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// THE WEAPON UPDATE  [Feature drop]
Feature drop 2026-05-05
Realistic milspec weapons, caliber-locked ammunition, per-weapon magazines, per-part durability across six parts, and real mechanical consequences.

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We've torn down our entire firearms system and rebuilt it from the ground up. This isn't a tweak. This is a complete overhaul of what it means to carry a gun in our city.

Realistic Milspec Weapons

Every firearm now carries its real-world identity. The Pistol is now an M1911A1 (.45 ACP). The Combat Pistol is a P226 SIG (9×19 Para). The Carbine Rifle is an M4A1 (5.56 NATO). The Assault Rifle is an AK-103 (7.62×39). The Sniper Rifle is a Remington 700 (.308). Every weapon has a real name, a real caliber, a real magazine size, and a real fire rate.

Caliber-Locked Ammunition

Generic ammo is dead. Every round in your inventory now carries a specific caliber - 9mm Para, .45 ACP, .380 ACP, .50 AE, 5.56 NATO, 7.62×39, 12-gauge buckshot, .308 Winchester. Try to load a .308 round into your AK and the magazine refuses. Buy the right rounds for the right gun, or your weapon is a paperweight.

🛠 Per-Weapon Magazines

Every weapon item carries its own loaded magazine. Pick up a pistol someone dropped - the rounds in it are the rounds they had loaded. Drop your gun, pick up another player's - different mag, different round count. Each firearm is its own physical object with its own state.

🎯 Per-Part Durability, Six Parts Per Weapon

This is where it gets serious. Every weapon has six tier-specific mechanical parts. A pistol has a barrel, slide, hammer, recoil spring, magazine spring, and trigger group. A rifle has a barrel, bolt carrier group, gas system, buffer spring, mag spring, and trigger group. A shotgun has its own for end and ejector. A sniper has a scope mount that walks loose under recoil.

💣 Real Mechanical Consequences

Worn parts don't just look bad - they break things.

📝 And Finally

Every shot wears the firing parts. Every reload wears the springs. Each part degrades independently and each part matters.

  • Slide wear under 30% - random jams mid-magazine. Your weapon dies and you're forced to /reload to clear it. Get caught in a firefight with a worn slide and you'll feel it.
  • Magazine spring under 40% - your reload cooldown doubles to 5 seconds and the animation visibly slows. Worn springs mean fumbling hands when you need speed most.
  • Barrel under 50% - outgoing damage scales down. A 0% barrel deals half damage. Worn barrels make weak shooters.
     

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Spotted a bug or have feedback for the next release? Reply in this thread or open a UCP support ticket.
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