server ive played that tried to make mp7 bad at range whether through damage spread or falloff the mp7 becomes TERRIBLE to the point of the mp7 being comically bad this usggestion would make the mp7 either nigh useless or completely op.

i really get the reasoning for "this would fix the fact newer cca have a death rush mentality!" but your forgetting this GUTS the only way to stop holdouts which is coordinated full team pushes if we did this holdouts would become the meta and cca would get crushed even worse than if they still had that mentality if you want to fix this issue a better way is just giving cca a non run n gun weapon like the sks or m16 (if its sights wherent shit)
The ar2 does 13 damage and has the advantage of being the most stable and accurate AR out of the bunch (aka its a headshot farmer with a 4hk). Its meant to be used at range. And even if it isint, it still shreds as it accommodates good aim real well. If done right, the SMGs become similar in DPS to the M16 up close, and out performs the AR2 but only indoors, and not to any insane degree.

Just cause you have yet to see it with proper execution dosent mean that it cant be done- shooter games and other gmod servers have been achieving this decades before impulse was even a thing. Hell, other city RP servers have done this!

Holdouts are best stopped by proper coordination and grenades. Yeah, zurg rush tactics and numbers CAN work, but the moment i build a barricade that accommodates for that, suddenly the combine run out of ideas, and LITTERALY GIVE UP AND LEAVE. Im not kidding, just today the OTA packed up and left, mid firefight, it was the wildest fucking thing. (I was hurting bad too)

And yeah i DO want to give CCA a rifle, but considering alot of rebs favor the SMG for the same hyperaggressive reasons despite having access to the best rifles in the server, i dont think its going to change much.
 
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i dislike the mingy jumpy strafe combat too but impulse was built with the fact certain guns can and cant as a balance strategy this feels like a huge band aid fix typa post especially on the cca issue area of it the only thing i can see out of this is even more guns becoming useless and mp7 either dominating or becoming useless and cca getting stomped harder than they already are a good example of this was at one point on nomad (a different server) no gun could run and gun and whether cca used mp7 or usp theyd get shredded by rebels using ak's and mosins cus the mp7 just had nothing going for it due to it being bad at range and unable to run and gun
Ok THAT was because the AK was 18 damage at 600RPM, and the MP7's was like, 11 at 700RPM. That hardly has anything to do with run and guns absence, and everything to do with the AK having almost 1.5 times the DPS of a SMG WHILE being more accurate, WHILE having more damage a mag OH and it was only vaguely more expensive to craft then the SMG to boot, so guess what every single rebel was armed with!

And the problem with the mosin, is the same problem we have with the SAKO in that the rebels have a one shot kill gun while CCA doesn't even have a long range alternative to the pistol and SMG. Thats what the M16 would help fix.
 
Ok THAT was because the AK was 18 damage at 600RPM, and the MP7's was like, 11 at 700RPM. That hardly has anything to do with run and guns absence, and everything to do with the AK having almost 1.5 times the DPS of a SMG WHILE being more accurate, WHILE having more damage a mag OH and it was only vaguely more expensive to craft then the SMG to boot, so guess what every single rebel was armed with!

And the problem with the mosin, is the same problem we have with the SAKO in that the rebels have a one shot kill gun while CCA doesn't even have a long range alternative to the pistol and SMG. Thats what the M16 would help fix.
very offtopic since it was nomad but no really no the mp7 literally was useless before run n gun even malyko and the rest of the devs admitted this and the biggest complaint on cca was the only accurate gun we had was usp or the jury gun the mp7 was literally below double barrel levels of dogshit pre run and gun no matter how you want to say it the mp7 was ass against any non mp7 gun and ak's where as common rebel side as mp7's where (also the sakos fine compared to the mosin cus mosin was literally one of THE cheapest primaries that gun shouldve never existed)
 
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The ar2 does 13 damage and has the advantage of being the most stable and accurate AR out of the bunch (aka its a headshot farmer with a 4hk). Its meant to be used at range. And even if it isint, it still shreds as it accommodates good aim real well. If done right, the SMGs become similar in DPS to the M16 up close, and out performs the AR2 but only indoors, and not to any insane degree.

Just cause you have yet to see it with proper execution dosent mean that it cant be done- shooter games and other gmod servers have been achieving this decades before impulse was even a thing. Hell, other city RP servers have done this!

Holdouts are best stopped by proper coordination and grenades. Yeah, zurg rush tactics and numbers CAN work, but the moment i build a barricade that accommodates for that, suddenly the combine run out of ideas, and LITTERALY GIVE UP AND LEAVE. Im not kidding, just today the OTA packed up and left, mid firefight, it was the wildest fucking thing. (I was hurting bad too)

And yeah i DO want to give CCA a rifle, but considering alot of rebs favor the SMG for the same hyperaggressive reasons despite having access to the best rifles in the server, i dont think its going to change much.
on the topic of holdouts i really dont see what tactic your spose to use besides coordinated pushes the only way for grenades as cca is unrest and trading your mp7 for a mp5 on grid so you can have tear gas AT MOST or vice (vice desperately needs a rework their just unions with slightly better armor and nades) sure you could use "war of attrition" but 9 times out of ten a rebel looking to join the holdout will wipe your squad sneaking on you or rebels will just push you regardless of run and gun or not theres not much else you can do as cca besides extremely niche scenarios based on the map

either way i dont think gutting mp7's run and gun would help even as ota tactics suck and they DO mostly use non run n gun weapons ie ar2 and whatnot generally its just a tactics issue and as sherrif put it people coming from servers with weird combat joining and thinking "heh its time to become slippin jimmy and slip all over the place" thinking theyl win a fight and then proceed to get insta domed and blame it on something random and not the fact they just tried to john wick with a usp solo theres not much anythings going to do to fix that and as said before gutting the ccas MAIN weapon at range for the reason of "oh lower ranks who arent good at combat keep playing like its titanfall" isnt gonna help with this you have to remember the mp7 is ccas MAIN and basically only gun as usp and mp5 suck ass the mp5 literally being a mp7 you cant run and gun with if you wana hit your shots but slightly and only slightly worse rpm and NOBODY likes or uses it
 
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on the topic of holdouts i really dont see what tactic your spose to use besides coordinated pushes the only way for grenades as cca is unrest and trading your mp7 for a mp5 on grid so you can have tear gas AT MOST or vice (vice desperately needs a rework their just unions with slightly better armor and nades) sure you could use "war of attrition" but 9 times out of ten a rebel looking to join the holdout will wipe your squad sneaking on you or rebels will just push you regardless of run and gun or not theres not much else you can do as cca besides extremely niche scenarios based on the map

either way i dont think gutting mp7's run and gun would help even as ota tactics suck and they DO mostly use non run n gun weapons ie ar2 and whatnot generally its just a tactics issue and as sherrif put it people coming from servers with weird combat joining and thinking "heh its time to become slippin jimmy and slip all over the place" thinking theyl win a fight and then proceed to get insta domed and blame it on something random and not the fact they just tried to john wick with a usp solo theres not much anythings going to do to fix that and as said before gutting the ccas MAIN weapon at range for the reason of "oh lower ranks who arent good at combat keep playing like its titanfall" isnt gonna help with this you have to remember the mp7 is ccas MAIN and basically only gun as usp and mp5 suck ass the mp5 literally being a mp7 you cant run and gun with if you wana hit your shots but slightly and only slightly worse rpm and NOBODY likes or uses it
You're acting like coordinated pushes are only possible with run and gun. Having SMGs have more power would actually help them more then run and gun, especially in fortified holdouts where they CAN'T just rush. And yeah, getting killed by a third party is an issue for combine but that's not super relevant here.
 
You're acting like coordinated pushes are only possible with run and gun. Having SMGs have more power would actually help them more then run and gun, especially in fortified holdouts where they CAN'T just rush. And yeah, getting killed by a third party is an issue for combine but that's not super relevant here.
because it is? if you cant run and gun your gonna rush in die because their in a apartment where your forced to walk in a straight line and cant see them if you dont rush in so their guaranteed to hit you before you rush in i get what your thinking but with no run and gun alot of holdouts are going to have situations where cca cant fire first cus if you stop mid push to shoot great youve blocked off all your other team damning them or and you in the process cus rebels likely are on the side of the hallway in a fortified position if theres more than 1 instead of being grouped at the end of it where no run and gun would feasibly work or even worse you push in solo tank 50 hp of damage cus rebels have first shot advantage due to them not moving leaving you even worse off than before where you could atleast suppress while running with the mp7's large mag i get holdouts arent always 1 player wide apartment shitholes buut unfortunately if a rebel finds that there is one thats the new holdout spot and even then unless its a build like you did yesterday where it isnt a hallway their still gonna have to run in being unable to shoot while a rebel already sees and can shoot them cus their not the ones who have to run through holdouts

again its not accounting for the fact this is the ccas MAIN gun meaning 99 percent of the time if rebels have range advantage your fucked cus you cant even run at them without shooting if your in a open street with no cover and again if you do rush the rebel has first shot advantage cus you cant shoot while running anymore and they know your forced to push
 
honestly after further gameplay im starting to agree with this more but i still think run n gun shouldnt ENTIRELY go instead we should have it so you move at a speed inbetween run and walk speed and your unable to crouch or jump while in this state
 
Man, who wins in survivability: A man in full body armor, with plenty of meds or a sweatty AD boi? https://medal.tv/games/garrys-mod/clips/mDYYOsH8tXWU9B7bE?invite=cr-MSxhc3AsMjU3NDgxNjA1

You can say "skill issue" all you want, but this is unironicly starting to tilt me. Im not gonna sit here and try and convince anybody that my aim is anything but mediocre, but surly this shouldn't be the kind of server that demands this level of target tracking. (I mean, unless you WANT the DG sweats here). I mean, without exaggeration, an APF in this exact same holdout location with no mobility was easier to kill then this! I didnt even need to use any meds on him, and i was already partially injured!
 
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