In the spirit of the naval update which overhauled Movecraft, guns have been moved to a new plugin and reworked. The previous implementation of guns suffered from many issues, such as being unsatisfying to use, requiring little skill and having little variety in viable guns. In this update, we aim to address these problems.
Guns are organized into four categories: bolt-action rifles, carbines, sidearms and light machine guns.
- Rifles are accurate, high-damage weapons with a low fire rate. Their damage is amplified by headshots.
- Machine guns are rapid-fire, short-range weapons. Their main purpose is to inflict Slowness and Suppression on victims. Suppressed players take 30% more damage from guns.
- Carbines are lighter versions of rifles that are usable on horseback and equipped with bayonets, at the cost of greater recoil and no headshot damage.
- Sidearms are short-range weapons best suited for close-quarters combat.
The list of guns is as follows:
- Mannlicher M1895
- Gewehr 98
- Springfield M1903
- Browning Automatic Rifle (BAR)
- Lewis Gun
- MP 18
- Carcano M91
- Mosin-Nagant M44
- Colt M1911
- Colt Single Action Army
- Mauser C96
- Frag Grenade
- Concussion Grenade
Information on gun damage can be found on the wiki page. The page is still under construction and will be updated over the following days.
Certainly the number and types of guns have changed, but what else has? Quite a lot! Listed below are the differences between the new implementation of guns and the previous implementation:
All gun models have been retextured and improved. Most guns will have different models for their hip-fire and aimed states; some even have different models for reloads. Courtesy of PuR1Fy_exe, several ammunition items have also been retextured.
Sound design has been completely overhauled. Many guns have improved sounds, and there are new, separate sounds for distant gunfire, bullets flying by and sonic cracks from nearby gunshots.
Damage for almost every gun now varies by range. Some guns will be highly effective at short ranges and weak at long ranges; others will only excel at long ranges.
Bullet drag exists for all guns. This will be more subtle on weapons which fire high velocity projectiles. Even with rifles, however, you might need to compensate for drag at long ranges or if aiming for headshots.
Bullet velocities are more reasonable; shooting pistols and machine guns should feel less like firing arrows and more like firing guns.
Recoil is now smooth. The previous recoil mechanic instantly moved your view to the updated gun position, which was especially jarring on machine guns. Guns can now also recover from recoil.
Guns no longer do knockback - an issue that could not be eliminated using the previous plugin.
Machine guns are no longer susceptible to auto-clickers, and are a lot smoother to operate for players with high ping.
Headshot detection is much less buggy.
Grenades retain their model when thrown, and can bounce off the ground. Frag grenade explosions can also break and damage blocks; blocks without Block HP will regenerate if destroyed.
Bullets can pass through and damage multiple entities, although they will lose speed by doing so.
The Chauchat and BAR M1918 can switch between automatic and semi-automatic firing modes.
Machine guns will give victims the Glowing effect for the same length of time as Suppression. This allows you to easily identify suppressed enemies.
The new guns and grenades can be obtained in the usual way using /guns, and ammunition through /ammo.
Make sure to update the resource pack (/resourcepack), or else the guns will not be displayed correctly.
Old guns and ammunition will not be converted to new items or refunded for a number of reasons:
- The old guns were created for a different plugin, so conversion would not be automatic.
- Some old guns no longer exist.
- The old guns were extremely cheap and easily mass-produced. The recipes have changed to make gun production more expensive.
Last edited: 2 months ago x 4