Weaponry Update Log

Play Weaponry: Weaponry - Roblox
Private Server Commands: Weaponry Private Server Commands

Archives:
2021
2022 - 2023
2023 - 2024

Follow my Twitter for Weaponry News and Updates!

:fire: 7/8: NEW WEAPON: SAIGA 12

Summary

:new_button:Introducing the new Saiga-12:

Weaponry’s first non pump-action non lever-action but semi automatic shotgun!

A semi‑automatic shotgun built on the AK‑47’s bolt system, adapted to fire shotgun shells. It delivers heavy pellet damage at a swift pace, effective in close‑quarters combat though limited by its magazine size.

:balance_scale: Weapon Adjustments:

BFG-50:

  • Fire-Rate: 0.5 > 0.25
  • Muzzle Velocity: 5000 > 50067
  • Vertical Recoil: Increased by 49%
  • Scope-FOV: 15 > 12

Glock-17:

  • Bloom Per Shot: 0.27 > 0.29
  • Max Bloom: 1 > 1.4

Double Barrel:

The Double Barrel has received a major stat rework to distinguish it from the Sawed‑Off. It is now capable of medium‑ to long‑range fights with a tighter spread.

  • Damage: 12.4 > 8.75 (149 > 105)
  • Spread: 3.3 > 0.46
  • Bloom Per Shot: 1.25 > 1.7
  • Aim Down Sights Spread Tighten Duration: 0.18 > 0.26
  • Damage Drop Off Range: 24 > 57

:hammer:Bug Fixes & Improvements:

  • Fixed a bug where in rare cases, a backstab will be registered even if the attacker is in front of the enemy. Backstabbing logic has also been improved.
  • Fixed an old bug where ladders can not be climbed when looking down.
  • Fixed a spot in the map Dust where players can get out of the map bounds.
  • Fixed a potential server memory leak in the map Station.

:station:6/5: NEW MAP: STATION

Summary

Next Station: North Point :station:

Introducing Station — the newest map addition to Weaponry. Based on a real-life metro station in Hong Kong :hong_kong_sar_china:. This map has been recreated at a 1:1 scale. It is also Weaponry’s first fully indoor map!

Available in both Free For All and Team Deathmatch.

The station is divided into two sides for both teams, with hallways that feel intricate yet direct, allowing quick rotations and flanks. Unlike other maps, major corridors here feature minimal cover or obstacles, welcoming both short and long-range fights.





Follow the Station Rules

We suggest you reading some of the in-station notices and strictly follow the passenger code of conduct upon entering the properties of RTR (Roblox Transit Railway). We will not be liable to any casualties caused.

Have a safe journey and feel Free to give us feedback on what you think about the map!

Bug Fixes & Improvements:

  • Map Voting Candidate Count: 3 > 4

Special thanks to TheKowloonPeak for recreating this map!

:camera: 5/8 FIRST PERSON GAMEMODE

Summary

NEW GAME MODE: FIRST PERSON

Standard Weaponry, except only First Person Camera is allowed!
Duration: 10 Minutes

Upon Release: First Person Only will be votable in “Standard Only Rounds” (refers to the round after a non-standard Game Mode have been played). But like other game modes, it has a 1 match cooldown (meaning it can not be consecutively played for 2 rounds).

:new_button:New First Person Exclusive Settings

Along with the introduction of the new First Person Only Game Mode, we are introducing a FOV slider exclusively for First-Person. This aims to give more advantages to First Person such that it is more completable against other camera modes.

2 new settings:

  • First Person FOV: A slider that controls the Field of View in First Person Only.
  • First Person Aim Down Sights Zoom Percentage: A slider that controls how much the camera is zoomed in when Aiming Down Sights in First Person. 0% means there will be no zooming when Aiming Down Sights.



As of now, there are…

  • no plans on implementing same settings to Third-Person.
  • no plans on implementing Zoom Percentage setting to Scoped Weapons as Scoped FOV is a characteristic of each Weapon.

:magnifying_glass_tilted_right:Update to Spectate: Player Perspective

You can now spectate a player’s POV, including their camera angle, mouse position.

Weapon Adjustments:

Glock 17:

  • Bloom Per Shot: 0.25 > 0.27
  • Vertical Recoil: Increased by 65%

Glock-18:

  • Bloom Per Shot: 0.33 > 0.34
  • Vertical Recoil: Increased by 33%

Golden Desert Eagle

  • Updated Bullet Visual

Game Mode Adjustments:

One Shot:

  • Duration: 6 minutes > 8 minutes

:hammer:Bug Fixes & Improvements:

  • Added a search bar in Weaponry UI
  • Added a reset button to sliders in settings to quickly recover an individual setting’s default value.
  • Fixed a bug where unequipping while scoped in a weapon will reset the camera to First Person
  • Various UI keybind tips improvements.
  • Fixed a server memory leak (approximately 1 billion bytes were leaking according to a server snapshot)

Once again thank you for the continuous support on Weaponry! New Weapons, Maps and content are always under their way. We greatly appreciate your patience! :heart:

:bullseye:4/1 FREE AIMBOT HACKS

Summary

WE HAVE HACKED WEAPONRY AND GAVE EVERYONE FREE AIMBOT!

Happy April Fools

:video_game:Game Modes:

:new_button: NEW LIMITED TIME MODE: AIMBOT

  • Duration: 10 Minutes;
  • Max Health: 300;
  • This Game Mode is only available for a limited time only;
  • Stats earned in this Game Mode will not be counted into the global leaderboard.

:kitchen_knife: MELEE MADNESS UPDATE:

remove permanently

:alarm_clock:Returned LIMITED TIME Modes:

Maps: :world_map:

HARBORVIEW UPDATE: :cityscape:

CLICK HERE

nothing

NUKETOWN UPDATE: :thinking:

L̸͍̑o̶͒ͅb̴̭̈b̵͙̏ỷ̴̢
Seems like it got beamed by stackware.xd. Again.


dude thats the image from last year

LIMITED TIME MAPS RETURN:

WEAPONS:

  • Stacky Plushy (you guessed it)
  • In Game Modes that does not override your equipped weapon (Standard & Weapons Simulator), Stacky Plushy will be granted upon spawning as an extra weapon.

SAR 21:

  • Damage: 35 > 31
  • Vertical Recoil: Increased by 46%

:balance_scale: 2/7: Weaponry Rebalance

Summary

:hammer_pick: 3/5 Hotfix: (Available on new servers)

Summary

:scales: Hope you all are enjoying the rebalances! Another batch of rebalances and hotfixes are here.

Weapon Adjustments:
Glock-17:

  • ADS Reduction Reduction: 20% > 0%
  • Vertical Recoil: Increased by 28%

Glock-18:

  • ADS Reduction Reduction: 20% > 0%
  • Max Bloom: 1.2 > 1.15

M1911:

  • Damage: 43 > 37
  • Headshot Multiplier: 1.8 > 2 (77 > 74)
  • Vertical Recoil: Increased by 130%
  • Max Bloom: 1.5 > 3
  • ADS Recoil Reduction: 20% > 0%

Tec-9:

  • ADS Recoil Reduction: 40% > 20%

SAR21:

  • Damage: 37 > 35
  • ADS Recoil Reduction: 30% > 0%
  • Reworked Recoil: The weapon now has no bloom but comes with noticable recoil.

FAMAS-G2:

  • Headshot Multiplier: 2 > 1.85 (62 > 57)
  • Fire-Rate: 0.35 > 0.36
  • Bloom Per Shot: 0.25 > 0.26
  • Vertical Recoil: Increased by 25%

AWP:

  • Muzzle Velocity: 980 > 1210
  • Slow Down Factor: 0.4 > 0.5

M200:

  • Muzzle Velocity: 1200 > 960

SSG-08:

  • Muzzle Velocity: 1500 > 1400
  • Damage Drop Off Range: 298 > 238

SKS:

  • Bloom Per Shot: 0.4 > 0.43

M1:

  • Bloom Per Shot: 0.55 > 0.53

MG36:

  • Bloom Per Shot: 0.35 > 0.37
  • ADS Recoil Reduction: 65% > 50%
  • Damage Drop Off Range: 170 > 145

AA12:

  • Spread: 2.7 > 2.9

G3:

  • Bloom Per Shot: 0.69 > 0.68
  • Max Bloom: 2.1 > 1.95

Bug Fixes & Improvements:
UI:

  • Fixed a bug where the low-health effect UI may still show even if the health is not low.
  • Fixed a bug where the Kill Card UI may show the eliminator has 0 health.
  • Fixed a bug where pressing H can not close the Weaponry UI when being in the Menu.
  • The Player List UI can now be opened on console by navigating to a newly added player list button on the top bar.

Misc:

  • Fixed a bug where the Left Viewmodel Arm may disappear on certain animations with certain body packages equipped.

:hammer_pick: 2/9 Hotfix: (Available on new servers)

Summary
  • Fixed a bug where Player List Right-Click votekick was not working.
  • Fixed a bug where the in-game the rebalance update log’s text was not properly displayed.
  • The M16 is now correctly named as M16A4 instead of M16A2.
  • Fixed a bug where the left arm on Double Barrel’s rest idle animation does not follow where the mouse points.
  • Fixed a bug where the left arm on Glock-17, Glock-18 and M1911’s rest idle animation follows where the mouse points.

:balance_scale: It has been a while since we have conducted a weapon rebalance!

As the skills of our players have evolved overtime, along with the introduction of new weapons that shifts the meta, almost ALL weapons have received stats adjustments. These adjustments include buffing some underpowered weapons to make them shine more in the Weaponry, and nerfing some of the overpowered weapons to balance them out. Some of your feedback about each individual weapons that we collected earlier was also considered when making these changes!

:speech_balloon: Let us know what do you feel about the changes! Your feedback is greatly appreciated.
Note that the stats change may not be final (as always) and changes may continue to ship.

Weapons Adjusted:

CLICK HERE TO EXPAND

Weaponry-3000

  • The weapon now has no bloom but comes with noticeable recoil
  • Damage: 36 > 34
  • Headshot Multiplier: 2 > 1.85 (72 > 70)
  • Muzzle Velocity: 6666 > 66666
  • Bloom Reset Time: 0.01 > 0
  • Bloom Per Shot: 0.72 > 0
  • Max Bloom: 1.78 > 0

SCAR-S

  • Bloom Per Shot: 0.51 > 0.47
  • Vertical Recoil: Reduced by 15%

AK-47

  • Damage: 30 > 28
  • Bloom Reset Time: 0.015 > 0.016
  • Bloom Per Shot: 0.49 > 0.5
  • Headshot Multiplier: 2.43 > 2.35 (73 > 66)
  • Vertical Recoil: Increased by 32%

AK-74

  • Damage: 26 > 25
  • Headshot Multiplier: 2.46 > 2.4 (64 > 60)
  • Bloom Per Shot: 0.45 > 0.4
  • Bloom Reset Time: 0.03 > 0.017
  • Max Bloom: 3 > 2.5
  • Vertical Recoil: Increased by 34%

AN-94

  • Bloom Per Shot: 0.4 > 0.31
  • Max Bloom: 2.4 > 2.2
  • Vertical Recoil: Reduced by 7%

AUG-A1

  • Damage: 25 > 24
  • Vertical Recoil: Increased: 19%

M4A1

  • Damage: 28 > 30
  • Headshot Multiplier: 2.35 > 2.3 (66 > 69)
  • Bloom Per Shot: 0.32 > 0.33
  • Max Bloom: 1.75 > 1.5
  • Vertical Recoil: Increased by 10%

M4A1-S

  • Damage: 26 > 33
  • Magazine Size: 30 > 25
  • Headshot Multiplier: 2.42 > 2 (63 > 66)
  • Fire Rate: 0.183 > 0.18
  • Bloom Per Shot: 0.48 > 0.49
  • Bloom Reset Time: 0.05 > 0.01
  • Muzzle Velocity: 5500 > 7000

M16A2

  • Name: M16 > M16A2
  • Max Bloom: 2 > 1.7
  • Headshot Multiplier: 2.32> 2.4 (65 > 67)
  • Fire Rate: 0.368 > 0.305
  • Bloom Per Shot: 0.18 > 0.16
  • Bloom Reset Time: 0.34 > 0.28
  • Max BBloom: 1.7 > 1.6
  • Vertical Recoil: Increased by 19%

FAMAS-F1

  • Max Bloom: 1.9 > 1.8
  • Bloom Reset Time: 0.027 > 0.02
  • Vertical Recoil: Increased by 37%
  • Headshot Multiplier: 1.88 > 1.85 (49 > 48)

FAMAS-G2

  • Fire Rate: 0.38 > 0.35
  • Bloom Reset Time: 0.21 > 0.23
  • Max Bloom: 2.4 > 1.95
  • Vertical Recoil: Increased by 15.8%

SAR-21

  • Damage: 29 > 37
  • Headshot Multiplier: 1.95 > 2 (57 > 74)
  • Fire Rate: 0.105 > 0.1
  • Bloom Per Shot: 0.42 > 0.4
  • Max Bloom: 2.4 > 4.8
  • Max Damage Drop Off Range: 240 > 256
  • Damage Drop Off Range: 180 > 185
  • Vertical Recoil: Reduced by 20%

G11

  • Headshot Multiplier: 1.5 > 2 (33 > 44)
  • Max Bloom: 2.75 > 3.8
  • Bloom Per Shot: 0.25 > 0.22
  • Bloom Reset Time: 0.25 > 0.21
  • Vertical Recoil: Reduced by 10.7%

G36C

  • Headshot Multiplier: 1.6 > 2 (40 > 50)
  • Bloom Per Shot: 0.38 > 0.35
  • Max Bloom: 1.95 > 2
  • Vertical Recoil: Reduced by 7%

FAL

  • Damage: 42 > 43
  • Max Bloom: 1.9 > 1.8
  • Bloom Reset Time: 0.01 > 0
  • Vertical Recoil: Increased by 32%
  • Bloom Per Shot: 0.67 > 0.65

G3

  • Damage: 44 > 46
  • Headshot Multiplier: 1.8 > 1.85 (79 > 85)
  • Bloom Per Shot: 0.74 > 0.7

M1-Garand

  • Damage: 51 > 49
  • Fire Rate: 0.149 > 0.151
  • Bloom Reset Time: 0.1 > 0.13
  • Vertical Recoil: Increased by 66%
  • Bloom Per Shot: 0.52 > 0.55

SKS

  • Damage: 47 > 50
  • Bloom Per Shot: 0.41 > 0.4
  • Vertical Recoil: Increased by 43%
  • Headshot Multiplier: 1.8 > 1.76 (85 > 88)

Winchester-1873

  • Damage: 91 > 93
  • Fire Rate: 0.77 > 0.75
  • Muzzle Velocity: 2600 > 3500
  • Reload Time PerAmmo: 0.47 > 0.43
  • Bloom Per Shot: 1.91 > 1.78
  • Cool Shoot Spining Animation Chance: 7% > 8%

MP5

  • Bloom Per Shot: 0.35 > 0.34
  • Max Bloom: 2.3 > 2.1

MP5SD

  • Damage: 20 > 23
  • Bloom Reset Time: 0.03 > 0.031
  • Bloom Per Shot: 0.33 > 0.31
  • Max Bloom: 2.15 > 2
  • Damage Drop Off Range: 85 > 100
  • Max Damage Drop Off Range: 150 > 160
  • Vertical Recoil: Increased by 50%

UMP45

  • Headshot Multiplier: 1.85 > 2 (48 > 52)
  • Bloom Per Shot: 0.45 > 0.42
  • Max Bloom: 1.85 > 1.75
  • Vertical Recoil: Reduced by 12%
  • Horizontal Recoil: Increased by 110%
  • ADS Recoil Reduction: 60% > 35%

STEN

  • Headshot Multiplier: 1.74 > 2.2 (47 > 59)
  • Reload Empty Total Time: 3.01 > 2.97
  • Vertical Recoil: Reduced by 12.6%
  • Reload Total Time: 2.2 > 2.1
  • Bloom Per Shot: 0.4 > 0.37
  • Max Bloom: 2.1 > 1.9

MP40

  • Base Accuracy: 0.15 > 0.05
  • Bloom Per Shot: 0.37 > 0.38
  • Bloom Reset Time: 0.024 > 0.022
  • Max Bloom: 2.22 > 2.16
  • Vertical Recoil: Decreased by 14%

MAC-10

  • Damage: 19 > 18
  • Headshot Multiplier: 2 > 1.85 (38 > 33)
  • Base Accuracy: 0.16 > 0.15
  • Bloom Per Shot: 0.3 > 0.31
  • Vertical Recoil: Increased by 10%
  • Max Bloom: 2.45 > 2.55

P90

  • Damage: 20 > 18
  • Headshot Multiplier: 1.75 > 1.85 (35 > 33)
  • Base Accuracy: 0.3 > 0.25
  • Max Bloom: 2.65 > 2.5
  • Vertical Recoil: Increased by 29%

PP-Bizon 19

  • Damage: 20 > 16
  • Headshot Multiplier: 1.95 > 2 (39 > 32)
  • Bloom Per Shot: 0.37 > 0.39
  • Vertical Recoil: Increased by 45%

Tommy Gun

  • Damage: 25 > 28
  • Bloom Per Shot: 0.32 > 0.28
  • Max Bloom: 2.4 > 2.3
  • Headshot Multiplier: 1.8 > 2 (45 > 56)

Thompson M1A1

  • Damage: 22 > 23
  • Base Accuracy: 0.2 > 0.16
  • Bloom Per Shot: 0.3 > 0.28

Kriss Vector

  • Damage: 16 > 15
  • Damage Drop Off Range: 70 > 90
  • Bloom Per Shot: 0.32 > 0.33
  • Bloom Reset Time: 0.01 > 0.02
  • Vertical Recoil: Increased by 51%
  • Max Damage Drop Off Range: 124 > 144
  • ReloadEmpty_TotalTime: 1.88 > 2.1
  • Reload_TotalTime: 1.62 >1.75

Akimbo-UZIs

  • Damage: 10 > 12
  • Bloom Reset Time: 0 > 0.02
  • Bloom Per Shot: 0.25 > 0.19
  • Max Bloom: 2.8 > 2.65
  • Vertical Recoil: Increased by 50%

M249

  • Damage: 23 > 24
  • Base Accuracy: 0.2 > 0.16
  • Vertical Recoil: Increased by 28%
  • Bloom Per Shot: 0.38 > 0.35
  • Max Bloom: 3 > 2.55

MG36

  • Damage: 22 > 23
  • Base Accuracy: 0.05 > 0
  • Bloom Per Shot: 0.41 > 0.35
  • Max Bloom: 3.25 > 2.85
  • Headshot Multiplier: 1.86 > 2 (41 > 46)
  • Vertical Recoil: Reduced by 13%
  • Max Damage Drop Off Range: 200 > 220

Mossberg-500

  • Max Bloom: 3 > 4
  • Fire Rate: 0.85 > 0.82
  • Damage: 9.27 > 9.45 (102 > 104)
  • Spread: 1.54 > 1.56
  • Bloom Reset Time: 0.08 > 0.1
  • Bloom Per Shot: 0.81 > 1.1
  • Headshot Multiplier: 2.41 > 2.55 (246 > 266)

Chargeberg-500

  • Can now sprint until the weapon is fully-charged
  • Damage: 9.5 > 10.1 (95 > 101)
  • Headshot Multiplier: 1.8 > 2.2 (172 > 222)
  • Charge Time: 0.7 > 0.5
  • Damage Drop Off Range: 30 > 31
  • Max Damage Drop Off Range: 36 > 55

Model 1887

  • Bloom Reset Time: 0.017 > 0

SPAS12

  • Damage: 11.6 > 11.8 (116 > 118)
  • Spread: 1.62 > 1.55
  • Headshot Multiplier: 2.05 > 2.2 (262 > 285)

Benelli-M4

  • Damage Drop Off Range: 38 > 44
  • Spread: 1 > 0.9
  • Bloom Per Shot: 1 > 1.05
  • Headshot Multiplier: 1.54 > 1.5 (136 > 132)
  • ADS Spread Reduction: 75% > 60%

UTS-15

  • Range: 200 > 600
  • Base Accuracy: 1.5 > 1.55
  • Bloom Per Shot: 1.08 > 1.06

AA-12

  • Damage: 7 > 8 (63 > 72)
  • Headshot Multiplier: 1.37 > 1.35 (86 > 97)
  • Fire Rate: 0.23 > 0.22
  • Spread: 3 > 2.7
  • ADS Spread Reduction: 65% > 60%
  • Damage Drop Off Range: 45 > 75
  • Bloom Per Shot: 1.05 > 0.88
  • Bloom Reset Time: 0.06 > 0.01
  • Max Bloom: 4.5 > 4.2
  • Vertical Recoil: Increased by 33%
  • Max Damage Drop Off Range: 60 > 98

Double Barrel

  • Damage Drop Off Range: 24 > 31
  • Max Damage Drop Off Range: 47 > 48

Sawed-Off

  • Max Damage Drop Off Range: 35 > 29

AWP

  • Muzzle Velocity: 1410 > 980
  • Bullet Drop Rate Per Stud: 0.000063 > 0.00008
  • Fire Rate: 1.25 > 1.3

SSG-08

  • Damage: 100 > 118
  • Muzzle Velocity: 999 > 1500
  • Damage Drop Off Range: 398 > 298
  • Max Damage Drop Off Range: 450 > 355
  • Legshot Multiplier: 0.9 > 0.8 (90 > 94)
  • Firing Slow Down Factor: 0.4 > 0.3
  • Bullet Drop Rate Per Stud: 0.00012 > 0.00005

M82

  • Muzzle Velocity: 840 > 930
  • Bullet Drop Rate Per Stud: 0.000082 > 0.00014
  • RNGBloom: [1.2, 4.8] > [1.2 > 6.]
  • Vertical Recoil: Increased by 60%
  • ADS Recoil Reduction: 70% > 20%

KAR98K

  • Fire Rate: 0.98 > 1
  • Bloom Per Shot: 3.69 > 3.28
  • Muzzle Velocity: 810 > 750
  • Bullet Drop After Studs: 30 > 36
  • Damage Drop Off Range: 350 > 550
  • Max Damage Drop Off Range: 401 > 601
  • Bullet Drop Rate Per Stud: 0.000062 > 0.00012

PSG1

  • Damage: 83 > 89
  • Fire Rate: 0.21 > 0.2
  • Damage Drop Off Range: 262 > 213
  • Muzzle Velocity: 3001 > 4001
  • Headshot Multiplier: 1.7 > 2 (141 > 178)
  • Max Damage Drop Off Range: 345 > 299

VSS

  • Damage: 41 > 36
  • Max Bloom: 2.2 > 3.7
  • ADS Recoil Reduction: 60% > 50%
  • Vertical Recoil: Increased by 46%
  • Bullet Drop Rate Per Stud: 0.00015 > 0.00016

BFG-50

  • Damage Drop Off Range: 170 > 200
  • Max Damage Drop Off Range: 280 > 320

M200

  • RNG Bloom: [1.5,3.5] > [0, 3]

M40

  • Muzzle Velocity: 670 > 1900
  • Bloom Per Shot: 1.19 > 1.22
  • Bullet Drop Rate Per Stud: 0.000089 > 0.00009

Glock-17

  • Damage: 22 > 30
  • Headshot Multiplier: 2.14 > 2 (47 > 60)
  • Muzzle Velocity: 4501 > 45001
  • Range: 420 > 4200
  • Max Bloom: 1.2 > 1
  • Damage Drop Off Range: 89 > 120
  • Max Damage Drop Off Range: 150 > 181
  • ADS Recoil Reduction: 80% > 70%
  • Reload Time: 1.28 > 1.17
  • Reload Empty Time: 1.61 > 1.45

Glock-18

  • Damage: 18 > 22
  • Headshot Multiplier: 2.4 > 2.2 (43 > 48)
  • Bloom Per Shot: 0.34 > 0.33
  • Max Bloom: 1.9 > 1.2
  • Damage Drop Off Range: 60 > 100
  • Max Damage Drop Off Range: 115 > 155
  • Muzzle Velocity: 4000 > 40002
  • Reload Time: 1.28 > 1.17
  • Reload Empty Time: 1.61 > 1.45

M1911

  • Damage: 39 > 43
  • Headshot Multiplier: 1.85 > 1.8 (72 > 77)
  • Reload Time: 1.28 > 1.17
  • Reload Empty Time: 1.61 > 1.45

TEC-9

  • Damage: 19 > 23
  • Headshot Multiplier: 2 > 2.2 (38 > 51)
  • Bloom Per Shot: 0.22 > 0.2
  • Max Bloom: 1.55 > 1.45
  • Equip Time: 0.6 > 0.5
  • Vertical Recoil: Increased by 14%

Akimbo-USPS

  • Damage: 22 > 27
  • Headshot Multiplier: 2.18 > 2 (48 > 54)
  • Base Accuracy: 0 > 0.1
  • Bloom Per Shot: 0.24 > 0.19
  • Max Bloom: 5.9 > 5.5
  • Reload Empty Total Time: 2.96 > 2.75
  • Reload Total Time: 2.1 > 1.81

Desert Eagle

  • Fire Rate: 0.17 > 0.176
  • Damage Drop Off Range: 170 > 150
  • Damage: 69 > 67
  • Bloom Per Shot: 1.53 > 1.56
  • Bloom Reset Time: 0.21 > 0.22
  • Vertical Recoil: Increased by 18%
  • Headshot Multiplier: 2.14 > 1.95 (148 > 130)
  • Max Damage Drop Off Range: 235 > 215

R8

  • Charge Time: 0.06 > 0.08
  • Muzzle Velocity: 3200 > 4500

Peacemaker

  • Damage: 68 > 64
  • Headshot Multiplier: 1.8 > 2 (123 > 128)

Headstackk

  • Bullet Drop After: 45 studs > 0 stud
  • Bullet Drop Rate Per Stud: 0.0004625 > 0.001

Bug Fixes & Improvements:

Weapons:

  • Fixed a bug where weapon is unable to reload if re-equipped during firing in burst.
  • Recalibrated ALL weapon’s Legshot Damage to be ~80% of its damage.
  • Recalibrated ALL weapon’s Minimal Damage (damage dealt on damage cut-off range) to be ~70% of its damage.
  • Renamed “Bullet Drop Per Second” to “Bullet Drop Rate Per Stud”: Previously, same bullet drop per second may behave different across weapons with different muzzle velocity.
    This may have caused some confusion, e.g: 0.01 bullet drop per second with 700 muzzle velocity and 0.01 bullet drop per second with 1400 muzzle velocity behaves differently, which requires different bullet drop prediction.
    With the new value “Bullet Drop Rate Per Stud”, it refers to how much the bullet drop per stud. The drop also grows exponentially, e.g: if drop-rate is 0.01 stud, it will drop 0.01 stud per 1 stud traveled, 0.01 + 0.02 = 0.03 studs in total per 2 studs traveled, 0.01 + 0.02 + 0.03 = 0.05 studs per 3 studs traveled, and so on.
  • Chargeberg-500’s charging meter is now finally animated and indicates the charging level of the weapon.

UI:

  • Added a graph in the Weaponry UI that visualizes the Damage Drop-off Values.
  • Weaponry UI now shows the actual Headshot and Legshot Damage other than just the multiplier.
  • The Player Name and ID in the Player List and Spectate UI can now be selected and copied.

Map:

  • Fixed a bug where the transparent fences in Container Docks can not be shot through.
  • Added back “rbxasset://textures/temporary/placeholder-image-xxl.png” in Dust.

Misc:

  • Back Accessories have been enabled.
  • Certain Dynamic Heads (The one that mimics classic heads) have been enabled.

:heart: Thank you all for the patience on slow updates and the continuous support! New maps and weapons are coming soon. :eyes:

:christmas_tree:12/22: CHRISTMAS UPDATE 2025

Summary

:wrapped_gift:CHRISTMAS GIFT: M40
The M40 returns after 5 YEARS!

Happy Holidays!:snowman:
It is the time of the year to celebrate with your average Christmas Update again! :christmas_tree:

:wrapped_gift:This year…
A special present will be available to ALL players as a part of the update. It will be revealed on Boxing Day (12/26) UTC 00:00, live at all servers. Stay tuned!
You do not need to be in the game while the gift opens.

Christmas Scar and Presents Launcher returns, as usual! :gift:
Presents Launcher has received a slight adjustment:
Max Ammo: 2 > 3
Reload Start Time: 0.75 > 0.58
Reload Per Ammo: 1.3 > 1.2

  • Christmas Scar requires 1225 lifetime eliminations to unlock during the Christmas Update.
  • Everyone spawns with a presents launcher (in Standard game mode only).
  • Both weapons will be gone and will NOT be available to equip after the Christmas Update. Let’s hope you can keep it someday?

:candy:Candy Cane Melee replaces the Knife this year!
During the Christmas Update, the Candy Cane will replace the knife for all players. Other Melees can be equipped as usual.

:snowflake:Harborview joins the snow-themed map this year!
Introducing the daytime and breezed Harborview - Snowborview.


Hong Kong doesn’t actually snow tho

:folded_hands: Thanks for the patience on updates! There are more working-in-progress content coming soon.

:new_button:9/12: NEW GAME MODE: ONE SHOT

Summary

Hit or Miss? You have been given the prestige One-Shot Golden Desert Eagle. Each elimination will automatically reload your weapon.

Upon release, the duration of the Game Mode is 6 minutes. This may be adjusted after monitoring the performance and feedback of this new mode.

The Golden Desert Eagle given in this Game Mode is a Hitscan weapon with Perfect Accuracy. All you need to do is click the enemy’s head!

Bug Fixes & Improvments:

  • New third person idle / sprinting animation on Glock-17, Glock-18, M1911, Tec-9 and Desert Eagle.
  • Fixed a backend anti-cheat bug which may have caused a degrade in server performance.

:egg:7/2: THE HATCH X WEAPONRY

Summary

For the first time ever, Weaponry is participating in an Official Roblox Event, The Hatch! Weaponry is a part of the chained games in The Hatch.

To join the event, you must join Weaponry through teleporting from the event hub. Otherwise, the eggs will NOT show up for you.

How to find an egg? Well, it is quite straight forward!

  • :egg: ONE egg will be spawned in the map each round.

  • :backhand_index_pointing_right: Only YOU can see and collect the egg.

  • :magnifying_glass_tilted_right: Each map can have 8-15 possible Egg Spawns, depending on the map size.

  • :eyes: The egg can be hidden anywhere. Be sure to find them carefully!

  • :smiley: Good luck on hunting while navigating yourself through the chaotic battle!

QNA:

  • How do I know if eggs are spawning for me?
    You can only SEE and COLLECT an egg if you join Weaponry from the Event Hub.
    To know whether you are eligible:
    THIS is the event screen if you ARE eligible. Which means eggs are spawning in the map.


    THIS is the event screen if you are NOT eligible. Which means you have either already acquired the egg or the game does not recognize your join from the Event Hub.

  • When does the event run?
    It runs from 7/2 10 AM PST until 7/12 12PM PST. The event should automatically start and end on all servers.

:fire: 5/21: NEW WEAPON: SKS

Summary


A Soviet Union Battle Rifle that excels on calm and precise shots, it is capable of firing at a moderately fast semi-automatic rate but in a tradeoff of precision.

Slight UI Revamp
Some Main Gameplay Interfaces have been revamped. This revamp emphasizes on improving the overall clarity and comprehension of the UIs by reducing information load. The 3D Weapon Model Images have also been replaced by solid-colored icons to improve visual clarity.

2lmvipdHun
unLdEDJuXc
dP74tSYH1m

Viewmodel Improvements:
Improved Viewmodel arms on certain bundles including Robloxian 3.0 (Man, Woman, Boy, Girl, 2.0 and more).

yDSyFMtDq5
0WX2S4hPad

Map:
Debugger:

  • Improved spawn locations to prevent instant-fights right from spawning;
  • Slight map layout changes to cater new spawns.

T4QiXnVBri
G8Ae4mEqKn
4BnIKCm7Sm

Weapon Adjustments:
M1:

  • Bloom Per Shot: 0.54 > 0.52
  • Increased Vertical Recoil by 33%

Bug Fixes & Improvements:

  • added l e g s in First Person. Look down.
  • Viewmodel Arms are now also being used when no weapon is equipped.
  • Fixed a bug where first person left arm may be invisible on certain weapon animations.
  • Fixed a bug where the Game Mode Information UI will still be displayed when spawning into the game after the game ends.
  • Fixed a bug where the camera may clip through walls when spectating a player in death cam.
  • Fixed a bug where a team may appear to be full while it is not full.
  • Fixed a bug where the lobby targets may not register hits.
  • Fixing a bug where cave divers may be interested at a corner in the Lobby, located near the Weaponry at the Lobby.
  • Top bar elements now resize and reposition correctly to avoid clipping with the Game State UI.
  • The third-person left arm will no longer follow the look angle when holding a one-handed weapon.

:red_circle: 4/1: FREE WALLHACKS :red_circle:

Summary

FREE👏WALL👏HACKS👏FOR👏EVERYONE
:red_circle:LIMITED TIME ONLY​:red_circle:

PSA:
After deep consideration and considering the current cheating state of Weaponry, we have decided to make a heavy decision to give everyone free wall hacks because

why not

  • Duration: 10 Minutes;
  • This Game Mode is only available for a limited time only;
  • Stats earned in this Game Mode will not be counted into the global leaderboard.

L̸͍̑o̶͒ͅb̴̭̈b̵͙̏ỷ̴̢
Seems like it got beamed by stackware.xd.

LIMITED TIME GAME MODES RETURN:

LIMITED TIME MAPS RETURN:

LIMITED TIME WEAPON RETURN:

  • Stacky Plushy (you guessed it)
    – In Game Modes that does not override your equipped weapon (Standard & Weapons Simulator), Stacky Plushy will be granted upon spawning as an extra weapon.

Bug Fixes & Improvements:

  • During the time being of this update, there are few changes on what game mode will appear during voting:
    – After a game mode is being played, “Standard”, “Weapons Simulator” and “Wall Hacks” will appear in voting unless it has been selected in the last round.
  • Weapons Simulator:
    – No longer grants Stacky Plushy or your equipped weapon as the extra weapon.
    – Reduced duration from 10 minutes to 8 minutes.
    – Fixed a bug where in rare cases Weapons Simulator may incorrectly remix a weapon.
    – The bonus random weapon granted in Weapons Simulator will no longer be auto-equipped upon spawning.
  • Gun Game X Weapons Simulator:
    – No longer grants Stacky Plushy or RPG-7.
    – Fixed a bug where Gun Game UI may not appear if the player plays gun game for the second time in the same server.
  • Fixed a bug where respawn will not work if a player resets within 0.35 seconds right after spawning in.
  • Shotgun crosshair will no longer display when scoped in in third-person locked camera mode.

Event (Limited Time Weapons / Maps / Modes) ends in 4/20.
merry christmas!

:red_circle: 2/25: TEAM SWITCH :blue_circle:

Summary

A highly-requested feature - You can now switch your teams!

Features:

  • Press T or click on the top of the screen to toggle the Team Switch UI.
  • Before the game starts, everyone gets to choose their own team. The game will assign you a team if you don’t choose one.
  • Upon release, the team switch has a 2 minutes cooldown. Meaning you can only change your team every 2 minutes. This may change in the future.
  • Upon release, each team must not have 2 more members than the other.
  • Changing team in mid-game will reset your character.
  • New Private Server Command: /teamchoosing.
    Set whether players are allowed to change teams.

Bug Fixes & Improvements (a long one…)
Some of these changes have been live since the post-Christmas update.

Game:

  • Improved networking. Greatly reduced data upload per second up by 70%.
  • Previously, there is a 1 frame delay when Weapon Firing input is activated. This delay has been removed.
  • Weapons can no longer fire objects behind the character in third-person locked.
  • New Setting: Pan Camera with Fire Button. (Mobile)
    Default: ON
    ON (Previous Behavior): the camera can be panned with the finger that is holding down the fire button.
    OFF: the camera will not be panned by the finger that holds down the fire button.
  • Improved anti-cheat focused on game-exploiting cheats such as illegal weapon modifications.
    The system has been fine-tuning since the post-Christmas Update. Please report any false-positives if you are falsely being kicked from the game.
  • The map will now be unloaded after game over, when intermission hits.
  • A weapon’s name tag can no longer be canceled by re-picking it up.
  • Improved Bullet Trail texture and visibility.
  • Fixed a bug where deaths are being counted when player dies in the lobby.
  • Fixed a bug where the camera may get stuck in the menu state when joining the game from menu.
  • Fixed a bug where vote-kicking UI may get stuck on the screen.
  • Fixed a bug where Game Mode effects (such as Double Shot auto swapping weapon) is active when player is in the Lobby.
  • Fixed unable to join Mobile Servers if a player returns to a Global Server from a Mobile Server.
  • Fixed chat commands may run multiple times sometimes.

Weapons:

  • All Burst weapon have their fire-rate value adjusted: Previously the fire-rate is based on the first burst shot.
    E.g: Previously, FAMAS-G2 has a fire-rate of 0.5. The weapon pauses 0.5 seconds after the first burst shot. Now, the fire-rate has been adjusted to 0.38, the weapon will pause 0.38 seconds after the third burst shot.
  • The behavior of the weapon should remain the same. It is just a value change to clarify the fire-rate values of a burst weapon.
  • The following burst weapon have its fire-rate adjusted:
  • M16: 0.53 > 0.37
  • FAMAS-G2: 0.5 > 0.368
  • G11: 0.186 > 0.153
  • AN-94: 0.24 > 0.2

Maps:

  • Fixed a bug where players can stand on top of the invisible walls surronding the map.
  • Fixed a bug where players can walk through the fences in Container Docks.
  • Nuketown:
    Optimized light sources.
  • Altitude:
    Optimized Light sources.

UI:

  • Slight rebrand on the Weaponry UI to make it more responsive and less dull.
    Image from Gyazo
  • Mobile Buttons are no longer visible when a controller is used.
  • Backend optimizations on displaying the weapon info (e.g: Ammo Count) UI and UI toggling (Settings, Weaponry, Player List etc.)

Controller:

  • Improved Controller Navigation, UI will be automatically selected and unselected when they open, even when multiple UI overlaps.
  • A weapon can now be equipped with Button X or Square in the Weapony UI.
  • Improved visual representation of controller keys. (E.g: Press Y to close)
  • Fixed a bug where only the rightmost-side weapons of the Weaponry UI can be equipped.
  • Fixed a bug where controller UI selection is lost after opening the Roblox menu.

:pray: Thanks for the continuous support and patience on updates! New weapons and game modes are on their way…

11 Likes