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Alfred

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  1. Hi, Is it just me or is something different with the ambush? At the first enemy round the sniper dies from Dynamite - he does not give a shot in the intro but a bullet is missing in the gun btw... If the left gunner gets his grenade out at last one of the remaining characters gets AP reduction or similar, making it impossible to me to get more than 3 enemys down in total. If the left gunner saves the grenate he snapshoots with the 3 barrel SG across the map and hits 3 times of 4 with at last one bullet for 10-16 dmg witha very good good crit rate... The "bulletpack" seems to be a bit dense for such distances. Tried it at last 20 times now... going left, right or staying - makes no difference. Going berzerk speeds the end up... One stray bullet in direcrion of the head makes it pop instant. Playing on diff. 2.5 as usual All 100% lvl+2 The new content looks tasty - if i could only get there via the fairway Maybe i get better luck tomorrow.
  2. Hi again, i try to keep it short (like everytime) 20mm GL sounds intresting would fit the "riflebehavior" better, autofire... not sure, would tend to 6-shot semi-auto with low blast radius or something like that. My posts are longer /joke. Awesome - if u want to share it - here is your victim . What is rly needed in my opinion is more power. Even the ruins from generations ago seem to be bulletproof. Only dynamite can harm them. Not even the revolver that rips your wrist off does a scratch. Me likes flying bricks pretty much in S³. Yep that thing, just because its very hard/impossile to get SGs to a "tactical" noise output. Those suppressors i found so far are more usable for ear protection than for real noise reduction. I am willing to learn more "Streetsweeper" is a clear thing to me. To stick with SGs: The removal of 20g is good - too loud anyway, but pls hold the triplerifles and so on, they are funny. To stick with ammo: Slugs would be nice. Your last creation looks awesome. Just the screws on top maybe needs turned in a bit. regards
  3. Hi again, Another short 3(00) - liner from my side - make sure u got a cup of coffee (or better a pot? ). The 42mm launcher is pretty fair atm. Dont would to change it too much yet. I have to say i tested it on a RE so expirience may vary. The engine afaik does not know steer fire (exept handgrenades), even the PIAT was more or less a rifle in S²/S³. and the PIAT is somehow comparable to the 42mm (not caliber and use more steer fire itself without own propellant). Clip gets interesting after 1:30 https://www.youtube....h?v=Ku_oAmIcsvE So firing behind cover what would make the 42mm even more useful needs some tricks. Direct shot is not to recommend because the chance to miss by miles is very high, so i aim free in front or next to the main target on the ground or a object behind it. With good results, if i get a accidential direct hit it is crushing. Hit is hit. If i miss its karma. AP costs are fair and realistic - shot and reload in one round possible. Some points to the design You mentioned the expensive 42mm ammo, i think its much too cheap. Let me explain: Mini-blast grenade is $500 Blast granade $1000 Fragementation $1200 (fits in stats halfway launcherammo) p.p. All these can be looted from the bad guys and i use them whenever its possible (even if i dont buy them in the shop) All this nades are affected by trowingskills and strength what limits the range. The launcherammo is ShelSec only atm and is $200 it has range approx x3 but costs 1/6 of the handgrenade and uses 1/4 of the space. Singleshot and reload in one round limits the use of the 42mm while i can throw 2 nades by hand. Since the 42mm ammo is ShelSec only (what is good at the current point idk how u handle this in upcoming versions) i think the prices should be a bit more balanced. Lets say approx 3/4 to 2/3 of the current for Handgrenades and x2.5-3x+ for the 42mm Maybe some can be found in the world in certain places like the mission you gave a preview on 04.03. what looks and sounds pretty awesome. At conclusion i want to say in my eyes the 42mm is a thing of special purpose to fill a hole and adds more tactical possibilities. All in once i like it pretty much and had no incoming yet - what iam a bit happy about. But like i said before it is special and should be used as such at last at the current version. Only suggestions no complaints from my side, in doubt just my very personal inked opinion. best regards PS: cant wait to see the new stuff
  4. Hi again, the internets have ate my reply - so the "short" version. Thats why i wrote "aiming rough over the barrel". But you are right its not a real disadvantage not to have snap at a sniper. I took the SUSAT as example because i wasnt able to find something better in a short amount of time. K98 had a 6x in some editions also the SVT-40 - both with open iron sights Ariskana type 99 had 4x and M1903 8x but no iron sights. The spotter came later afaik this was times where snipers worked often alone. (n.t.) Yes and its awesome - looking forward for more multiupgrade guns. Also discovered a 10mm SMG with 4 upgrades at total. I forgot about it - shame on me. Played yesterday just short to test the mod a bit after half a year of abstinence. The NPCs cant - so they use up "my" ammo;) Thats true but no match for a gunsmith (a bit with the file here a bit with the screwdriver there... e viola - full auto;)) Depends on model, different companies build modular meanwhile, but i start to digress again. Till this point all characters are coldblooded battledogs that dont care much about incoming fire. I dont think its really needed. Again just my opinion. With pleasure. 1st is the dialoge with the gunsmith. At guns with only 1 upgradefunction like the Huntingrifle there is: Headline with offer - ok 1. option: yes i wish to make this... -ok 2. option: Attach a XX for XX - function is exit - so it should be "nothing for now" or similar. 2nd is the 7mm sniper which has no own clips and uses 5er strips because of this - idk if you want it this way, if its no prob i just noticed it. 3rd is a 10rnd 6mm clip that is called "6x40mm 8-round rifle clip" the gun is 10 rnd the mag is 10 rnd just the name is 8 rnd. In my opinion its pretty much ok - S³ was not made as survival. And NPCs need huge ammounts of ammo because they shoot like... idk what. Not good but much. Most times its possible to get more than enough ammo in the field. In vanilla i only buy the special stuff like JHP - everything else is looted. Too expensive anyway^^ AP would be nice for wall penetration in what the standard 6mm just fails. If u have it - bring it on we will see how to use it. Atm is just the testfield a bit small. Had a look at the 42mm nadelauncher - pretty sweet, very nice for medic training if the gunner messes it. Joke over - its very acurate even in snap i get a solid hit if there are no obstacles.
  5. Hello everyone, awesome work till the point just awesome. Just a few points (just my opinion, has not to reflect the truth;)) Thank you for the shotguns - it was a missing part in the vanilla. And the 100 magazines at shotguns... confusing for 3 minutes but then... Havent tested the 40mm nadelauncher yet but i will do soon - was also a thing that was just missing. The Gunsmith is a part that was just missing before too, and its very well done and easy to understand, just one thing i dont fully understand is the removal of "snapshot" with mounted sniperscope. I understand "snapshot" more as "gunner`s job" than "gear´s job" meaning "aiming rough over the barrel". (to explain what i mean with "gunners job": imagine a dual-barrel shotgun that has 2 triggers the gun does not support it to fire both with one trigger but you can pull both at once.) A few scoped rifles in history (not purebred sniperrifles) had even usable iron sights, either by a "tunnel" under the scope (like K98, MN1891 just to call 2 exaples) or a sidemounted scope (Ariskana Type 99). Not only few modern rifles follow this tradition for exaple the G36E (export - no collaminator) where the (unadjustable) ironsights of the carrying handle can be used. There are optics (removable) with either ironsights or even a collaminator on top too. For example SUSAT: http://upload.wikimedia.org/wikipedia/ru/thumb/8/8b/SUSAT.jpg/200px-SUSAT.jpg or a backpack variant: http://www.thefirear...-eotech-sights/ Same theme for SMGs, MGs and ARs with only "long burst" firemode, yes it CAN be "gear´s job" but in my opinion its more "gunner´s job". My thought is that in a PN scenario high tech has cut down supplies (including ammo), if the storage is empty its empty. (and all guns without ammo can be used as fencing post) And the quartermaster will beat you up if u bring him every day 1 million cartridges to refill just because you cant control your triggerfinger;). Pls dont get me wrong, i dont say "remove ammo from the game" I try to say "let me be thriftily with the ammo - idk when and where i can get more" Collaminators for MGs would be nice too - they are not uncommon in special for LMG/CQB variants (shorter barrel, forewardgrip aso.) There are some scoped MGs on bipod too (highmarks, crude dot image) Example: http://www.thefirear...gun-ammunition/ Regarding "no prone bonus": i think its pretty much ok as long it is not penalised. Even if there are foreward grips with included bipods inside (none to "go in" like MG bipods just for resting the gun like sniperrifle ones). Exaple for those that cant imagine what iam talking about: http://www.thefirear...16-and-fn-scar/ Anyway every (trained) gunner gets benefits from a prone stance and if its just that the recoil is catched from the whole body and not only from the shoulder. This results at last in less bulletspray. You can rest your gun very well for exaple on your backpack (if u have one) in my opinion this is much better than any AR bipod Prone may be problematic with crappy magazine/magazine slot design, with this i agree. Doesnt matter much in S³ by the "Good shot from any pose" perk. No "careful shot" without scope is pretty much ok too. I like the auxillarytroopers very much - very helpful (and if only as bulletmagnet;)) in the early missions where you just dont have the cash for a own squad. Regarding suppressive fire: Im very sure u got tons of ideas for guns in your mind - let me add one more: What about a gun that fires caseless ammo? (maybe u already have this with the 6mm series?!) http://en.wikipedia....less_ammunition - general info http://en.wikipedia....ki/Voere_VEC-91 - 6mm example Tiny bugs i found so far: Pls keep it running - good mods keep games alive Great work. PS: english is not my native so i may lack a bit in grammar and/or form - i just try to get to the point. I post links instead of images to keep the post short. The links are not meant advertisement - its just what i found instant.
  6. Hello everyone, great work just awesome. Had a try a few month ago and was a bit confused about the HE Ammo, u cant put an Abomb into a matchbox (common one), but as i see it was changed a bit. The Castle Encounter is just lovely, a bit small map in my opinion but that has nothing to say. Also RandomStorm-mod is unfortunately not compatible, the mods seems to block each other - just a notice. Thanks to AddMod its just a bit fumbling;) regards
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