Another round of exploit fixes for the sentry gun, because you people are super clever!
- Can no longer cancel a turret craft to get infinite 5.56 ammo.
- Can no longer destroy foundations to create floating turrets.
- ^ This fixes a tonne of exploits relating to building over the top of the turret.
- Turret will no longer cease firing if you crouch while touching it.
- Turret is more accurate in general.
- Turret has more health and is slightly more resistant to bullets.
There was a bit of an oversight with the rifles last week when some fixes were made and the recoil was reduced way too much, so I’ve restored the old recoil values, and in addition I slightly lowered the damage of all bullets.
This is my first foray into changing some of the core mechanics of how Rust works. Things are going to end up not working and be unbalanced while this is all ironed out, but the eventual goal is to have the game more about sweat equity and less about RNG. To this end, one of the first things I did was make it so guns spawn with very low, almost broken condition. It’s worse for the AK and Bolt, and you may get 5-10 shots off with them if you’re lucky. Most of the time they’ll just be straight up broken, though. SMGs, pistols, and shotguns spawn with more condition, but desperately need repair. I’ve also lowered the amount of ammo that spawns with weapons. I’m hoping this will mitigate the phenomenon of people getting lucky and finding an AK within 20 minutes of the wipe and just steamrolling everyone on the server.
I’ve also made some things more common and more likely to be found in barrels and Radtowns:
- Bone Knife & Eoka no longer fill up the uncommon spawn table (now common).
- Mace, Longsword, Large Cleaver now uncommon (instead of rare).
- Salvaged sword common (instead of uncommon).
- Higher chance for usable weapons/tools in Radtowns.
- Drastically reduced ammo found in Radtowns.
Due to the aforementioned change, researching had been modified so that item condition accounts for the first 30% success chance of the item. What this means is if you had an AK47 with full condition and 1000 bp frags, you’d have 100% research success. If you use a broken AK in that situation you’ll have 70% research chance. Btw that means you can now research broken items if you use blueprint frags to increase the chance beyond 0%.
Early Weapon Buffs
You’re going to notice a difference using the spear. The time between click and strike has been halved! Nerfing it oh so many months ago was the right thing to do, but perhaps it was nerfed a little too
hard. It should be easier to use now.
You’re also going to notice the Eoka is a little less crap. Its default bullet spread has been reduced significantly. It used to be completely useless because you’d be lucky if one or two pellets hit the target. I’ve reduced its aim spread penalty by 75%, so it will fire shells more closely in comparison to the Waterpipe shotgun.
Continuing my quest for balanced bows, I have increased the max bow headshot damage multiplier by 25% this will make it more deadly, but it still won’t kill a fully geared guy in one shot.
Chasing sentry bugs and a visit to the dentist prevented me from doing everything I wanted with the early game this week, so I’m going to continue down that path for the foreseeable future. As per my last blog, I’ll look at making guns harder to craft/maintain and things like traps or base defenses for new-ish players. I also want to take a look at farming and try and improve it, perhaps growing hemp and making it so you really have to take care of your plants for them to yield anything (pumpkins are out of control).