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Fishmachine

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Everything posted by Fishmachine

  1. It's quite obvious to say, that this mod is vaporware for now. But it's quite worrying that we haven't heard anything from Blunter for some time now.
  2. Aaaarg... all the wasted potential! I'd really love to see all your hard work getting into a shape of full-feature game.
  3. Speaking of those games - haven't you got a thought about kickstarting it and doing a separate game instead of a mod that will be only played by a few people still willing to run and mod a 10+ year old game?
  4. Well, the in-game world is not exactly the real world, so in-game there can be deposits conveniently placed in plot related places
  5. Or just go with quite obvious material for projectiles - tungsten (Wolfram - it would even go well with the Wolf-something name ). And yes, there was quite a shortage of tungsten in the Third Reich, that crippled the subcaliber AP rounds production.
  6. Nope, freshly installed Steam version of S2/S3 Gold (english locale) without any other mods. http://i.imgur.com/goJHhHz.png Maybe you should just release it as a standalone mod to be put in strategycore mod section? I used the one from there, as I think the weapon degradation effect was way overdone in S3. He just sat there hidden all the time, even with my troops running right under the ridge and engaged only when my grenadier literally stepped on him. Maybe change his positioning a bit or increase his sight range? Well, that MIGTH have something to do with the fact that I somehow managed to send my team to the bank, while opening shop window with the weapons merchant (misclick on one soldier and sending him to the door, while switching to other and talking to the merchant in between).
  7. The only modification besides your mod is the anti-durability routine, but that shouldn't interfere with the loot screen. The loot screen didn't appear after Danilov's mission as well. Ah yes, I've found him eventually. There should be some script attached to him making him a little more aggresive when everyone on the map is dead, because this was confusing as hell. On the other hand, I think I broke the bank somehow, because after the mission all of the dialog option with the cashier are gone (i can only exit pressing Esc) - save file attached: https://anonfiles.com/file/84b733b659119f94431101ab52a3ed6b
  8. Nope, no other mods. I'm quite sure I've killed anything thad moves and even some things that weren't mobile But I'll check all the corners again.
  9. Prologue, Test of Loyalty, Saving Sentinel and Shade RE. Though, I remember at least Saving Sentinel having the after mission loot screen in vanilla - it just blinked for a second after the first or secon mission (just to show in-game tip about loot screens) and then went right to mission report. Another question about the Bodies Found (Counterfeit?) mission:
  10. Hey, it's just me, or the loot screen after mission doesn't work with 2.4?
  11. Welcome back Blunter! Sorry for your loss, but it's nice to see that you're back in the saddle. You're doing an awesome work and I plan to test the new version of your mod shortly.
  12. The custom campaign is in developement currently. There is a well made custom random encounter in Germany in the latest version of the mod.
  13. Works for me. Naaw, the 5.7x28 is really is a pistol round. A special purpose, but still. It's designed to defeat basic body armor but it's not more effective (if not less) against unarmored targets than 9x19 Parabellum. In terms of kinetic energy it's near identical to 9x19, way lower than any intermediate round not even mentioning full-size rifle load. It's actually quite similar to soviet WW2 era 7.62x25 Tokarev pistol round that got abandoned due to overpenetration and lack of stopping power, but now it makes a comeback in the hands of criminals fighting against body-armored police, so it's not that new of an idea, just more sophisticated. Still, not a new category of a round. That's what I can concur.
  14. Well, that's actually a carbine, not a rifle. Though the exact nomenclature varies highly from country to county. In polish, we have karabin (rifle) and karabinek (carbine), where the M16 or AK are designated as carbines contrary to being rifles in the US. Some historical sources might disagree with you: http://thompsongunireland.com/british_trials_with_thompson_smg1.htm I wouldn't go as far as penalising the prone position, really. Yes, it's a problem with some SMGs with protruding mags, but not all of them. Also, as tofudog said, sorry for constant complaints, but we want this mod to be awesome
  15. Yep, that's why I wrote about terminal ballistics (as equivalent of in-game damage).
  16. Real-life applications are not necessarily good for the game. 5.56 fired from any gun will have the same terminal ballistics. On the other hand, there are no hitpoints in real life after all... There's this one thing - what stops me from farming random encounters and getting the best accessories from the start point? Also the other one - high damage weapons highly promote long range fighting, where the chance of getting hit is low and every succesful shot cripples enemy. Simply way too long turns. It's like the base defense mission from vanilla, though that was a bit more intensive, as the enemies rushed at you.
  17. Sorry, haven't really used burst mode - it's not very cost effective for a sniper
  18. Normal? I don't really remember right now.
  19. Haven't played much, maybe 1,5-2hrs "wasted" with this mod. Got no random encounters (haven't even seen any - maybe their probability is too low?). As of weapon conversions I've only repaired the hunting rifle from first mission, but haven't been using it, as there were no ammo in the store for it yet. Due to low income and horrendous costs of ammo and mods only hired one merc - cheapest scout. But he (she?) didn't do much in the mission, as my main sniper simply murders anything at a range, while going for close encounters is simply not worth the risk. Maps are not bad, but with these overpowered weapons anything beyond staying back and sniping is simply not effective.
  20. 1. I don't know if that's the best idea, actually. Weapon tiers nicely compose with class progress scheme in S3. 2. Got bored and turned it off in fourth round
  21. Another thing about PKs - I always assumed that the Sentinels (or original S2 squads) were delivered airborne, and the one thing that made PKs a weapon of choice for special operations was their (comparatively) low weight that allowed them to be transported by air and offloaded near mission zones on improvised airfields. Hard to do that with tanks Another thing - artillery or mortars don't mix well with special ops. They require transportation, specialized crews, time to set up and tend to destroy everything pointed at indiscriminately. The PKs were meant to combine mobility and precision of a soldier with a firepower of HMG/mortar nest with adequate protection against infantry weaponry. They were never meant to outclass tanks. They were meant to be delivered covertly into key mission zones, neutralise enemy forces with superior firepower and pull out before they could scramble any effective anti-armor forces. Basicly, like this: http://www.youtube.com/watch?v=_bSEfx6D8mA
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