# Rust META MADNESS - Product: Rust (https://whatsnew.fyi/product/rust-game) - Vendor: Facepunch Studios - Date: 2024-05-02 - Original notes: https://store.steampowered.com/news/app/252490/view/4212631128511557195 - Permalink: https://whatsnew.fyi/product/rust-game/releases/2024-05-02-meta-madness What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **changed** — Reduced aimcone penalty for movement to zero initially, blending up to full amount after 4 rapid fire shots to allow strafing and dodging while tap firing without severe aiming penalty - **changed** — Adjusted aimcone curve modifiers for Custom SMG, SAP, and LR300 so more shots have higher probability of landing closer to center - **changed** — Reduced duration between bursts while using burst mod from 3x firerate to 2x firerate - **changed** — Thinned holosight mesh edges to reduce vision obstruction while using holosight - **fixed** — Fixed holosight reticle being affected by motion blur - **changed** — Reduced negatives on muzzle brake and muzzle boost with less damage reduction and less damage falloff - **changed** — Adjusted LR300 recoil, damage fall off, bullet velocity, and burst mode - **changed** — Increased recycler cycle time in safezones to 8 seconds and reduced yield to 80% - **changed** — Increased recycler cycle time at monuments to match safezone speed and increased yield to 120% - **changed** — Reduced gunpowder cost for HV ammo and increased yield per craft to match non-HV ammo - **changed** — Increased torpedo craft yield from 3 to 5 - **changed** — Drastically reduced incendiary rocket cost and increased damage and flame spread - **changed** — Removed tech trash requirement for crafting drones - **changed** — Reduced HMLMG gear cost - **changed** — Large external gates and walls now require player to stand still for 1.5 seconds when placing - **changed** — Doubled the size of deployable wooden barricade while keeping it instantly deployable - **changed** — Scientists spawning at Bradley now spawn in stages based on health with heavy scientists included: 2 at 80% health, 4 more at 60% health, 6 final at 40% health - **changed** — Made Bradley scientists more aggressive with varying attack angles - **changed** — Door controllers now unpair when tool cupboard is destroyed and require code lock authorization for pairing - **added** — Door controllers can now be placed on doors like code locks and are automatically paired when placed - **added** — Added 2 new side inputs to door controllers: Open and Close - **changed** — Patrol helicopter now attempts to crash at nearby monuments on death, excluding monuments with safe zones, configurable via patrolhelicopterai.monument_crashing - **changed** — Adjusted patrol helicopter flee behavior to ensure flee occurs when 30% of overall HP is quickly removed ##### AIMCONE REDUCTION Any movement in rust would modify your baseline Aimcone so that shots taken while in motion were somewhat inaccurate. This was supposed to discourage "running and gunning". The problem with this is that *any* kind of motion while in a firefight puts you at a disadvantage (minor dodging) and increases the amount of RNG experienced by the player. What I've done is reduced this penalty to zero to start, and blend it up to the full amount after 4 rapid fire shots. This means is you can now strafe and dodge while tap firing and not experience a huge aiming penalty, however full auto will be penalized. I've also adjusted the Aimcone curve modifiers for a few weapons so that more shots have a higher probability of landing closer to the center. This has been applied to the Custom SMG, SAP and LR300. ##### WEAPON + ATTACHMENT UPDATES Weapon mods have received some love this month. ##### BURST MOD The duration between bursts while using the burst mod has been significantly reduced to 2x firerate instead of 3x firerate. ##### HOLOSIGHT The holosight mesh has had its edges thinned so that less of your vision is obscured while using it. This is a stopgap until we produce a new model for it. I've also fixed the Holosight reticle being affected by motion blur. ##### MUZZLE BRAKE & BOOST Both the muzzle brake and muzzle boost have had their negatives reduced, they now have less damage reduction and less damage falloff and should prove to be far more useful. ##### LR300 TWEAKS In addition, I've made some changes to the recoil, damage fall off, bullet velocity, and burst mode of the LR300. This should now be the best in class AR. Everything subject to change. ##### SAFEZONE RECYCLERS Starting today, Recyclers in safezones have been nerfed. Their cycle time has been increased to 8 seconds and they now yield 80% of what they used to. This is the price you now must pay for safety. However, the recyclers found at monuments have the same cycle time as before but now yield 120%! This is to reward players taking the risk out in the open. While I am aware that a great many keyboards may be smashed as the death screen fades in over the droning hum of the active recycler, I still have hope this helps usher in a new era of roaming and monument combat. ##### SALE SALE SALE! Some great items were not used because they were way too expensive. To that end I've made the following changes: - **HV Ammo** - Gunpowder cost reduced significantly, and the yield per craft increased to match non HV ammo. - **Torpedos** - Craft yield increased from 3 to 5. - **Incendiary Rockets** - The cost has been drastically reduced and their damage + flame spread increased. - **Drones** - Tech trash is no longer a requirement for drones. - **HMLMG** - Gear cost has been reduced. ##### EXTERNAL STRUCTURE CHANGES Large External Gates and Walls now require the player to stand still for 1.5 seconds when placing, making them less useful for immediate PvP encounters in the wild. We felt that being able to place down such large structures in a short amount of time felt at odds with our style of combat that rewards situational awareness and environmental tactics. ##### WOODEN BARRICADE RESIZE To fill the void left by the external wall changes regarding dynamic cover during PvP, we have doubled the size of the deployable wooden barricade. The wooden barricade remains instantly deployable and provides a moderate amount of cover on-demand without being overpowered or polluting the landscape with large, unsightly deployable. This is without a doubt a large shift to PvP, we'll be monitoring these changes carefully ##### BRADLEY CHANGES Some further tweaks to the Bradley this month. Scientists now spawn in stages, based on the Bradley's health, and there's some Heavy scientists thrown in the mix now, too. - At 80% health, 2 scientists will spawn - At 60% health, 4 more will spawn - At 40% health, 6 final scientists will spawn _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/252490/view/4212631128511557195]_