ZagorTeNej: The silenced pistol starts off arguably superior to the other pistols but late in the game its effectiveness drops off as ammo gets rare and enemies get strong. Base damage of the pistols is the superior stat as opposed to damage per second. The USP and Glock hold up in the last 1/3 of the game, as does the stealth pistol for that matter, but you constantly find yourself out of ammo due to low damage and high rate of fire.
I'll sort that double bullet bug out.
May as well post the v7.1 changelog in progress:
v7.1 changelog:
Flares no longer ignite when thrown. (GMDX bugfix)
Reduced the radius of AI-alerting sound produced by the darts & throwing knifes.
Improved mantling system to be 100% reliable as long as you can reach the ledge.
Crossbow Dart effect can be seen when fired by enemies too, making them easier to dodge.
Made plasma gibs glow and gave them a new texture.
More explosion refinements.
Slowed greasel spit projectile speed & made greasels immune to radiation.
Fixed Heavy weapon inventory size reduction quirk where the weapon's size was not reduced until they were in your inventory first. (GMDX bugfix)
Added new ammo type: gamma-ionized plasma ammo for the plasma rifle. Reduced default plasma ammo pickup counts a little to compensate.
gave the shotgun a new dry fire sfx
New sounds when in and floating on the surface of water.
Added another metal landing sfx.
Gave the assault gun a new firing sound
Refined melee attack camera effects
Added new camera effect for when landing into water from height.
Hardcore expansion: you are forced to walking and must use the sprint key (default shift) to run. Stamina also drains faster when running in hardcore mode.
Made some minor tweaks to flamethrower effects.
Altered drug/poison effects: FOV isn't lowered and held weapons do not disappear.
New electro-shock effect when zapped by spiderbots. Only happens if shocked in the head.
Increased the sound radius of the demolition skill advanced proximity mine beeping.
Improved EMP grenade explosion effects.
Improved enemy cloak activation effect.
Updated various skill & aug descriptions for clarity.
If chasing the player, dogs (Doberman only) bark a ton and alert enemies. Doberman also have a new variation of attack sound.
Changed some font styles to be less ugly.
Sped up LAW rocket.
Decoration & pickups have physics when taking damage as well as bumping into each other.
Also improved pool ball physics.
Improvements to the fragility of fragile objects such as being broken when stepped on or having another object dropped on top.
Scrapped MiB's holding two-handed weapons with one hand as the one-handed running animation looks goofy.
Cigarette & vending machines display how many credits are required.
Hacking into ATMs now requires advanced hacking skill. Rebalanced the skill costs.
Improved simulated camera recoil effects.
Added weapon sway when running.
Hipfiring accuracy with the sniper is now unreliable unless you mod it and/or are skilled in rifles.
Lowered Assault gun range and restored its compatibility with range mods now that they are worthwhile.
Lowered biocell recharge amount to 20 and lowered max carry amount to 20.
Made some additional performance optimizations.
Fixed the spy drone malfunctioning if used in combination with synthetic heart. (GMDX)
Fixed a bug where you could mantle onto thrown weapons. (GMDX)
Recoil system further improved: recoil is no longer bound by firing animation and the view interpolation is much faster.
Adjusted the viewoffset & firing offset for various weapons (their positioning when held by JC and the exact point the projectile is spawned from respectively).
Rotated the held assault gun, sawed-off & the flamethrower models so they aim at a more realistic angle.
Gave Simons a number of performance-related buffs.
Thermoptic camo also provides visual cloaking effect.
Radar Transparency now has a visual effect.
Added a new death sound exclusive to headshots by bullets.
Improved the blood spurt effect when player and enemies are shot.
Added gore splat sounds for when the gore falls off the wall/ceiling and hits the ground.
Gave the sword a more suitable drop sound.
AI burn faster/dont run around on fire for too long.
When killing the enemy with high-powered weaponry they are knocked back by the force.
GEP can have rate of fire mods and rifle can have range mods.
Added more new interactive decorations.
In v7 death sounds were prevented from playing when an NPC is blown up. Instead pain sounds decided to play in place of them, and this is now fixed.
Lvl 4 of the Microfibral muscle aug makes you immune to dropping held objects when shot.
Fixed a bug where Radar Transparency only let you pass through laser beams at lvl 1. (GMDX).
Gave the Sawed off shotgun a new dry fire sound
Slowed down the augmented mibs by 11%
AI camping system improvements:
Some campers no longer camp & instead advance on the player under certain conditions.
All campers do not immediately forget about the player.
Spy drone:
The Spy Drone now has cloaking.
Use mouse right click to emit noise from the drone and distract enemies from thier patrols.
New Stamina system:
Aqualung reduces stamina drain & increases stamina regeneration.
Swimming skill Increases total stamina.
Low-Tech reduces stamina drain from swinging melee weapons.
Stealth skill enables stamina regen when crouch-walking.
The oxygen meter text is now blue.
Walking & running speed is faster, and less noise is produced when walking.
Reduced additional speed gained by speed enhancement since base running speed is now faster. SE jump height remains the same (of course).
Notable Map work:
UNATCO (All visits).
Hotel (All visits).
Airfield Helibase
747
Hangar
Tongs base
Paris Metro
Oceanlab_lab
Improved the scripting of the MJ12 ambush and UNATCO Troop events on NYC Streets 08
Fixed an error with the prison cell door code during the UNATCO escape and various other tweaks to other maps.