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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
Guns are organized into four categories: bolt-action rifles, carbines, sidearms and light machine guns.
The list of guns is as follows:
Rifles
Machine guns
Carbines
Sidearms
Explosives
Stats
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.
Changelog
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.
Obtaining Guns
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:
There is now a temporary copy of Nations for testing the new gun and cannon changes that are detailed below. Some of these changes may interest you; others, I suspect, may leave you aghast. All, few or even none of the changes may ultimately make it onto Nations. The purpose of the testing is to determine which of them are suitable for implementation on the main server.
Guns
Guns are organized into four categories: bolt-action rifles, carbines, sidearms and light machine guns.
New weapons are listed in bold:
Rifles
Machine guns
Carbines
Sidearms
Explosives
Melee
Changes
Bullet drag exists for all guns. This will be more subtle on weapons which fire high velocity projectiles. Even with rifles, however, you will need to compensate for drag at long ranges or if aiming for headshots.
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.
Machine guns are a lot less janky, particularly for users with high ping.
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.
Bullets are now visualized using both items and projectile models generously created by PuR1Fy_exe, who has also created new ammunition textures.
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-range.
Finally, guns no longer do knockback. This was an annoying issue that could not be eliminated with the previous plugin.
Damage Tables
The damage table for the guns below can be found here.
The table lists 'raw' damage values which are not useful by themselves. Here's how they translate to damage inflicted on a player wearing full P4 Diamond:
For example, a Mosin-Nagant will deal 1.5 hearts of damage to a P4 Diamond player that is between 0 and 29 blocks away.
Suppression and Shell Shock
Suppression still amplifies damage that a player receives. However, it now increases all gun damage — not just damage from rifles — and suppressed players will glow to make them easier to identify. Importantly, you can no longer regain health from satiation while suppressed.
Shell shock has changed considerably. Unlike previously, there are no "shock" weapons whose damage is amplified by their victim having shell shock. Instead, shell-shocked players will be unable to heal from healing potions. This sounds (and is intended to be) quite powerful, but needs to be considered alongside the cannon changes — as we shall see in the next section.
Cannons
Land cannons have also received some changes. These were made in haste and I certainly wouldn't be surprised if they turn out to be entirely unsuitable for Nations. Nevertheless, I'm interested to hear your thoughts on them.
New Cannons
All land cannons have been consolidated into three designs that can be built in the Wilderness:
The Howitzer is an evolution of the Large 240mm intended for very long-range indirect fire. As such, it can only fire at vertical elevations between 60° and 80°.
It has a unique method of operation as it requires propellant (gunpowder) to be loaded alongside the projectile. The amount of gunpowder you load affects the range of the cannon — the more there is, the further the projectile will travel and the more heat the cannon will generate. You can overload the cannon with gunpowder at the cost of generating excess heat. If the cannon overheats, it will explode. It will cool down when not being used, but this process can be accelerated by right-clicking the cannon with ice. The temperature of the cannon can be checked by right-clicking it with a gold nugget.
The Field Gun (renamed Small 240mm) is largely unchanged. Its movement speed when piloted as a TowedArtillery has been significantly increased, and its maximum vertical elevation has been reduced. Note that that the gun can now only be depressed to an elevation of -15°. This change was made in hopes of eliminating the "sky cannon" phenomenon and requiring some more thought to be put into town defences (rather than just sticking all cannons on top of a tall wall).
The Mortar is the same design that existed at the beginning of N2 - one stone brick stairs block with a lever attached and a stone brick wall placed above it.
Shells
The Mortar fires Illumination and Smoke rounds.
The Howitzer fires HE, Shrapnel, Illumination and Smoke rounds.
The Field Gun fires Shell, Incendiary and AP rounds. They are unchanged from their implementation on Nations.
Testing
You'll first need to download the updated resource pack from here. You need to use this instead of the normal resource pack. If you don't use the resource pack, or you keep the normal resource pack enabled, everything will be broken.
Then head over to /server test. This is a copy of Nations as it was on August 23. Nothing you do here will be reflected on Nations, and vice versa. Think of it as a parallel universe. On this server:
The server will remain online until I have a good idea of your opinions on the changes.
Commands
Sharing Feedback
I would prefer it if feedback was shared in the replies to this post.
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