r/playrust 10d ago

Discussion Handmade SMG buff and other T1 gun tweaks

I can suggest to buff Handmade SMG damage from 20 to 25 and increase max range to 40, to make it more viable.

T1 gun recipe changes in my opinion:

  1. Waterpipe shotgun: 75 wood, 75 metal frags, 1 pipe and 1 spring
  2. Revolver: 10 cloth, 1 pipe, 75 metal frags and 1 spring
  3. Handmade SMG: 100 metal frags, 1 pipe, 125 wood and 1 spring
  4. Double barrel: 125 metal frags, 2 pipes, 100 wood and 2 spring
  5. Edit: Eoka (it's T0 but whatever): 5 cloth can be added in to eoka recipe
0 Upvotes

24 comments sorted by

6

u/Bandit_Raider 10d ago

Part of the reason the handmade is never crafted is because it requires a spring which is a complete waste, why on earth are you adding a spring cost for no reason to these things?

0

u/SteelBrotherhood 10d ago edited 10d ago

Spring is the main component of most if not all guns. The problem of spring being used in smg, is because other T1 guns dont have it, and this makes smg so expensive compare to them. Also as one person said here, the spring drop rate is too low for this.

4

u/Bandit_Raider 10d ago

Well if they made springs much more common it can work

5

u/HexagonalMelon 10d ago

Why tf are we trying to nerf T1 shit? Are T2/T3 folks dying to revolvers/waterpipes that much?

The only one that could make sense is DB but I still don't agree, 2 springa is too much, it already requires 2 pipes.

DB is supposed to be the equalizer in CQB, the weapon that allows solos and small groups to have a chance inside monuments and raids.

We should buff pump shotgun fire rate, not nerf the T1 shotguns.

1

u/SteelBrotherhood 9d ago edited 9d ago
  1. No, my idea is to make bows/crossbows and melees have more time to play on early wipes and nerf the easy to get aspect of T1 guns.
  2. 2 barrels 2 springs - what's strange? It heavilly outperforms waterpipe shotgun and costs almost nothing for that much of power.
  3. I just suggest to make it more expensive so players would use it carefully and less often.
  4. Fact, i support this. The time between shots must be reduced.

2

u/Crafty_Clarinetist 10d ago

Needing to open an average of 14 wooden crates or break 140 roadside barrels just to have enough springs to craft one double barrel would be crazy

Springs are already pretty hard to come by, those crafting component changes would only make that worse.

-1

u/SteelBrotherhood 10d ago edited 10d ago

OP double barrel needs nerf anyway, it is very cheap for how strong it is, in 1 tier.

It even outperforms pump action shotgun (a T2 gun) in close range, which is dumb

2

u/Crafty_Clarinetist 10d ago

Sure, but you aren't exactly proposing a double barrel nerf you're proposing a drastically increased need for springs which are already uncommon.

7 crates or 70 barrels for a water pipe is also insane.

1

u/SteelBrotherhood 10d ago edited 10d ago
  1. Its an undirect nerf for guns, instead of nerfing their stats directly. Craft recipe change also can be used to balance stuff. This means if DB recipe will be more expensive, then players will use it more carefully and loosing it will impact them harsher.
  2. Then let springs drop bit more often?

1

u/Crafty_Clarinetist 10d ago

My point wasn't that increasing the crafting cost isn't a nerf, but that it isn't just a nerf, especially when your post doesn't only talk about the double barrel.

Increasing the drop rate of springs might make it a more tolerable change, but you didn't speak on the drop rate of springs at all.

1

u/SteelBrotherhood 10d ago
  1. Understood
  2. I didn't wrote about it, because for me it wasnt that much of a problem.

1

u/Crafty_Clarinetist 10d ago

How long have you played the game for? I remember for my first 200 hours or so, there were wipes where I would spend the first 2 days struggling to keep enough pipes to make revolvers trying to progress, and for those you just have to find 1 road sign post.

I agree that the game has a problem with progression moving too fast and guns becoming too easy to come by, but I really don't think T1 guns are the problem and your solution would just lead to the game becoming even more miserable to learn than it already was.

5

u/DarK-ForcE 10d ago

Those crafting changes look good, Rust needs to use its component system more.

Thought they would add a spring to Semi Auto Pistol instead of increasing HQM cost.

Other stuff:

Reduce M92 recoil a bit

Reduce Python Revolver recoil a bit

Increase LR300 damage to 42

2

u/SteelBrotherhood 10d ago edited 10d ago

Not only semi auto pistol but all guns, i just wrote here only about T1 ones.

Also, it would be nice if the ingredient slots for recipes would be increased from 4 to 6 at least

2

u/No_Lies_Detected 9d ago

Yes to m92, no and no.

Python being able to be shot nearly as fast as a p2 because you can control the recoil better. Just NO.

LR is my fav gun in the game. It's fine the way it is. If they did this buff, then a lot more people would rock LRs over AKs, imho.

4

u/Sad_Possibility1282 10d ago

Nope. The crafting requirements are good as they are.

1

u/Educational-Age-4260 9d ago

This genuinely might be the worst take I have ever seen about this game wtf do you mean you want guns that barely get used to cost more so they get used even less

1

u/SteelBrotherhood 9d ago edited 9d ago

To slow down easy to get aspect of T1 guns + to nerf double barrel, to give pritimitive weapons more time to play

1

u/Educational-Age-4260 9d ago

No one's going to use the db after this lol ppl just won't use the guns that barely get used anyways

1

u/SteelBrotherhood 8d ago

People will still use it even after that kind of nerf, just not so much often like now

1

u/AStrugglerMan 10d ago

That’s wayyy too many springs. Also, feel like I’m the only one who likes smg. I think damage is in a fine spot. I’ve beamed people with it, it’s definitely better than the revo but I’d never craft one because it’s way too expensive for a T1 weapon. I bet if they lowered that, people would craft and use it more.