Firearms: Source is a team based first person shooter, rooted in the traditions of the Firearms mod for Half-Life. Firearms: Source brings the best aspects of Firearms to the Source engine, and then takes them a step further. You'll see a host of familiar weapons and maps, but you'll find the streamlined game play to be faster, focusing on aggressive, skilled play. From nearly the moment you spawn you can expect to be engaged in furious action.
today we bring you the last patch of Firearms: Source 1.0! This patch is intended to fix the damage of explosive weapons, balance armor a step further, and will also include faster movement speeds - a few of the things that make Firearms: Source unique. We felt that 1.0e was a definite step in the right direction, but also that it may have been slightly too far a leap in several places, as reflected in this update.
Hey folks, today we bring you the last patch of Firearms: Source 1.0! This patch is intended to fix the damage of explosive weapons, balance armor a step further, and will also include faster movement speeds - a few of the things that make Firearms: Source unique. We felt that 1.0e was a definite step in the right direction, but also that it may have been slightly too far a leap in several places, as reflected in this update. If you are interested in the specific changes coming in this patch, please read below.
An unforseen byproduct of the 1.0e patch was the dominance of the M67 fragmentation grenade, and more frequently, the M79 grenade launcher in all aspects of the game. As a result of the global drop in armor damage mitigation, all explosives became much more potent in actual play than the team had anticipated, especially compared to their lack of representation in previous patches. Due to their large splash damage and the scale of most of our current levels, they quickly established an overwhelming presence on the 1.0e servers. Accordingly, we have scaled back the damage of explosives for the most part, and are exploring more in-depth solutions to the problem come 2.0.
Faster Movement Speed
One of the reasons for the overall decrease in movement speed following 1.0e was to fix hit registration issues with the Source engine's netcode. However, we found that not only did this slow down gameplay, but it also made returning to engagements after spawning much longer than we were comfortable with. In 1.0f we've brought back the movement speeds of previous versions, relying on 1.0e's increased accuracy to help mitigate these peculiarities with hit registration.
Armor Absorption Increase
Armor mitigation saw a significant decrease in between 1.0d and 1.0e, and while this shifted gameplay to a much more comfortable pace, we came to the conclusion that the reduction may have been a little too heavy-handed. With increased accuracy and lower armor absorption rates, players often tended to die too quickly to even realize what was happening, and were often forced to remain behind absolute cover for fear of sudden and unavoidable death, without experiencing the fun of more lengthy firefights. As reliable accuracy was not a mechanic we were willing to sacrifice, we decided instead to increase the mitigation of Light, Medium, and Heavy chest armor. This change also seeks to raise the bar on effectiveness for lower armor, and tighten the gap between each level, providing more suitable benefits for players who prefer the more expensive support weapons, or who choose to be more diverse with a wider weapon selection.
As is the case with every balancing patch, we found a number of weapons in 1.0e were not being given the attention they deserved, and that others, such as the FAMAS and Remington 870, were seeing too much use by comparison, diminishing the our arsenal's depth and variety. Among other changes, damage has been increased and recoil has been lowered for some of the weapons we believed were being out shined, namely the Sako Rk. 95 and SG550, to ensure that those weapons with too much exposure remain in their proper roles and become less of a default choice.
Since 2002 we have explored, played and enjoyed mods of all shapes and sizes just like Firearms: Source. We love games like Half-Life 2 that have opened themselves up to modding. Because of communities like Workshop, Nexus, Curse, RTSL, GameBanana and Mod DB, more games support modding today than ever before.
Let's celebrate modding
As mods play a bigger role in the future of gaming, we believe it is important to recognize the effort the teams behind the work put in, giving us countless hours of enjoyment while asking nothing in return. We have the power to change our games and that needs to be celebrated to ensure it remains a big part of PC gaming's future.
It all started
In 2015, when the paid modding dispute left many gamers and modders worried about the direction the industry is headed. Things have since settled down, but we believe it is important to continue this small tradition to show we are not alone in our love for mods, and the open platforms that embrace them.
Mod Appreciation Week
Nothing is more motivating than knowing something you've built is being enjoyed by others. So this week if there is a mod you love on Mod DB (or anywhere else), make the effort to shout out to them, mention and link their mod in a tweet, blog, forum or facebook post with the hashtag #modlove2016 (or click the icons above for a pre-built post).
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