Hey, there!
I think the MP5 should be nerfed a bit because it kills faster and is easier to handle than the weapons staff get (mostly Glock 17 and M4a1).
My favourite solution would be to increase the reload time, wich:
is realistic: it takes much longer to reload irl than in SV
keeps the strength of the MP5 in killing individual guards while infiltrating
weakens it in long group combat that has been very stressful for guards so far
Overall, the change would encourage more stealthy playstyles than brute force attacks.
What do you guys think?
Cyberwolf2500 “racnon_277”
SV Superintendent
its a pdw its supposed to have fast handling and the damage is to balance out the fact that cops can instantly respawn and continue fighting and theres way more cops than criminals most of the time
mp5 definitely needs a nerf, but it would have to be damage. Because the reload speed is fine(I’ve reloaded one my self) and it’s completely fine. But yea #nerfthemp5
This game treats these 2 bullets of having the same damage, which is just not true in real life. The M4A1 in real life fires much more powerful rounds than the mere 9mm rounds of the MP5, but the MP5 does realistically have a significantly higher rate of fire. So the MP5, and the M4A1 both have the same amount of damage per bullet, but the MP5 has a higher rate of fire. SOURCE
Thanks for reading.
Edit: I made the mistake of including all bullets in-game as being the same, which is simply wrong.
The game doesn’t treat ALL bullets the same, for example the AKM is very realistic in exceeding especially on headshots(The irl 7.62x39mm is very powerful and just shoots through unarmored targets, not dealing that much more damage, but penetrating armor and bones better than most rifle rounds).
While making the topic, I thought turning down the damage might make the MP5 too weak for stealth attacks too, but it would still be better balanced than now.
Another possibility I imagined is to lower the stopping power of the MP5, meaning that players shot to 0 HP or smth like that would still be able to fight for a second or more, wich is also kinda realistic bc rifle rounds stop the target in what it’s doing quicker than SMGs irl.The reduced stopping power would also even out big fights bc more combat will result in a draw than in the crims winning.
If we rebalance criminal weapons with staff weapons then criminals would be near nonexistent due to criminals being heavily outnumbered by the officers that respawn in the same building that the criminals are raiding and it will make it so that being a criminal wouldn’t be fun causing everyone to be officers, Criminals also have to worry about being tased and being arrested while using the fake key card, please don’t make the game too hard for us criminals.
You are pointing out the things about criminals I wanted to keep that way. Increasing reload time or reducing stopping power only nerfs the MP5 in big fights, not while more stealthy infiltrating the prison. Getting into the prison from the crim base isn’t even that much slower than getting to FG from ERT spawn if you know what you’re doing. Crims still win fights when the whole staff knows where they are. While entering the prison unnoticed, you can eliminate guards before they notice you and continue faster than they can respawn and keep up with you. THIS should definetly stay easy for crims. I understand your concerns, but I’d just like to stop them winning 3v12s at FG.