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Re: Weapons & Items Requests for UC-1.13/DL-1.13/AFS[message #327629]
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Tue, 05 November 2013 07:12 
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WaterHazard |
Messages:4
Registered:January 2012 |
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SRM1216 (Is it possible to have in the v1.13 engine?)

[Updated on: Tue, 05 November 2013 07:13] by Moderator Report message to a moderator
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Civilian
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Re: Weapons & Items Requests for UC-1.13/DL-1.13/AFS[message #329231]
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Mon, 23 December 2013 23:31 
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wolf00 |
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Messages:1147
Registered:September 2006 Location: Czech Republic |

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wil473:maybe something from this is usable foryour mod
uzi smg family
Custom barrels are available for all makes and models of UZI firearms, Full Auto or Semi, Full size, Mini and Micro/Pistol, Porting optional
Calibers available are: 380,9mm,9x21,357SIG,40S&W,10mm, 45GAP,45ACP, 30 tok.
http://barrelxchange.com/_wsn/page2.html
browing 1919
http://barrelxchange.com/_wsn/page3.html
Convert your 1919 to
7.62x39 or 7.62x54R
7.62x39 conversion aviable
7.62x54R Conversion aviable
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Sergeant Major
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Re: Weapons & Items Requests for UC-1.13/DL-1.13/AFS[message #329767]
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Tue, 14 January 2014 16:41 
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M16AMachinegun |
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Messages:304
Registered:September 2013 |
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Robinson Arms made a 7.62x51mm version of their XCR line, called the XCR-M, I'd like to see that included for completionist's sake
[Updated on: Tue, 14 January 2014 16:41] by Moderator Report message to a moderator
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Master Sergeant
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Re: Weapons & Items Requests for UC-1.13/DL-1.13/AFS[message #329802]
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Thu, 16 January 2014 16:18 
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draculea |
Messages:1
Registered:May 2013 |
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Just got a VSSK drop and i think 17 handling difficulty it's too much. It is not that heavy at 6.8 Kg and has a bullpup config.
Also the integral heavy bipod is not standard. Seen only one VSSK in real life and it did not have one attached.
Also it would be nice to have the option to remove/replace such integral bipod/foregrip (as the option exists IRL) or at least fold them to make them more usable from crouch/standing.
For the included/integral optical attachments i think they are great and close to reality as they are now.
Nice job and keep it coming.
Regards!
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Civilian
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Re: Weapons & Items Requests for UC-1.13/DL-1.13/AFS[message #331727]
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Sat, 12 April 2014 20:45 
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jasmith |
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Messages:32
Registered:January 2013 Location: US |
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Hi Wil, just stopping by to toss in some gap-filling suggestions, all from the HK lineup.
The HK417 in the 16" barrel (aka the existing G28 in automatic) would make the perfect DMR/spotter's rifle, which is how it's being used in a lot of countries (Australia, Norway). Nice mix of range, accuracy, and full-auto to throw down some long-range suppression or cover a sniper position being flanked. Add the 50-round mag for a DMR/LMG mix like what the L86 LSW has turned into.
The USP and UMP in 9mm. Maybe just replace the current USP in .40 with 9mm to represent the P8, or move along to the newer P2000/P30. It always struck me as odd that there wasn't a modern HK 9mm pistol in the mod, since that's their most common caliber by far.
Same logic with the UMP, since it seems like it's normally been adopted in 9mm or .40. If you feel like it you can even add a conversion kit to swap between all three calibers, a feature of the real weapon. Maybe bump the coolness up by one to compensate for the new flexibility.
The nice thing about all of these is that it'll just be modifying existing pictures, you wouldn't need to make any new mags or ammo types, and none of the stats should be difficult to judge.
P.S. Microscopic bug report that's not worth another post. The .300 Blackout barrel for the HK416 14.5" is listed as 10.5" in BR. The description is right, but someone looking at it for the first time might not know which to trust.
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Private 1st Class
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Re: Weapons & Items Requests for UC-1.13/DL-1.13/AFS[message #332588]
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Wed, 14 May 2014 10:34 
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M16AMachinegun |
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Messages:304
Registered:September 2013 |
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How about some alternative ammunition for the Dart gun?
My inspiration comes from the Resident Evil: Outbreak games, in which one of the main characters spawns with a Dart launcher. With it, he can shoot these little pills that can either heal teammates or harm enemies. For reference, there's healing pills, antidotes (great vs plants), hemostats, and antivirus (massive damage to zombies) pills.
Now while JA2 is no Resident Evil game, it still has Energy Boosters/Regen Boosters. What if you could use those in dart guns and shoot them into allies? This way your medic has a ranged way to heal allies (with the risk of missing). Definitely Scifi-level stuff.
In terms of coding, the ammunition would be unique and replicate using energy/regen boosts on the target (or fail if it misses of course)...at least, theoretically. Hope this isn't too much to ask for!
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Master Sergeant
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Re: Weapons & Items Requests for UC-1.13/DL-1.13/AFS[message #332600]
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Wed, 14 May 2014 15:19 
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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John A SmithThe HK417 in the 16" barrel (aka the existing G28 in automatic) would make the perfect DMR/spotter's rifle, which is how it's being used in a lot of countries (Australia, Norway). Nice mix of range, accuracy, and full-auto to throw down some long-range suppression or cover a sniper position being flanked. Add the 50-round mag for a DMR/LMG mix like what the L86 LSW has turned into.
The USP and UMP in 9mm. Maybe just replace the current USP in .40 with 9mm to represent the P8, or move along to the newer P2000/P30. It always struck me as odd that there wasn't a modern HK 9mm pistol in the mod, since that's their most common caliber by far.
Same logic with the UMP, since it seems like it's normally been adopted in 9mm or .40. If you feel like it you can even add a conversion kit to swap between all three calibers, a feature of the real weapon. Maybe bump the coolness up by one to compensate for the new flexibility.
The nice thing about all of these is that it'll just be modifying existing pictures, you wouldn't need to make any new mags or ammo types, and none of the stats should be difficult to judge.
Low priority, probably for v5.xx - not really wanting to add more items unless they are feature related (I want to try my hand at modifying other aspects of v1.13).
John A SmithP.S. Microscopic bug report that's not worth another post. The .300 Blackout barrel for the HK416 14.5" is listed as 10.5" in BR. The description is right, but someone looking at it for the first time might not know which to trust. Fixed
M16AMachinegunHow about some alternative ammunition for the Dart gun?
My inspiration comes from the Resident Evil: Outbreak games, in which one of the main characters spawns with a Dart launcher. With it, he can shoot these little pills that can either heal teammates or harm enemies. For reference, there's healing pills, antidotes (great vs plants), hemostats, and antivirus (massive damage to zombies) pills.
Now while JA2 is no Resident Evil game, it still has Energy Boosters/Regen Boosters. What if you could use those in dart guns and shoot them into allies? This way your medic has a ranged way to heal allies (with the risk of missing). Definitely Scifi-level stuff.
In terms of coding, the ammunition would be unique and replicate using energy/regen boosts on the target (or fail if it misses of course)...at least, theoretically. Hope this isn't too much to ask for! In-game any shot that hits is considered hostile, so game mechanics would make "health darts" problematic. Imagine the militia going hostile because you tried to heal one of them. In-story however this makes sense, well for Sci-fi mode and Urban Chaos. Probably best to ask for it as a new feature instead of leveraging off in-game attack mechanics.
wolf00dart is obsolete,im for intar device from stargate sg-1,this item can convert any weapon to high tech stun gun[they have adjustable power setings for amount of stun]you need only recharging energy .... There are already quite a few stun weapons. Before considering a variable lethality weapon, I must ask are people using the current less-than-lethal inventory?
[Updated on: Wed, 14 May 2014 15:22] by Moderator Report message to a moderator
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Re: Weapons & Items Requests for UC-1.13/DL-1.13/AFS[message #332855]
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Tue, 20 May 2014 03:08 
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M16AMachinegun |
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Messages:304
Registered:September 2013 |
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Just thinking out loud here, I dont really care for how most optics block iron sights
Is there any chance you could include one or more of the following:
1) If it doesn't exist, a way to disable "Scope blocks iron sights"
2) Off Axis Iron sights (I'd additionally say maybe an off axis reflex sight but i think that'd be too overpowered
3) Flip mount that lets you get the scope out of the way for irons, could cost AP to use (though with alternative scope modes this is really irrelevant)
One of my favorite things to do in video games (specifically modern military shooters) is take DMRs and use them in CQB. I've got the reflexes to do just that without getting myself killed the majority of the time but it forces me to use a lower powered scope to do effectively.
Oh wait, there's ACOG (Reflex 4x scope) + Reflex sight or Advanced Reflex Sight + Dependent 2-6x magnifiers. These get the job done in my mind, as do the "Scope Mount + Reflex Sight" attachments
MAN, resetting so often with each new release is getting annoying, I never get to the good gear by the time another update comes around! XD
[Updated on: Tue, 20 May 2014 04:46] by Moderator Report message to a moderator
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Master Sergeant
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