- Jun 6, 2025
- 165
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I remember gushing grannies about this weapon pack to some of the devs back in the day, but i don't think i ever actually made a post about it, so here it is: https://steamcommunity.com/workshop/filedetails/?id=3006509287
Its a weapon base literally designed and balanced for rp servers with a nice blend of more authentic (im hesitant to use the word "realistic") weapon behavior, and gamey weapon balance.
Pros:
Comes with balance in mind and i personally think they actually did a good job on it
HUGE selection of weapons, without making them feel oversaturated (every single one performs atleast a noticably different role)
Basic attachment system to satisfy gun autists (like me) without threatening balance, and some of them are genuinely cool (like breaching rounds for shotguns)
Easy adjustability for devs
Guns are linearly ranked so each rank of weapon performs better then the last ("Performs better" means better ease of use and general effectiveness, cause a blue weapon designed for DPS like the MG42 is gonna out DPS a orange gun no matter WHAT you do. The reason its blue is because it is very, VERY unwieldy and only has 50 rounds). They have a balance preset you can switch to which balances the guns to be fairly equal to one another if you don't fuck with that
Individual basis headshot multipliers. A sniper is naturally gonna have a higher multiplier then a SMG.
There's blind firing, suicide, and russian/shotgun roulette options
The base is literally designed for multiplayer so it has good performance (HOW good is it? I dunno, im not a dev. Im just going off of word of mouth)
Neutral:
The weapons do have armor pen on top of material pen, and they interact with armor in pretty cool ways (There's armor PEN, and armor SHRED), but only with HL2 armor. So we'd have to redo how CPs and rebs protect themselves if we were to use this.
Most of the weapons fit the 1990s-early 2000s time period of the setting but not ALL of them. Still, the ratio is pretty good.
Some people are probably not gonna fuck with its mid-fast TTK (machineguns kill unarmored targets in 3-5 shots to the chest, and armor dosent effect the STK that much for rifles), but there's alot of arguments i can make about why i don't think the current weapons longer TTK is doing the server any favors, but thats a whole hours long discussion in of itself.
Bad:
It has a whole selection of akimbo weapons. Some of them being too flashy for the setting (dual golden deagles). Wether or not you want rebels rocking dual USPs or not is up to how gun autistic you are, i guess, but personally I'd remove them.
It has quick throwable grenades, each with easily adjustable stats via sliders, but i don't think they're really needed here.
No combine weapons. You'd have to make em yourself or wait for the people who make tacRP weapons to finally make em (which could be a long ass while considering last i heard them talk of it was almost half a year ago)
Its a weapon base literally designed and balanced for rp servers with a nice blend of more authentic (im hesitant to use the word "realistic") weapon behavior, and gamey weapon balance.
Pros:
Comes with balance in mind and i personally think they actually did a good job on it
HUGE selection of weapons, without making them feel oversaturated (every single one performs atleast a noticably different role)
Basic attachment system to satisfy gun autists (like me) without threatening balance, and some of them are genuinely cool (like breaching rounds for shotguns)
Easy adjustability for devs
Guns are linearly ranked so each rank of weapon performs better then the last ("Performs better" means better ease of use and general effectiveness, cause a blue weapon designed for DPS like the MG42 is gonna out DPS a orange gun no matter WHAT you do. The reason its blue is because it is very, VERY unwieldy and only has 50 rounds). They have a balance preset you can switch to which balances the guns to be fairly equal to one another if you don't fuck with that
Individual basis headshot multipliers. A sniper is naturally gonna have a higher multiplier then a SMG.
There's blind firing, suicide, and russian/shotgun roulette options
The base is literally designed for multiplayer so it has good performance (HOW good is it? I dunno, im not a dev. Im just going off of word of mouth)
Neutral:
The weapons do have armor pen on top of material pen, and they interact with armor in pretty cool ways (There's armor PEN, and armor SHRED), but only with HL2 armor. So we'd have to redo how CPs and rebs protect themselves if we were to use this.
Most of the weapons fit the 1990s-early 2000s time period of the setting but not ALL of them. Still, the ratio is pretty good.
Some people are probably not gonna fuck with its mid-fast TTK (machineguns kill unarmored targets in 3-5 shots to the chest, and armor dosent effect the STK that much for rifles), but there's alot of arguments i can make about why i don't think the current weapons longer TTK is doing the server any favors, but thats a whole hours long discussion in of itself.
Bad:
It has a whole selection of akimbo weapons. Some of them being too flashy for the setting (dual golden deagles). Wether or not you want rebels rocking dual USPs or not is up to how gun autistic you are, i guess, but personally I'd remove them.
It has quick throwable grenades, each with easily adjustable stats via sliders, but i don't think they're really needed here.
No combine weapons. You'd have to make em yourself or wait for the people who make tacRP weapons to finally make em (which could be a long ass while considering last i heard them talk of it was almost half a year ago)
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