Would that also mean that you can move ammo around such that FMJ/ball becomes "default" without blowing everything up?
Oddly they went in the game for Assualt rifles and sniper rifles.
Took me 3 days and a pile of problems. Half these files labeled Hard/easy don't do anything only the standard ones do. But I added in Full metal jackets and they are pretty well the standard round used by everyone. That was a pain to change and I haven't play tested threw the whole game yet only made it to phase 2 atm. But 90% of the ammo that drops now is FMJ. With AP ammo comeing from officers and Snipers. Works out very well imo. I may however lower there AP rateing abit.. at 0.5 they're idk. Alittle too good I'll see when I fight guardsmen. Atm most of the people are in class 1 armor some class 2... and well I am useing Assault weapons. Mostly becouse I'm testing to see how they handle. But the FMJ addition is the biggest change that'll be comeing in the next mod update.
I have plans to add in new weapon mods Mainly a real Red dot scope, ACOG and sniper scopes. Forward handles sadly I don't have animation files for that but oh well I can live without that little detail. I'm also fairly sure I've figured out how to add in underslung weapons as well so I'm mulling over an under berral shotgun.
as said, one reason for different damage with same round, is barrel length, longer the barrel the more speed and more Acc of the weapon, minus it is more bulky
not sure I follow with damage by round, why are the lousy Russian weapons doing more damage ? a 7.62x51 blows the 7.62x39 away (the 39 is almost a very large pistol round, not really, but power wise)
the 5.56 will really ruin your day, it is light weight, but very high speed, you can get hit in the hand and blow the top of your head off, and some of the Russian mini rounds are very nasty also
also, game wise, I think we going backwards, most combat is one shot one kill type of deal, we already are takening 5-10 rounds to kill someone, I don't think we should be going to the 10-15 rounds for a kill
I don't really think there is all that much wrong with the ranges in the game, people want to use pistols and SMGs out in the Jungles, let them, they will just die like they would in real life, those weapons have a combat role, use them correctly, for what they are made for, and they work great, remember, there is a reason, most nations have gone to the Assult rifle and pullpups
you do know, that most people who carry pistols in combat, nevered used them ? and those that did, started to carry something else with them (WWII that is where the M-1 Carbine came in)
This is partly why I asked about this as I'm looking for solid imput about weapon damage. I wanna make the game more deadly but keep it balanced. Alot of people have also said they end up changeing weapons every map almost due to well this weapons got 1 more damage.. I personaly would like to streamline the damage better. I forgot about the longer berral thing I remember reading that someplace but I don't recall where. This is also why I set the 7.62x51 to 22 damage. Which is a respectable hit imo. Even toughest hostiles in the game only have 80 life. So doing 22 damage you only need to hit them 4 times. Not really realistic but I don't want to see my mercs getting gunned down in 1 shot.
If nothing else I might even go so far as to up the damage of most of the weapons. I used those numbers as an example for testing reasons to see if they should go up/down. Given how much of a better shot the players are compaired to the average tangos I didn't really wanna go too high for damage. If you've used the .50s I'm sure you've seen some massive hits, Biggest hit I've done with one of the .50s was -480 to the torso. This is why I never handed out the .50s to the AI.. althought I should... Bwhahaha
I've personaly never seen 5-10 shots to kill a hostile unless I'm really unlucky and hitting them in the arm over and over. Most of the time I take at most 5 shots to kill. Heck most of the time I can clear a map and only my sniper needs to reload... Only time I start getting into the longer gunbattles is the guardsmen at the end in there class 3 armor with helmets and pants... Which I figured out a why to make them display it but then everyone would really look the same.
I'm an SMG lover. But putting that aside. From a game point of view.. we basicly have 2 class's of weapons that never get used beyond the first map or 2 of the game. Those would be SMGs and Handguns... I know myself I toss them once I get anything with a 70+ range and 30 round clip. I'm trying to make them a semi-useful weapon beyond a shot the wounded thing. Can add shotguns into that as well, Idk about alot of you but I personaly never use them due to there weak damage and/or there inability to hit anything beyond 10 feet. If you do however score a hit with a slug you can get some very solid damage however.
And ya I do know in the real world Handguns are there as an if I need it I got it but I almost never need it so.. kinda weapon.
It will be cool if you can add SCAR-L or SCAR-H in this game, I really like those AR. Keep up the good work Reinforce !
SCAR-L and H are already done up icon wise I just need to add in the little code bits and text files for them. Oh and the L is light uses a 5.56 and the H is a heavy and uses a 7.62. Or so I've found out from my digging. That weapon however isn't a SCAR It's a prototype, However I'm useing it's production name. I used the Prototype image for 2 reasons 1 I like its look better and 2 I got enough weapons that have almost the same icon. :P
Now back to the weapon damages Seems alot of you all agree on how it is now so I'll leave it as is. Saves me time to be honest, Also seems people like the weapons ranges. So I'll leave that as well.
Now how about the AP change I posted as well? Ya/na on that? I'll quote it here to save you from scrolling.
Lastly I'm thinking of an AP change to the weapons. Way it is now a single shot costs 4-5 on most weapons and a 3 round burst is 10-11. Dosn't seem right so I was thinking of changeing it to something like single shot AP cost then add on 1 point per bullet for ARs and SMGs and 1 point per 2 bullets for LMGs and MGs. So a 3 round burst from an FN FNC would cost 9 down from 10. Also thinking of shaveing off 1-2 points off the AP cost to fire all the sniper rifles letting you put a better shot down range. Most of the time your not able to get your full AIM due to haveing to reaim at the target when prone and your basicly just wasteing bullets. Keep in mind I always fire a snipe rifle while prone and from the top of a hill.. I miss less that way.
I've had afew people ask me about AP changes. I can do the Constants change and do it globaly but that's really.. hacksaw imo. I don't plan on changeing single shot costs as there's alot of weapon addons that lower that. Burst fire is mostly what I'm looking at. Sniper weapons as well. Anyways something to think on. Oh and AGI and/or DEX does effect how much AP you get a turn from 0. However any amount is carried over up to 5 points I belive off the top of my head. To a max of 25 points.
Also I'm running out of idea's for weapons to add. Anyone got something they would like to see? I'm takeing requests.
< Message edited by Reinforce -- 1/5/2009 11:03:07 PM >