Since the release of the Combat Update, we've monitored player feedback and overall we're happy with the state of the gunplay in Rust. We will continue to listen, and make adjustments when needed.
The fuse time on the F1 grenade has been decreased by 0.5 to 2.5s. During combat testing we felt that grenades were a bit too easy to evade under most circumstances. Maybe some day we will allow players to cook grenades but right now that seems like it would be a bit too cheap of a tactic.
The M39 has had it's role changed so it feels more like a superior SAR. Its fire rate has been increased and recoil modified.
We've also noticed that shotgun slugs were very underused so we have reduced the damage falloff so that shotgun users can opt to utilize them in mid range combat and stand a chance.
Lastly, we've fixed a long standing issue with viewmodels where the first shot shortly after ADSing would play the non-ADS animation and obscure the screen with the view model. All weapons should feel much more snappy now.
Following the release of the combat update last month we addressed the following issues earlier this month, here is a recap:
Following the release of the combat update last month we addressed the following issues earlier this month, here is a recap:
- Improved hide blood option
- Added hurt flash disable option
- m249 is slightly more aggressive
- HMLMG recoil is more aggressive
- Lowered HMLMG durability
- Increased HMLMG crafting cost
- Using scopes on weapons now increases their recoil
- Reduced blur/blood effects
- Accuracy bonus removed from the silencer