i did not realize either existed.
in fact i never noticed weapon switch delay for rifles. you probably should make it slightly longer.
also you might want to make the 50 Falcon do enough raycast damage to instakill a person/bot/zombie on headshot?
It should one shot kill on headshot; try adjusting the damage modifier setting to normal instead of either softcore or hardcore.
(Newer versions the system makes more sense lol)
As for the delays, atm all primaries are set to around 0.5 seconds, whereas the secondaries are 0.15; in updated versions the swap time will be around 1.0 for most rifles, 0.75 for smaller arms (PDWS), and a solid 0.15 (same as before) for sidearms.
The weapon reload times are also increasing (Almost Doubling in-fact) making having that secondary ready to go, much more important.
All of that stuff being said, I do have one interesting conundrum I'd like to address. I've so far been able to find a suitable role for each type of weapon and the reasons you would use one over the other.
For Example:- Assault Rifles are going to be the general purpose weapon with decent enough medium range accuracy, decent fire-rates, and decent damage models. They will also have a decent headshot modifier(1.25x the damage.)
- PDWS (or SMGS) are the closer quarters weapons, all of them will have higher fire rates than most rifles, and better recoil control, at a cost of a reduced range and damage output. (PDWS will also have very small headshot modifiers, about 1.1x)
- DMRS (An extension of Rifles) will have very nice medium to long range damage, and have a pretty nice headshot modifier (1.5x)
- Sidearms will have the lowest dps of any item, and the lowest clip sizes; but will make up for it with speedy swap times, speedy reload times, and a pretty powerful headshot multiplier (2x, just don't go around trying to pistol snipe people with anything besides a magnum lol.)
- Shotguns are shotguns, and I don't really think I need to explain how these work. Big stick goes pewpew, nuff said.
- Snipers are for very long range engagements, and have a solid 2.5x multiplier, and the most damage per shot. They also have a very interesting damage falloff situation (Damage falloff begins immediately after about 5 torqueunits, and goes down drastically until about 100 before meeting its minimum damage. However, even at minimum damage, all snipers can one shot headshot (assuming damage modifier isn't changed.))
Besides the absence of any kind of launcher weapons, you'll notice I neglected to talk about LMGS in any way. That's the problem I've been having. I can't really think of a good way to balance them between the other types of guns; I want to try to avoid the Battlefoiled LMG model. (AKA, they have lots of bullets but you would pretty much always want to use an assault rifle instead of them, excluding like, one of them.)
So anyone have any suggestions they'd want implemented for them? How should the LMGS work compared to other weapons (The idea being they do something different).
At the moment my plan was to give them horrid recoil control without bipods (like they are atm) and give them extremely high dps and the same range as dmrs when bipodded, and assault rifles when not.