Hello Okim, nice to see your mod is gathering momentum, so I have two great mods to anticipate now
edit: the following may seem harsh, so please consider:
Whatever you do with my words, when your mod is done I will play the s**t out of it and I will be happy with whatever you did. Right now is my chance to have an influence and so naturally I try to use it.
I have played the mod for a bit and I can second fishmachine´s observation: Snipers rule the battlefield - especially with the wide open spaces of desert warfare.
But that is nothing new, snipers rule the battlefield in Vanilla S3, so I can feel right at home here.
The weapon mod system was a tad confusing in the beginning and it still feels a little artificial.
What is to stop me from dismounting any mod I rigged my gun with?
Or why do I have to put in the silencer first and then the scope?
Same thing with the weapon classes - I know you want the different weapon classes to feel different, but now it is just counterintuitive to me.
Submachineguns penalized in the prone position because of parts sticking out?
Can you imagine what a soldier you handed such a thing would say?
Also the automatic weapons being restricted to short OR long bursts instead of having both available.
That feels so 19th century.
The other thing you have done with snap/aimed/careful/sniper-modes works for me and feels ok.
The following is really just a small thing for the nitpicker in me:
If it is automatic and uses pistol ammo it is an SMG, if it uses rifle ammo it is an assault-rifle.
I know, this is just real life and goes against what you want to achieve with weapon-classes, but to me it is irritating nonetheless.
Next spot of bother: The clip sizes. Please rethink them.
9mm ammo: Pistol:7.5 shots per inventory space. Assault rifle 10 and microSMG 15.
10mm ammo: Pistol 3.5, SMG 6.67
6mm ammo: Precision rifle: 10, assault rifle: 12.5, LMG: 25
Yes I remember the ZB 26/30 magazines from vanilla (the "ammo compactor" I call this gun) - but that is not among my top reasons to love this game
Dear god, by now it must seem like I want to tear your mod to tiny bits and pound you with them - nothing could be more wrong.
I am absolutely happy that one of my favorite modders (SotS1, aftershock) is having a go at my favorite game.
So lets move on to the random missions. To me what you have until now feels too small to really use tactics.
I play them as static shootouts (pretty one sided ones at that: Identify the bandit with the rifle, put a bullet in his head, mop up the others, walk home a little richer.).
Encounters like that do have their place, but you need more variety when the mod is done.
In the second mission I managed to get myself stuck:
In front of the truck, between the left light and the destroyed crate.
The missions themselves were nice little vignettes, if you leave out the third one.
If you grind yourself a full squad before this mission, you have enough things to do so the number of stupid NPCs is tolerable, but then the bandits have even less of a chance (all missions played on 100% everything for everybody).
Considering the tactical aptitude of the game´s AI the missions might profit from less allies to watch doing situps or whatever in front of the enemy.
This is a pure player view, as I did not gather enough motivation to get an XP-machine running in my den up to now.
Keep it up, this has potential.