Weapons
How to Balance Custom Weapons on a FiveM Server
A practical way to balance addon weapons on a FiveM roleplay server: time-to-kill, weapon classes, recoil, ammo, and how to test a loadout before players find the broken gun.
Kyros3 min read
A custom arsenal feels premium for about one session. Then someone finds the rifle that deletes people at pistol range, and every fight on the server collapses into that one gun. Balance is what keeps a weapon pack feeling like equipment instead of a pay-to-win menu.
Pick a time-to-kill and stick to it
Decide how long a fair fight should last when both players land shots. Serious RP servers usually want a few hits, enough time to react, take cover, and call it on the radio. Freeroam and arena servers can be faster. Write the number down. Every weapon you add gets judged against it.
If a new gun kills in one body shot while your pistols need five, you do not have variety. You have a mandatory loadout.
Balance classes, not individual guns
Group weapons before you touch damage numbers:
- Sidearms win up close and lose past a car length.
- SMGs own interiors and lose to rifles in the open.
- Rifles are the general-issue fight at medium range.
- Shotguns end a room and do nothing down a street.
- Marksman and sniper rifles are slow, loud, and scarce.
Guns inside a class can look different and sound different. Their practical power should sit in the same band. A gold-plated rifle that hits harder than the duty rifle will become the only rifle anyone buys.
Recoil and handling do more than damage
Players feel recoil, draw time, reload length, and magazine size every magazine. Damage is what they argue about on Discord. If two rifles share a damage number but one has a short reload and no climb, that one wins every fight.
When you install a pack, shoot each class for five minutes before you publish the spawn list. Draw time, reload length, and recoil are balance stats. A slow draw is a real disadvantage. An instant reload is a buff.
Kyros Damage sets a multiplier per weapon and includes a test ped so you can read the number. Kyros Recoil sets camera kick per gun. Both already include Kyros pack weapons. Use them to hold a class together, then stop editing once test fights feel fair.
Ammo is the second dial
A strong rifle with expensive, scarce ammo is a heist gun. The same rifle with ammo in every corner store is the new default. Tie ammo types to the classes above, and price them against an hour of honest work. The economy and the arsenal have to be designed together.
Split duty guns from street guns
Police and civilian loadouts can share a time-to-kill and still feel different. Duty weapons should be reliable, logged, and rank-gated. Street weapons can be louder, uglier, and tied to crime jobs. The police loadout guide covers how to hand those out without turning cadets into a SWAT team.
Test with people, then lock it
Run a private session with five players who will try to break it. Ask one question after each fight: did the winner win because they played better, or because of the gun? If the answer is the gun, change the class, not the lore.
Then freeze the numbers. Rebalancing every weekend teaches players that mastery does not matter. Add new weapons into the class bands you already published, which is why a cohesive pack like Weapons Pack Set V6 is easier to tune than a folder of random replaces.
Ship the arsenal. Then stop touching it until you have a week of clips that show a real problem.