Sweet update! only complaint on the patch-notes is I kinda hoped jumping would instead stop whatever frame of reloading its in, taking priority over anything else, but I get that might be a pain to code. But I'm pretty sure with a cyber demon bearing down on someone, they would drop EVERYTHING naturally to jump away, and reloading a shotgun or rocket launcher wouldn't effect this. Actually, would be cool if dodging mid reload acted this way, but had a chance to fumble the gun...But, hey, I like emergent gameplay ideas like this, where shit randomly happens, effecting other shit. I know we could hit the drop key then jump, which I do sometimes, but still. Might also be cool if this worked to drop the zm66 when overheated.
One big problem : I think with the handling of some weapons, it should be adjusted for either it has the OLD handling at full, or it has great handling at empty, slightly worse at full. Currently the chaingun at full can barely be maneuvered around, to the point I don't dare pick it up. I also think it shouldn't be that much, considering the weight would still be at the base of the gun towards the handle, I imagine, yet it handles like you have a cinder block tied to the end. Alternatively, give the bigger guns better recoil resistance when heavier : A chain-gun might kick like a mule, but if its as heavy as one, the kick should be less in the big scheme of things, right? But I would still vote to lower the level of handling difficulty with a full chaingun, cause that is just a LITTLE much, It feels less like something that was designed for a ligh infantry suppression weapon, and more like something along the lines of a full on mounted gun that the player happens to be carrying, where firing it at full weight is just not comfortable at all. Make it handle like an m249, NOT an m1919 30 cal when full, please. This said, this dynamic with the chaingun is REALLY cool, but a LITTLE extreme
Weight of weapons seems to have been RAISED overall due to this, at least for some guns. Compare with the old weights, chaingun is now incredibly, stupidly heavy when full. I think it would be better to start with old values, and reduce them by how much ammo is spent, OR, as stated before, have a middle grount where the old value is somewhere in the middle. Because right now, an empty gun weighs as much as a FULL gun before, so really its kinda a weapon wide weight nerf, rather than a possible buff.
Batteries in the chaingun, magazines themselves (the metal sleaves which hold the ammo) do not count towards weight. I can understand the magazines not counting outside the bullets, but taking the battery out of the chaingun should make it lighter. And the chaingun, fully loaded being just shy of 300 blocks.. Don't know, seems a bit much...
batteries in chainsaw, plasma, and bfg should make more than 3 blocks difference. A battery does weight more than a shotgun shell, after all, by a substantial margine, 20 blocks to 3 at normal weight, so increasing the weight difference to say, 6, would be reasonable. Especially since weight doesn't reduce when energy is used
Shotgun side saddle inventory does not account for weight. This means you have a full 12 blocks, just for free dedicated to the shells
Bronto bolts weigh nothing in the ultralite
Heat rounds weigh nothing in the RL
First pistol weighs nothing by itself (unloaded)
Pistol on last round is silent if the fire button is held, because the slide click cuts off the firing noise of the final round.
Giving the bombardier 1 extra mag might make sense... The medic has a zm66, and 2 mags, which is 100 shots...smg holds 30, so 2 is 60. Just a thought.
Considering 9mm in gun usage is roughly half the weight of in pocket, 4.26 is roughly 3/5 of in pocket weight, libby is 1/3 rd o pocket weight rocqettes are 3/8 pocket weight shotgun shells are 1/3rd pocket weight and batteries are 3/20 of pocket weight (what)... I think theres a bit of inconsistancy. I would think, within a reasonable margin of error, things should be at 1/2 of weight in gun or so, rounding up, just so empty guns carried for later are a bit more viable of an option. Also, Batteries should certainly weigh more in gun, since the energy itself is weightless. Unloading a plasma guns battery would only be for reloading, or weight, so lets not skimp on that. Also, since 7.62 is considerably bigger than 9mm, they should lose 1 block every 2 shots, while 9mm loses 1 block every 3
Yokai nerf, I'm guessing stopping its ninja pirate behavior actually kinda works like a buff, since now shooting it might not make it flinch and stop zapping you. Also, not sure if you addressed this, but yokais who are a super long ways a way absolutely SUCK, I HATE them, and I want them to die in a fire

Seriously though, a range limit on that beam would be nice Its kinda depressing to have a yokai halfway across a map zapping me, and I hopelessly potshot before croaking after a minute of exposure. Not fun in the slightest.
Just a thought, but after research, it seems hand grenades are much heavier per unit than 40 mm grenades. 40 mm grenades are slightly more weight than a magazine in a beretta
http://www.inetres.com/gp/military/infa ... _ammo.html https://en.wikipedia.org/wiki/Beretta_M9 While frag grenades weigh a little under a pound (14 ozs) Granted, this is a future based mod, using caseless ammo, plastic casings, ect, so weight could be reduced, and the casing of the 40mm isn't a factor, and grenades could use a lighter composite, BUT, I figured I would put this out there, even though I'm sure you already know vae. Also, the heat rounds should weigh more than normal rockets.
Crushed corpses block the use function (how does one use a puddle of blood?) so do gibbed bodies
Due to the higher weight of the chaingun, I think the recoil per round should be less, relatively speaking (it sucks it going all over when moving, and doesn't make sense the bullets pushing such a large machine around that much) Or, more importantly, when moving / hit when firing, it shouldn't spaz out in different directions, such a heavy gun should keep momentum whichever directly its going instead of randomly going other directions, and the gun randomly falling during this feels odd, since the firing should keep the gun upright a little.
zombies, and monsters in general don't seem to have pain states throwing off aim for a few moments after like players do.
Racking sound of the boss rifle lever being pulled could use a slightly higher pitch, since its a smaller, finer metal piece, and less muffled by the pump
Empty chainsaws are too common on insurgent, and boss rifles are WAY too rare (seriously, slayers and boss rifles should be the most common, hunting rifles and double barrel shotguns are incredibly common.)
gibbed chaingunners resurrect instantly
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Besides that, really like the update. Kinda wished guns were slightly lighter when not loaded, BUT, this is just wishful thinking on my part. Its still nice that an empty rocket launcher is ever so slightly less of a burden than before, now that the empty chambers mean less weight.
As for voodoo dolls, they are (i think) from the electrical arcs around the map, which kill you if you enter. This is supported by the fact that they do jack diddly if you spawn in on HD, and trigger them.
Oh and, seeing the weight of a gun dropping as i fire it....just makes me giddy

Especially the chaingun weight plummeting as I dump the mags all over a baron.