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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233905]
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Sat, 26 September 2009 19:31
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Randok |
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Messages:321
Registered:March 2004 |
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Is a small problem. Swapped names:
7.62x37mm MAG DEPLETED URANIUM is a description "Acidic"
Tranquilizer Dart is a description "Ignores Armor"
[Updated on: Sat, 26 September 2009 23:52] by Moderator Report message to a moderator
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Master Sergeant
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233926]
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Sat, 26 September 2009 23:53
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Randok |
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Messages:321
Registered:March 2004 |
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Quote:You mean in the enhanced description box? Yes
I thought that it is correct:
7.62x37mm MAG DEPLETED URANIUM is a description "Ignores Armor"
Tranquilizer Dart is a description "Acidic"
[Updated on: Sat, 26 September 2009 23:54] by Moderator Report message to a moderator
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Master Sergeant
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234121]
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Wed, 30 September 2009 22:44
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Hairysteed |
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Messages:193
Registered:December 2007 Location: Finland |
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I don't agree with the to-hit-penalty&bipod-bonus -combination for some of the LMG's at least not to the current severity. Here's the logic I used to modify your mod to my liking:
AUG HBAR, L86, MG36, RPK and Shrike are basically just heavy-barrel versions of assault rifles firing the same round. Higher ready AP cost should be enough for them. These weapons can also be fired in semi-auto; If you can fire a battle rifle with accuracy while standing or crouched, then you should be able to fire these as well!
LMG's without a forward handguard or a foregrip (Mg3, PKM, Pecheneg, FN-MAG, HK-21, M1919 A6) should get the full penalty. LMG's firing intermediate cartridges (HK-23, Ameli) should get a slightly reduced penalty)
LMG's with a forward handguard (Minimi, Mg43, BAR, RPD) should get a reduced penalty
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Staff Sergeant
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234278]
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Sat, 03 October 2009 12:15
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Mauser |
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Messages:756
Registered:August 2006 Location: Bavaria - Germany |
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HairysteedI don't agree with the to-hit-penalty&bipod-bonus -combination for some of the LMG's at least not to the current severity. Here's the logic I used to modify your mod to my liking:
AUG HBAR, L86, MG36, RPK and Shrike are basically just heavy-barrel versions of assault rifles firing the same round. Higher ready AP cost should be enough for them. These weapons can also be fired in semi-auto; If you can fire a battle rifle with accuracy while standing or crouched, then you should be able to fire these as well!
LMG's without a forward handguard or a foregrip (Mg3, PKM, Pecheneg, FN-MAG, HK-21, M1919 A6) should get the full penalty. LMG's firing intermediate cartridges (HK-23, Ameli) should get a slightly reduced penalty)
LMG's with a forward handguard (Minimi, Mg43, BAR, RPD) should get a reduced penalty
i agree with that. the differences of the gun types within the LMG class should be accentuated more. heavy barreled assault rifles should behave like those, just with a little lower burst/auto penalty and slightly longer range. the bigger bipod bonuses should be reserved for the really big and heavy squad automatics that really have a naturally high auto penalty also due to their larger caliber and high ROF. this distinction should be made more clearly within the LMG class.
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First Sergeant
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234564]
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Tue, 06 October 2009 22:54
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Adding more ammo boxes...
Currently I'm figuring out how much rounds the boxes with rifle rounds should contain (talking about 5.56, 5.45, 6.8, 7.62x51, 7.62x39 and 7.62x54R).
Problem with those is, that 75, 100, 200 can't be used due to drums, belts and c-mags.
My first idea was to set them to 50, but that seemed kind of weak. Next idea was 90, but that number is a bit odd... 150 seems a bit too much though.
100 would be perfect, but that of course would require changing C-Mag size and Belt size... any ideas?
I continue adding them set to 90, but that can easily be changed.
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