Automatic stat generation for attachments is not implemented yet, and it is recommended that you avoid using them for the time being. Other custom weapons will receive automatically generated stats based on their category, magazine, reload, damage, and other factors. Certain custom weapons and attachments, as noted in the spreadsheet, have hand made stats.
To see what weapons have what stats, feel free to consult the spreadsheet here. LMGs, Miniguns, and Rocket Launchers incur a movement speed penalty while equipped.In addition, they now have better and more useful descriptions. Throwable stats and functionality have been reworked.
Weapon mods primarily serve as 'sidegrades' rather than straight upgrades.(Note: We are aware of animation issues, but do not currently have the means to fix them) Unused weapon mods such as drum magazines, foregrips, and straight magazines have been re-enabled.Magazine fed weapons with closed bolts can hold a round in the chamber.Weapon recoil is no longer automatically compensated.Likewise, certain weapon mechanics have been changed to add a little more flavor to gunplay: Concealment is hard capped at 32 on guns. Think twice about putting that bulky long barrel on your rifle. Concealment: In addition to its existing functionality, it also influences the draw/holster time of your weapon.Likewise, kick values have been normalized between guns to make it meaningful to compare between weapons. Stability: Now controls the amount movement penalizes your accuracy, in addition to its previous effects on recoil.Shotgun range is also determined by accuracy- more accurate shotguns have better range. Accuracy: Now scales spread linearly by area instead of exponentially.
If it has a lot of ammo, it probably has good pickup- or vice versa.
Total Ammo: Now corresponds more directly to ammo pickup.GunsWeapon stats have been reworked to offer more meaningful choices when building your loadout: This is to compensate for fewer players able to trade hostages, along with the fact bots aren't the most reliable despite our best efforts to make them better. Bots can be equipped with the Enduring ability, which grants 1 down back at the end of every 3rd assault (number of assaults is reduced by 1 for each additional bot).On higher difficulties, players returning from custody will also have some of their ammo confiscated and their down timer reduced.Players returning from custody have 2 downs.Players start with 5 downs instead of 3.Doctor Bags no longer restore your downs, instead granting a fairly large % based heal over time.To address this, and help restore some of that feeling of being whittled down over a heist, the overhaul uses a wholesale rework of the down and custody system. Down and Custody ChangesThe "meta" in the vanilla game is very heavily determined by the importance of downs with the difficulty of the game varying tremendously by the number of Doctor Bags your crew has access to.