ATTENTION! The content of this article is more than three months old and may not be relevant to the current version of the game

[dropcap2]A[/dropcap2] big new feature coming in the Timoshenko Update is a complete rework of how you modify and upgrade your weapons. The old system was at times confusing and it was not always easy to understand how the different mods affected the weapon and how that might be useful for you as the player using that weapon.

We have gone through the entire system and replaced a lot and updated the rest. So Let us recap how everything works! All weapon upgrades work by modifying one or more of the following five categories: Damage, Range, Precision, Stability [fancy_amp] Rate of Fire. Below is a quick explanation of what each does as well as their respective icons.

Upgrade Categories

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WeaponUpgradeDamage
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DAMAGE

Increased damage will make the weapon more deadly to your enemies. Damage is dependent on range, with more damage with the target close and less with distance.
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WeaponUpgradeRange
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RANGE

Increased range will enable you to hit targets that are further away. Because the damage works with range you will also get increased damage on distanced targets.
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WeaponUpgradePrecision
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PRECISION

Increased precision will make the shots land closer to where you aim. The weapon have to be in complete rest in order to get the full benefit of increased precision.
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STABILITY

Increased stability will make the weapon regain precision quicker after firing.
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WeaponUpgradeROF
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RATE OF FIRE

Increased rate of fire will make the weapon shoot faster but often at the expense of decreased precision or stability.
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Now let us take a look at an ingame example!

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Example:

German SMG Ammunition

So for example, let us take a look at some German SMG ammunition taken from my standard German MP34:
SMG2
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Here we can see two types of ammunition, at the bottom (in light blue) is the currently equipped standard 9mm Parabellum and at the top is the “DMW Fuchs” type. This ammunition type gives a bonus to Range, Precision [fancy_amp] Stability and no change to the Damage [fancy_amp] Rate of fire.

When you are upgrading your weapon we have introduced a much easier way to see how the various upgrades and ammunition types upgrade your weapon:
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The values still in the light blue is the currently equipped type (here the standard 9mm Parabellum), and in yellow the values for the “DMW Fuchs” type. The target shows how the grouping works by the size of the circle and the placement of the circle related to the center of the target shows the recoil profile. Below is the classic damage/distance graph where we can see that the “DMW Fuchs” type of ammunition does full damage about 10m longer than the normal variation.

So the “DMW Fuchs” ammunition gives us a bit better range, and a slightly tighter grouping. This ammunition type would be especially useful for short-medium distances for example from building to building in a town.

You might notice that the default ammunition is now listed along side the various specialty ammunition types. We think this gives you a better overview and makes it easier to compare different kinds, so you end up picking exactly what you want the first time.

The other upgrades besides ammunition works the same way, modifying the same stats and where ammunition is something you use (eg. you buy a box of f.ex. 1000 rounds and use them), the other upgrades are worn down (slowly) over time. Both can of course be restocked and repaired using credits.

Retired!

We have retired the old system completely so once the Timoshenko Update hits the servers, we will take all the old mods, calculate their worth and give you those credits back to you can get the new upgrades for your weapons. So if you feel that your skills has improved so much you no longer need a precision upgrade, but would prefer maybe an increase in rate of fire, that is possible. As some of the old mods are gone, and some has changed quite a bit in their change to the new setup we think that this is the most fair way of handling it.

NB!

Some of the weapons that did not previously have upgrades now do….
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&

Wherever there were any risk of confusion over values, including worn mods, we refunded the FULL purchase price even if they were worn, we think that was most fair.