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  1. Yesterday
  2. Yes sure, hoping to see sth like that. But I would never ever buy again something from Farm 51! WW3 was the biggest let down ever. What a basket full of empty promises and absolutly no remarkable progress in over three years. //Nationality based remarks or stereotypes will not be accepted, watch the swearing
  3. Last week
  4. Hey Folks As I was working on my suggestion post for the Italian () Benelli M4, I stumbled across some older videos regarding the Paradigm SRP - Talon, and after watching them & thinking about some older suggestion posts I made. I figured I would take a chance at pitching a new Strike for WW3 before getting to the next gun suggestion post. While the name of this strike may leave a lot to be desired, the Developers can always make a new name for it if they wish to. I just called it R-O-S-W for the acronym, and overall make the Strike's origin seem flexible to the whole East vs. West concept of the game. Not really a super original idea. But, it's not something (generally speaking) we have in WW3. So...when life gives you lemons as they say... Quick story - long ago I came up with a new strike category concept simply called "Support Strikes" and originally the idea was to make a category of strikes that didn't have anything to do with attacking/killing enemy players. But, I think, if the ROSW was added to the game, putting it into a strike category called "Support Strikes" would fit very well even if the original concept was designed around the idea of largely non-lethal strikes. i say "largely" non-lethal as really scoring any kills with these types of strikes should either be pure accident or entirely just dumb levels of luck. Anyways, that is enough bla bla, lets get to it! If you would like to read other suggestion posts I have made, click the link down below where I keep links to pretty much ALL of my suggestion posts (including two old suggestion posts for Support Strikes!) I have made for WW3. Otherwise, lets get started on the ROSW! ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - Basic ROSW concept - Basic Concept of the Strike. Section 2 - Strengths & Weaknesses of the ROSW - What the stats, strengths, & weaknesses of the Strike should be. Section 3 - Stats & Customization of the ROSW - What customization options should be open to the Strike. Section 4 - Countering the ROSW - What ways Players can counter the strike. ---- Section 1 - Basic ROSW concept I drew inspiration for the ROSW from the (Above) Paradigm SRP - Talon and from all the RCWSs currently in WW3. Video Sources regarding the Paradigm SRP - Talon Paradigm SRP (Not really a informative video, just a commercial demo sort of speak.) TFB TV Iraqveteran8888 FPSRussia Drivetanks.com (Not really a informative video, just to show that a M249 SAW can be used from the Talon) The strike concept of the ROSW (Remote Operated Sentry Weapon) is very simple; a defensive, stationary, remote operated turret that can turn 360 degrees, fire a variety of small arms ranging from a SMG to a .50 BMG Sniper Rifle, and can even be upgraded further with a Automated System that will engage hostiles at the most optimal, effective range for the weapon & caliber (Will go into greater detail further down the list in the Stats & Customization of the ROSW section regarding the Automated System.) The way a Player should call the ROSW in is very simple. First have them select any location on the map (excluding out of bounds & enemy deployment naturally) to deploy the ROSW, after that have the Helicopter Drone fly down to deliver the container housing the ROSW in it. While the Turret is inside of the container, the Turret is marked unclaimed, and anyone is able to pick it up. Once it is picked up however, the person who ultimately claimed the ROSW will then incur the following penalties while CARRYING the ROSW- They're incapable of using any of their Weapons, Gadgets, Grenades, Strikes, & Repair Tool. They suffer a movement speed reduction. I know some may not like these incurred penalties while they're carrying the ROSW. But, this is being done to discourage (not prevent) Players from running around the map with the ROSW like it's an offensive support weapon to just be dropped in place the moment they spot an enemy. When the Player can deploy the ROSW, they will need to find a suitable flat surface, and can use a translucent model of the ROSW to see exactly where they will be placing it the moment they go to deploy it. Once the ROSW is deployed on the ground, the player will no longer suffer the penalties that come with carrying the ROSW. Finally the ROSW should have 3 sub-systems. Optic - Damage the Optic enough, the Operator cannot see where they're shooting & the Automated System cannot engage targets. Turret - Damage the Turret enough, the ROSW cannot turn left or right. Turret Shield - Damage the Turret Shield enough, the Turret will no longer be protected from most small arms fire from the front. (Turret Shield sub-system is only active so long as the ROSW has been upgraded with a Turret Shield.) So, if the ROSW was added to the game, what would it's strengths & weaknesses be? ---- Section 2 - Strengths & Weaknesses of the ROSW In this section I will cover what I think the Strengths & Weaknesses of the ROSW should be. ROSW Strengths Defensive Support Weapon - Players on Defense or capturing points requiring an extra set of eyes & firepower, will be able to use the ROSW as a extra means of fulfilling their task in the moment. Automated Objective Defense - Should the person who called the ROSW onto the map feel like paying the extra amount of BP to field the ROSW with it's "Automated System" upgrade. They could use the ROSW as a means of protecting an Objective without being in the minimum 100 meter range to operate the weapon directly. Stays even in Death - Should the owner of the ROSW be killed, it should not cause the ROSW to automatically self-destruct if it's already been deployed. If the owner is killed while carrying the ROSW, that should cause the ROSW to be destroyed as well. Fire over Cover - Depending on the height of the cover of course, the ROSW should be tall enough to shoot over most objects it's placed behind. Reduced vertical & horizontal Recoil - Because the weapon would be fixed to the Turret, the reduced recoil of weapons should be noticeable. That said however, spread should still be a factor to consider during prolonged fire. Resistant to most small arms fire - The ROSW should be fairly resistant (NOT IMMUNE) to damage from most calibers smaller than 7.62x51 NATO. Anything from 7.62x51 NATO & above should still do full damage (maybe even 6.8x51.) Now for weaknesses to balance things out a bit. ROSW Weaknesses Limited Mobility - Outside of the owner of the ROSW picking the strike up and moving it. The only movement the Turret can do is a 360 degree turn and point the gun up & down at roughly 60 degree angles. Limited Connection Range - The Player should be required to be within at least 55 Meters to be able to use the remote operated function of the ROSW when they DO NOT have the Automated System upgrade. Limited Ammunition - The ROSW should have a limited amount of ammunition at it's disposal with the actual amount varying between the weapons mounted. Should the owner or team wish to resupply the ROSW, they will need an Ammo bag equipped/off cooldown which will be completely used up by resupplying the ROSW. Limited Anti-Vehicle usage - The ROSW should be incapable of being upgraded with any sort of Rocket Launchers, Grenade Launchers, and the likes that can seriously damage Vehicles. Limited Protection - The ROSW should have very little means of protection beyond taking out the enemy before the enemy takes out the ROSW. Electronic - The ROSW should appear in Thermal sights since it's reliant on electronics and of course powered by a battery. So, naturally the thing would generate warmth and the whole point of a Thermal Sight is to detect warm objects (typically Humans, Animals, Operating Vehicles, etc...) With the Strengths & Weaknesses out of the way. What sort of Stats & Customization should the ROSW have? ---- Section 3 - Stats & Customization of the ROSW In this section we will be covering the basic stats of the ROSW and what customization options I'd personally like to see it have. Now, admittedly right now, I'd like to see a little more complexity in it's customization options compared to other Strikes. The reason for this is because the ROSW, ideally in my head, should perform entirely depending on what sort of weapon it's equipped with. Want it to mainly secure a stairwell? Consider mounting a MCS, VEPR-12, SIG, SA80, or any sort of CQC minded weapon on it. Want it for long sight lines to act as a remote sniper station? Equip it with the G29, Tochnost, 417, or some other weapon good at reaching out to long distances. Naturally all of the weapon choices will have their benefits and drawbacks depending on the weapon that is selected. So a mounted Machine gun may have a higher magazine/total ammunition capacity than other weapons. But, have a slower turret Rotation speed, longer reload, and higher BP cost as a example. Base BP Cost: 450 - (Not including the base Weapon cost) Health: 500 Max Operational Range: 55 Meters Optics: 1x - 3x Sentry Sight BP cost: 0 Weapon Configuration: Battle Rifles Weapon Configuration BP cost: 200 Stock Weapon: SCAR-H Muzzle: SCAR-H Muzzle Brake Barrel: SCAR-H Medium Barrel Magazine Capacity: 20 Rounds Fire modes: Semi-Automatic & Fully Automatic Spread: 0.2 Rate of fire: 525 RPMs Reload time: 7 Seconds Total Ammunition Capacity: 40 Rotation Speed: 7 Elevation Adjustment Speed: 7 Elevation Adjustment: 60 Degrees Now for actual customization options that should be allowed with the ROSW. Optics 1x - 3x Sentry Sight BP cost: 0 4x - 6x Sentry Sight BP cost: 50 7x - 9x Sentry Sight BP cost: 100 10x - 12x Sentry Sight BP cost: 300 Weapon Configuration Submachine Guns BP cost: 0 All SMGs optional All SMG Muzzles optional depending on the SMG All SMG Barrel lengths optional depending on the SMG All SMG Magazine Capacity optional depending on the SMG Weapon Weight influences Elevation & Rotation Speed Shotguns BP cost: 50 All Shotguns optional All Shotgun Muzzles optional depending on the Shotgun All Shotgun Barrel lengths optional depending on the Shotgun All Shotgun Magazine Capacity optional depending on the Shotgun Weapon Weight influences Elevation & Rotation Speed Assault Rifles BP cost: 100 All Assault Rifles optional All Assault Rifle Muzzles optional depending on the Assault Rifle All Assault Rifle Barrel lengths optional depending on the Assault Rifle All Assault Rifle Magazine Capacity optional depending on the Assault Rifle Weapon Weight influences Elevation & Rotation Speed Battle Rifles BP cost: 200 All Battle Rifles optional All Battle Rifle Muzzles optional depending on the Battle Rifle All Battle Rifle Barrel lengths optional depending on the Battle Rifle All Battle Rifle Magazine Capacity optional depending on the Battle Rifle Weapon Weight influences Elevation & Rotation Speed Machine Guns BP cost: 350 All Machine Guns optional All Machine Gun Muzzles optional depending on the Machine Gun All Machine Gun Barrel lengths optional depending on the Machine Gun All Machine Gun Magazine Capacity optional depending on the Machine Gun Weapon Weight influences Elevation & Rotation Speed Precision Sniper Rifles BP cost: 600 All Sniper Rifles optional All Sniper Rifle Muzzles optional depending on the Sniper Rifle All Sniper Rifle Barrel lengths optional depending on the Sniper Rifle All Sniper Rifle Magazine Capacity optional depending on the Sniper Rifle Weapon Weight influences Elevation & Rotation Speed Turret Shield - A heavy steel Turret Shield that protects the front of the ROSW & Turret from standard & hollow point types of ammunition. (IE: FMJ & Hollow Points no longer do damage to the front of the ROSW & Turret sub-system. Optics, Flanks, & Rear of the ROSW & Turret sub-system are still exposed to FMJ & HP ammunition) BP cost: 200 Rotation Speed: -2 Elevation Adjustment Speed: -2 Elevation Adjustment: -10 Degrees Automated System - Installs a Automated System that allows the ROSW to operate on it's own when the owner is not using it. With the Automated System, the ROSW will not attempt to engage targets outside of it's weapon's most optimal, effective range, and will only engage targets in areas with the highest chance to hit. (IE: If the Weapon's most optimal effective range is 0 - 20 meters. It will not automatically engage targets at 21 meters and above. It will also only go for body shots on Infantry, not head or limb shots) BP cost: 600 Automated Operational Range: Unlimited Operational Range: 55 Meters Doesn't Attempt to engage any IFVs, AFVs, or MBTs. Will attempt to destroy any Quads, Buggies, & Drones so long as they're within the required perimeters to be engaged. Reloads Automatically only when both the Magazine & Chamber are empty Strike Icon flashes with a X over the portrait when it's out of Ammunition Engagement Time Engagement Timers should vary between- Sentry Sight Weapon Type Weapon Caliber Weapon Weight Chance of missing Should vary between- Sentry Sight Weapon Weapon Type Caliber Distance between Target vs. ROSW I think that covers everything, though I wouldn't be shocked if I forgot to include something (kind of the price to pay with these longer posts & burning the late night oil.) But, with all of that out of the way, it's time to begin wrapping this post up with ways to hard/soft counter the ROSW. ---- Section 4 - Countering the ROSW So, what ways can the ROSW be countered by enemy players? Well, a lot of different ways actually. Unless you're bull rushing a ROSW, there are more than a handful of ways to come out on top against it. Hell, some of them don't even require the Player to put themselves at risk of dying to it at all. So, here are some ways the ROSW can be countered. UAV Jammer Strikes - It's remote operated turret that requires the usage of signals. Of course the Jammer Strikes would be a problem for the ROSW. Artillery, Bombing Runs, & Airstrikes - It's remote operated turret that is stationary pretty much 24/7/365... IFVs, AFVs, & MBTs - At worse the ROSW can blind them, at best it picks up a kill on an extremely damaged IFV/AFV...and even that requires the ROSW to first have at least have a high caliber weapon equipped...and require the player to directly operate the ROSW. Quadrocopter & Suicide Drones - Stay out of it's attack line of sights and you're easily able to destroy it. UGVs & Helicopter Drone - Stay out of it's attack line of sights and you're easily able to destroy it unless you're using the 7.62 MG...at that point it might take more than a couple brief seconds. Explosives (Grenades, C4, Explosive Drones, RPGs, and etc...) - Stationary, largely unarmored turret...would you really be all that surprised if any of these destroyed it? Another ROSW - Fight fire with fire sometimes. Breaking Line of Sight / getting into cover - Pretty self explained, but a lot of variables to consider also for scenarios. Smoke Cover - At worse, the Player manages to kill someone blind firing into the smoke. At best the Player is just wasting ammo shooting at nothing or the automated system simply cannot see a target and thus won't shoot/attempt to engage targets in that direction for the time being. Ultimately it's a weak (health/armor wise), stationary target that cannot move around without the assistance of the player that claimed it. At that point, you're getting a 2 kills in 1 deal with the Player picking the ROSW up. So if anything I either proposed a very well balanced strike or a very weak strike (which works given that nobody can claim it's overpowered and that means improvements can be made gradually over time.) It can't move on it's own...it's literally just going to sit there unless the player attempts to move it, and even then the Player is going to incur the penalties to move it. If you cannot counter the ROSW when it's deployed or when it's being moved, the problem isn't the strike....(unless it's bugged/glitched of course! But, that is a whole other matter.) ---- With all of that out the way, we can now truly bring this post to an end. I hope everyone likes the idea of the ROSW (Remote Operated Sentry Weapon), even if maybe not exactly how I proposed it. The Developers could make this an even less complex strike than what I suggested. But, when I saw the Paradigm SRP - Talon, I saw a lot of different potential uses with it. Ultimately a lot of the uses I had in mind I actually cut out to keep the Strike from being overpowered...I may have even made it underwhelming ultimately. But, that is why I'm posting this on a forum, so I can make changes where I need to. I actually thought about allowing the ROSW to use Special Weapons and some of the RCWS turrets as well, which the Developers could do if they want to add this into the game. Hell, they could go even more simplistic and just make it a simple Stationary RCWS if they would like to have such a defensive, remote operated turret. Like any suggestion post I make though; I merely make the suggestion posts, the Developers can choose to do with them whatever they desire. For now though, the hour grows late, I need to get some sleep, and later today I will get back to working on "Weapons that can enhance WW3." Till the next suggestion post however... Have a good one folks!
  5. which servers are you guys playing on mostly? NA or EU
  6. Dude WTF? Pick a different font color One can hardly see anything
  7. KEY FEATURES: Modern Battlefield Experience A Fps Shooter that presents a modern conflict with tactics, techniques and procedures inspired by true combat engagements. All of this packed into exciting game modes. Intense firefights in teamwork-focused battles of infantry and armored units over fortified points. The tactically-oriented Recon allows players to cooperate within small reconnaissance squads left on their own to survive and capture high-value targets in hostile territory. Together these modes create a coherent gameplay experience aimed at presenting the actual feel of modern warfare. Real Life Locations One of the most realistic levels in the history of FPS. Join the battle on the streets , Take advantage of the urban environment to surprise enemy forces and dominate the battlefield. Versatile Customization Find your own unique combat set fitted to your needs and style without being bound by classes or roles. Choose from hundreds of combinations of unique weapon parts, attachments, skins, camos and paints. Same rules apply to vehicles, tactical gear and uniforms. If it’s possible in real life, it’s possible simple as that! National Pride Heavily grounded in military realism, offering accurate depictions of weapons, uniforms and equipment of national armed forces. All of it to inspire you to make the war effort personal and prove that your country is the dominant force on the battlefield. All maps are based on real-life locations and recreated with an unprecedented attention to detail. Strong Teamplay Team-based gameplay rewarding the initiative in playing as a part of a squad. Responsible cooperation within a squad is the best recipe for combat effectiveness. Players can choose between assuming the role of an Attacker or a Defender, and use any gear available to support their playstyle – what matters is the victory. Armor vs Projectile The most authentic bullet vs. armor system in the FPS genre to date, achieved through years of research and development with military professionals. Ballistics, a weight system, full body awareness, vehicle physics, and an extensive customization system all affect the gameplay in a meaningful way. Strategic War Map To show consequences of every battle, player performance is rewarded with resources used to conquer or defend a territory. Gain additional bonuses via the metagame and turn the tide of war! Every destroyed vehicle, every kill, every bullet fired, every achievement affects the big picture presented on a constantly evolving, interactive war map eventually covering the entire planet. Community Driven Development Developed by competitive gamers who grew up playing FPS games. As an indie studio we strongly believe that community input is crucial in creating enjoyable and memorable games. We want to invite all of you to take part in the common effort of making the game you always wanted !!!
  8. It has been used, it is used and I'm sure it will be used. Cheapest tactic to gain advantage in firefights. U throw smoke grenades and shoot through the smoke because smoke is transparent for IR scopes. It's the "fair" advantage as it's not breaking any rules or mechanics, but in the same time it ruins the fun for average players. So idea is to rework a little how IR scopes interact with Concussion grenades. Concussion grenade exploding even on the max distance(iirc it's ~30m) when it's blinding effect expires in a split second - it should apply full time duration blinding effect. But not to the soldier. It should IR scope's matrix to be "overloaded" so that pic when u go ADS is full-white, but u still can hipfire while being in the same equal situation as all others. Rocker-paper-scissors if u want.
  9. Earlier
  10. Can the LEUPOLD D EVO LCO DUAL SIGHT be added into the game as a secondary sight, it would rival and provide an alternative to the Magnifier.
  11. Hey Folks Time for another Shotgun to get the "Weapons that could enhance WW3" spotlight and today I thought I would visit one of the more iconic shotguns in the World. Very few video games DON'T have this weapon in them and I would go as far as to say that not having it in a game with guns is almost heretical...But, that might be going a little far. I was going to cover another Shotgun instead of this one. But, I'm going to keep my old choice in reserve for something special to come down the road a little later. If you would like to read other suggestion posts I have made, click the link down below where I keep links to pretty much ALL of my suggestion posts I have made for WW3. Otherwise, lets get started on the Benelli M4! ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - The Benelli M4 - Real life information behind the Weapon Section 2 - Strengths & Weaknesses of the Benelli M4 - What the strengths & weaknesses of the Weapon should be. Section 3 - Customization Options - What customization options should be open to the Weapon. ---- Section 1 - The Benelli M4 Country of Origin: Italy Manufacturer: Benelli Predecessor: None Weapon type: Semi-Automatic Shotgun Weapon Caliber (Primary): 12-Gauge Weapon Calibers (Alternatives): None Weight: 8 LB or 3.62 KG Capacity: 6+1 with 3 inch shells or 7+1 with 2.75 inch shells Operators: Albania , Andorra , Australia , Belarus , Brazil , Croatia , France , Georgia , Greece , Indonesia , Iraq , Ireland , Israel , Italy , Libya , Lithuania , Malaysia , Malta , Moldova , Philippines , Portugal , Serbia , Slovakia , Slovenia , South Korea , United Kingdom , and United States . Web Sources Benelli USA Military-Today Modern Firearms Guns Fandom Wikipedia Video Sources Benelli Firearms Video Task & Purpose Video Hickok45 Video Summary: The Benelli M4 or M1014, is one of the most iconic Shotguns of the Modern Age and sees wide spread usage across multiple Nations. Some Nations permit large parts of their armed forces to use the weapon, while others restrict it to only their Special Forces groups, or even in some case - Law Enforcement. The most notable aspect of the Benelli M4 is the ARGO system or auto-regulating gas-operated which allows the Shotgun to fire a variety of ammunition without needing to adjust gas system, excluding of course for non-lethal ammunition which are very common to hinder semi-automatic shotguns as they do not produce enough force to cycle the weapon's action. The Benelli M4 also has very few moving parts which reduces vibration and the need for regular maintenance. Most Pump-Action Shotguns will require regular cleaning after various degrees of usage, but the M1014 can go roughly 25,000 rounds of ammunition without cleaning. Less need for maintenance, means more time doing what it was designed to do - clear buildings of any hostiles, and repeat. It's little wonder that the weapon sees such wide spread usage across the world. So, what would the strengths, weaknesses, and stats be of the Benelli M4 if it was to be added to the game? ---- Section 2 - Strengths & Weaknesses of the Benelli M4 In this section I'm going to cover what I think the Strengths of the The Benelli M4 should be, what Weaknesses it should have, and finally what I think it's basic stats should be upon entering the PTE servers for testing. In regards to the stats, I will be proposing them from a stock weapon perspective (IE: no attachments/modifications.) This is being done both to keep the post relatively on the small side & not give me a headache in the process of making it. So, lets get started. Benelli M4 Strengths 12 Pellets per shot - Fairly self explained; the Benelli M4 should fire 12 Pellets per shell it fires. However, this should be balanced with each Pellet being weaker compared to those of the MCS & VEPR-12. Fairly High Rate of Fire - The Benelli M4 should have a faster Rate of Fire compared to the MCS. But, be slower than the VEPR-12. Modest Low Recoil - The Benelli M4 should have less recoil than the MCS, but more than that of the VEPR-12 Middle ground Spread - The Benelli M4's should sit in between the MCS & VEPR-12 Modestly Fast Reload - The Benelli M4's should be one of the faster (not fastest) tube fed Shotguns to reload. Now we move on to weaknesses to help balance out the gun a bit more. Benelli M4 Weaknesses Weaker Pellets - As stated above; this should be to balance out the fact that the Benelli M4 would ideally be firing 12 Pellets per shot. Tube fed Shotgun - Much like the MCS, the Benelli M4's shells are housed inside of a tube rather than a magazine like the VEPR-12. Because of this, the length of the barrel should in turn determine the amount of ammunition the Benelli M4 can hold. Considerable Hip Fire Spread - The Benelli M4 should have a higher than average spread when firing from the hip, mainly to discourage players from running around corners spraying wildly. Heavier Shotgun - The Benelli M4 should be one of the heavier shotguns on offer. Not the heaviest later on, but higher in the weight category than others when more Shotguns are added. Limited Magazine Options - The Benelli M4 doesn't seem to have a very wide range of extended or modified magazine tubes. It seems like 6, 7, & 8 shell tubes are all there is on offer. So whatever barrel length the user picks should not do a massive amount to improve their shell capacity for the weapon. With both Strengths & Weaknesses out of the way, I think the PTE stats for the Benelli M4 should look something like this- Special Note: Muzzle Velocity & Bullets to Kill are not listed in game for Shotguns currently, thus I will not try to balance around these stats. However, I will not fully remove them from this post in the event that something changes. Benelli M4 basic PTE stats proposal Benelli M4 Effective ranges: 15m (13-11 damage.) Damage decreases at 16m - 30m (11 damage.) Damage decreases at 31m - 45m (4 damage.) Damage decreases at 46m - 75m (0 damage.) Benelli M4 Weight: 13.21 Benelli M4 Recoil: 2.4 Benelli M4 Spread: 0.6 Benelli M4 Reload time: 2.7 Seconds Benelli M4 Rate of Fire: 375 Benelli M4 Caliber: 12 Gauge Benelli M4 Muzzle Velocity: Benelli M4 Bullets to Kill: ---- Section 3 - Customization Options This part will be pretty quick because I won't be covering stats, just what modifications & cosmetics the Benelli M4 should have access to.. Modifications Primary Sights All Shotgun sights optional Secondary Sights All Shotgun sights optional Barrels Long Medium (Stock) Short Muzzles None Side All Shotgun sides optional Magazines 8 Round Magazine Tube (Long Barrel) 7 Round Magazine Tube (Medium Barrel) (Stock) 6 Round Magazine Tube (Short Barrel) Ammunition None - Till some alternatives are offered. Cosmetics The Benelli M4 has a pretty decent bit of customization options for the developers to work with. Maybe even more than just these that I found burning the late night oil. Upper Receiver None Rail Mesa 6-Round Shell Holder Black Aces Quad Rail Handguard BM-4 Handguard V1 BM-4 Handguard V2 B&T Quad Rail Agency Arms M-Lok Handguard Rail Surefire M80 Handguard HAYL Rail M-Lok Stock Fixed Pistol Grip & Stock - Can be the Default Grip/Stock Collapsible Stock Retracted - Simple retracted variant Collapsible Stock Extended - Simple extended variant Fixed Pistol Grip & Stock with side saddle BM-4T Stock Raven Stock Pistol Grip Fixed Pistol Grip & Stock - Can be the Default Grip/Stock Raven Pistol Grip Magazine Funnel None ---- And with all of that out of the way, we bring this post to an end. I hope everyone really likes the idea of seeing the Benelli M4 added to the game, even if maybe not exactly how I pitched it. I know it's a very iconic Shotgun and one I wouldn't doubt will make an appearance at some point in WW3. As I said up above; I was going to cover a different shotgun. But, I figured I would save it for something special I plan to do. I won't go into a lot of details right now, just know it will be very thematic in nature. For now the hour grows really late and I must sleep ( I will fix any typos/derps/whatever after I get rest.) Till the next suggestion post where I will be covering a Sniper Rifle next.... Have a good one folks!
  12. Citrus

    Say Hello!

    Well it took me two years but I finally discovered there's a forum. That being said, hello everyone!
  13. Hey, thanks for the report, we'll do something about it as soon as possible once devs are back at work. Thanks again!
  14. I know ladies and gentlemen from f 51 that not many people play ww3 now, but almost all servers have died, can you do something about it?
  15. tynblpb

    Release date

    a) Nobody from list of accountable persons said the game will be F2P. To be fair nobody also denied it. b) no info on exact release date c) the only update before the release is MAYBE some kind of open beta few weeks before the actual 1.0. It's my speculation. d) no info what will be in updates Devs are prohibited from talking. All promoting and PR now is in hands of My.Games so here u will see only vague answers about how devs are trying their best to create best possible experience for players etc.
  16. Rebel_za

    Release date

    When will the game be released for free to play and what can we expect from upcoming updates and will we get more updates on steam?
  17. I don't know was it spotted when making new animation or not, but(!) I DEMAND, that when falling off from certain height landing animation should be equalized and will match that of a HEAVY weight kit. Because now it's ridiculous.
  18. If you are still playing WW3 EA and the servers are empty, join my group, together we will agree on the day and hours of the game and have fun before the final version is released World War 3 we still play EA | Facebook
  19. Hey Folks Time to give a Submachine Gun some spot light this time around for "Weapons that could enhance WW3" and today we get to explore another South American SMG in the form of the SAF. Not going to lie, this spicy chili pepper has hit so many of my check boxes when it comes to looking for weapons to suggest for the game. It may not be super top of the line modernized. But, I still think it's cool, it checks those boxes I seek, and overall I'd consider this a great potential gun for the game...Like all guns I suggest...Never mind, lets get into the SAF! If you would like to read other suggestion posts I have made, click the link down below where I keep links to pretty much ALL of my suggestion posts I have made for WW3. Otherwise, lets get started on the SAF! ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - The SAF - Real life information behind the Weapon Section 2 - Strengths & Weaknesses of the SAF - What the strengths & weaknesses of the Weapon should be. Section 3 - Customization Options - What customization options should be open to the Weapon. ---- Section 1 - The SAF Country of Origin: Chile Manufacturer: FAMAE Predecessor: None Weapon type: Gas operated Blowback SMG Weapon Caliber (Primary): 9x19mm Parabellum Weapon Calibers (Alternatives): .40 S&W Weight: 6.54 lb or 2.97 kg Capacity: 30 Operators: Argentina , Brazil , Chile , Dominican Republic , El Salvador , Namibia , Nicaragua , Panama , & Portugal . Web Sources Military-Today Modern Firearms TFB Gun Wiki Wikipedia Video Sources Gunscom (A very light Demo of the 9mm SAF's high Rate of Fire along with some info) Arm&Gun (Civilian SAF-200) Arm&Gun (Mainly a Civilian Mini version) Summary: The SAF (S.A.F) is a Chilean Submachine Gun created by Fabricas y Maestranzas del Ejercito (FAMAE), a state-owned firearms manufacturer. Entered service with the Chilean army back in 1993 and draws inspiration for it's design from both the Swiss SIG 540 Assault Rifle & German MP5 Submachine Gun. This gas operated blowback SMG is capable of firing both 9x19mm Parabellum & .40 S&W caliber rounds of ammunition, at a blistering 1,280 rounds per minute. The weapon also features a 4 point fire selector which allows for the usual Safe, Semi, & Full Auto fire modes. But, also allows for 3-Round Burst which isn't nearly as common with Submachine Guns. One of the major drawbacks to the weapon was limited customization options for mounting different Optics, Grips, Lasers, and the likes. But, FAMAE has been gradually working to modernize the SAF with the most recent efforts being the SAF-200 Modernization effort which has far more customization options than the older generation of SAF SMGs. While it is uncertain what the future has in store for the SAF. It is safe to say that it's looking like a bright future ahead as the weapon has found it's way into Civilian hands, Law Enforcement, and in active service in other armed services outside of Chile. Through increased feedback & demand, the SAF may become a South American icon of the Submachine Gun World. So, what would the strengths, weaknesses, and stats be of the SAF if it was to be added to the game? ---- Section 2 - Strengths & Weaknesses of the SAF In this section I'm going to cover what I think the Strengths of the SAF should be, what Weaknesses it should have, and finally what I think it's basic stats should be upon entering the PTE servers for testing. In regards to the stats, I will be proposing them from a stock weapon perspective (IE: no attachments/modifications.) This is being done both to keep the post relatively on the small side & not give me a headache in the process of making it. But, lets get started. SAF Strengths .40 S&W Caliber - Finding SMGs that fire more calibers of ammunition beyond just the common 9mm is pretty tough and to have more variety in the SMG department will obviously require some non-9mm based weapons. Since 9mm & .40 S&W are not massively that different, I would suggest making the .40 S&W a little bit stronger, faster moving, and have a slightly more effective range over the 9x19mm Parabellum. But, I will ultimately leave that testing to the Developers to make the final call on. 3-Round Burst Fire Mode - Pretty straight forward; the real life SAF has 3-round burst fire, so I think the WW3 version (if added) should have it also. High Rate of Fire - With the real life SAF having a blistering 1.2k RPMs, translating that over to the game might be very rough in the balance department. But, I don't really know when too much is truly too much and when a need to scale back on the RPMs is needed. So, I'm not going to suggest a 1:1 representation of the SAFs real life RPMs and instead I'm going to suggest a very high 955 RPMs instead as I think that might be easier to manage. Ultimately it's up to the developers anyways, I'm just making the suggestion post. Integral Suppressor - There is an integral suppressed variant of the SAF simply called the SAF SD and it would be really cool to be able to make that version of the weapon in game. Of course what can make it different against the other suppressors? Well, one idea is to give it the best acoustic dispersion possible at the cost of being the heaviest suppressor for balancing reasons. There could be more possible benefits & drawbacks than that. But, I'm keeping it simple for the sake of the post. Of course I also wouldn't limit Integral Suppressors exclusively to the SAF as there are plenty of other weapons that have Integral Suppressors as well. The MP5SD, AS Val, VSS Vintorez to name a few for example sake. Special Note: If WW3 ever allows players to add or remove suppressors during a match (IE: When spawned in, not on a customization menu.) A notable benefit could be to give it greater reduced vertical recoil of say...0.6 - 0.8. The justification being that there is just a little extra added weight to the front, thus muzzle climb isn't as high because of it. Is it totally realistic? Probably not. But, neither is WW3 after all. Now we move on to weaknesses to help balance out the gun a bit more. SAF Weaknesses High Vertical Recoil - One of the main drawbacks of the .40 S&W caliber ammunition is that it causes more muzzle rise after shooting compared to 9mm. So, a good starting point of weakening the SAF can be to give it some hefty vertical recoil compared to other SMGs. Limited Magazine Options - The SAF should only have access to 20 & 30 round magazines. However, there are Steel Magazines & Polymer Magazines, so maybe some variety can be achieved there, and thus not a total drawback. Heavy for a SMG - The SAF isn't massively all that much more heavy compared to other SMGs. But, for balance reasons, I would make this thing on the heavier side to balance out the increased damage compared to other SMGs. Integral Suppressor - Pretty much like I stated above; the Integral Suppressor should add the most weight on the gun than any other Suppressor. But, at the benefit of having the best acoustic dispersion. Special Note: If WW3 ever allows players to add or remove suppressors during a match (IE: When spawned in, not on a customization menu.) A notable drawback to the Integral Suppressor can be that it's impossible to remove as the suppressor is built into the weapon itself. (Developer Discretion) Tricky Customization - One the major drawbacks of the SAF was limited customization options, it was actually only in recent years through the SAF-200 modernization (and other earlier efforts) that the SAF seems to have been able to use things like Laser Lights, Flashlights, foregrips, and stuff. So, in total truth, the SAF should ideally be a bit of a pain to customize with all the neat things we like to put on our weapons. But, while the masochist in me wouldn't be troubled by this. The game isn't being designed exclusively for me obviously. So, if the Developers would like to add the SAF to the game and maintain WW3's level of customization efforts. They will need to take some creative freedoms with some of the Bodyparts of the SAF and create some custom variants of the SAF's stock & aftermarket parts. With both Strengths & Weaknesses out of the way, I think the PTE stats for the SAF-200 should look something like this- SAF basic PTE stats proposal SAF Effective ranges: 0 - 70m (30 damage.) Damage decreases at 71m - 135m (22 damage) SAF Weight: 6.5 SAF Recoil: 0.86 SAF Spread: 0.45 SAF Reload time: 4.2 Seconds SAF Rate of Fire: 955 RPMs SAF Caliber: .40 S&W SAF Muzzle Velocity: 430 m/s SAF Bullets to Kill: HDPE: 6 / PTLN: 7 / Cer: 11 / STL: 15 ---- Section 3 - Customization Options This part will be pretty quick because I won't be covering stats, just what modifications & cosmetics the SAF should have access to.. Modifications Primary Sights All Submachine Gun Options Secondary Sights All Submachine Gun Options Barrels Long Barrel Medium Barrel (Stock) Short Barrel Muzzles All Submachine Gun Options Integral Suppressor Lowers All Submachine Gun Options Side All Submachine Gun Options Magazines 20 Rounds (Steel Magazine) 20 Rounds (Polymer Magazine) 30 Rounds (Steel Magazine) (Stock) 30 Rounds (Polymer Magazine) Ammunition All (Gun) Ammunition Types optional Cosmetics The SAF has a pretty decent bit of customization options, so this is going to be a pretty decent list for the most part. Upper Receiver None Rail SAF Rail - Default Rail Removed Rail - For those that want to run Basic Iron Sights (yes that means Primary & Secondary Sights cannot be equipped with this.) SAF-200 Rail Handguard SAF Handguard Could have a custom variant also called the SAF-C Handguard which is largely the same Handguard except it has the custom options for Grips, Sides, and etc. SAF Mini-Handguard - Should come with a built in grip that is roughly like the lighter weight grips currently in game. Could have a custom variant also called the SAF-Mini C Handguard which is largely the same Handguard except it has the custom options for Grips, Sides, and etc. SAF-200 Handguard - Default Handguard. Special note: By equipping this particular handguard, it should remove the option to equip different Lower Grips, this is because the SAF-200 Handguard is a Lower Grip in of itself. So, it should have it's own benefits/drawbacks like any other Grip. Could have a custom variant also called the SAF-C-200 Handguard which is largely the same Handguard except it has the custom options for Grips, Sides, and etc. Stock SAF Folding Stock - Default Stock SAF Adjustable Stock CAR-15 Stock Receiver Cover (IE: Stockless) SAF-ACR Stock (Collapsed) SAF-ACR Stock (Extended) Pistol Grip SAF Pistol grip 1 - Default Pistol Grip SAF Pistol grip 2 Magazine Funnel None ---- And with all of that out of the way, we bring this post to an end. I hope everyone likes the idea of seeing SAF added to the game, even if maybe not exactly how I proposed it. Not a lot to really say about this weapon, in the private market it's actually very rare, and overall I think it's a pretty aesthetically pleasing SMG. Plus the SAF is not limited to 9mm ammunition and the SMGs do need as much variety as they can get that isn't another spin of 9mm SMG. Besides, would be nice to see some South American weapons as well and if WW3 is...Well, indeed a World War, then it would be nice to see something/somewhere in South America make an appearance in game at some point. But, that is enough for now, the hour grows late, and I have a Shotgun to cover in the next suggestion post. Till that post comes around though... Have a good one folks!
  20. Good news, sanity is overrated. Bad news, that suppressor isn't changing any time soon. Embrace the Cook Can...or Soup Can as I first thought of it.
  21. I physically can't vote for this suggestion as long as rifle has this knob as silencer. My sanity is in danger every time I look at it.
  22. I would actually love to see this game make a solid BR. Other ones that exist, at least the ones that try to go for more of a less kiddy/cartoony feel, are lacking a lot. No good anti cheat. Updates that constantly make the games worse. Greed overwhelming the result of the overall product. I would love to see a company make a BR to rule them are. Doesn't have to be these guys, but that would be awesome. I'd really love to see someone make a BR with a real sqaud mode. Like, 13 man teams, 10 teams total or something. That would make for an awesome tactical experience. 1 sqd leader, 3 fireteam leaders. Have roles (pointman, machine gunner, assistant machinegunner / assaultman) for each team to fill. It could really be awesome. Doesn't have to be the main mode, but would be neat to see it happen.
  23. The test group is still there. It is a long term process, hence people get in at different times, during different waves. All info about it is under NDA, and you will most likely not find out anything about it until you are in it. The only info you are allowed to give is that you got into the testing. Hence, there is no info about it that is publicly available. As it stands, only a limited number of people got in, based on certain undisclosed criteria, and we are currently between waves. No date can be given, they will all arrive as soon as they're ready, and the discord PM will be sent when your application has been accepted. As it stands, there is no other info we can give, and no other info available outside of the official post for the testing applications.
  24. what happened to the new test group its 2021 did you guys lost interest and just shifted your focus on other things?? // Be civil, do not use profanity.
  25. Hey Folks Time for another Assault Rifle to get the "Weapons that could enhance WW3" spotlight and today I will be covering the RM277. A prototype 6.8mm caliber, bullpup rifle that is currently one of three next generation weapons taking part in the U.S Army's NGSW program. Of the three top runners in the current bid, the RM277 & the MCX-Spear have the best chances of succeeding in the bid to replace the M4 in the U.S Army (ignoring larger implications mind you and that this is just a Civilian's non-expert opinion.) However, of the three, it seems the RM277 has the least amount of public information available currently, so this post was a little bit of a pain to approach. After this round of weapon suggestions, I'm going to actually go back to my old posts that haven't been forwarded to the developers, update their layouts, see if any new information has been provided for them, and overall just update them. But, that is later down the road, for now- If you would like to read other suggestion posts I have made, click the link down below where I keep links to pretty much ALL of my suggestion posts I have made for WW3. Otherwise, lets get started on the RM277! ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - The RM277 - Real life information behind the Weapon Section 2 - Strengths & Weaknesses of the RM277- What the strengths & weaknesses of the Weapon should be. Section 3 - Customization Options - What customization options should be open to the Weapon. ---- Section 1 - The RM277 Country of Origin: United States Manufacturer: General Dynamics Predecessor: None Weapon type: Bullpup Rifle Weapon Caliber (Primary): 6.8mm (277 TVCM) Weapon Calibers (Alternatives): None Weight: N/A Capacity: 20+1 Operators: None - Prototype Weapon to possibly be adopted by the United States Web Sources TFB RM277 Modern Firearms RM277 Video Sources General Dynamics Ordnance and Tactical Systems (More for show than info) Task & Purpose Summary: With a few Nations in the World stepping away from Bullpup weapons to adopt more standard weapon layouts, the developers at General Dynamics have taken a bold step to submit the RM277, a 6.8mm firing Bullpup Rifle, designed to serve in both a Riflemen role & Automatic Riflemen role for the U.S Army's NGSW program designed to replace both the M4 & M249 SAW. The company developed a new 6.8mm round of ammunition that uses a combination of polymer casing along with a steel bullet, ensuring that the ammunition would be 30-40% lighter for the users that carry it around. The RM277 also features a completely 3D printed Suppressor that uses multiple material to keep it lightweight & efficient with full intention to use it on every rifle regardless if it's in the Riflemen or Automatic Riflemen configuration. Overall General Dynamics has been fairly tight lip in regards to allowing more information out to the public, though it has been slipped out apparently that the weapon only fires at around 550 RPMs. it is hard to say which Rifle the U.S Army will ultimately choose, because much like the Sig Sauer entry, the future of the RM277 of General Dynamics is uncertain at this time when it still has many hurdles to get over. So, what would the strengths, weaknesses, and stats be of the RM277 if it was to be added to the game? ---- Section 2 - Strengths & Weaknesses of the RM277 In this section I'm going to cover what I think the Strengths of the RM277 should be, what Weaknesses it should have, and finally what I think it's basic stats should be upon entering the PTE servers for testing. In regards to the stats, I will be proposing them from a stock weapon perspective (IE: no attachments/modifications.) This is being done both to keep the post relatively on the small side & not give me a headache in the process of making it. Because there is so little information provided to the public in regards to RM277, I'm largely going to be winging it from here on out. But, lets get started. RM277 Strengths Bullpup bonuses - With the RM277 obviously being a Bullpup, it should naturally get the bonuses that come with being a Bullpup. Lightweight Ammunition - The RM277's Ammunition is one of it's largest selling points of the Weapon as reduced ammo weight usually leads to soldiers being allowed to carry more ammunition. The best way I think this can be translated into WW3 is to give the RM277, 1 - 3 additional magazines than is normal for an Assault Rifle to have (I personally lean towards 2 additional Magazines.) 6.8mm Caliber - The 6.8mm caliber Ammunition on request by the U.S Army is to give Soldiers greater Lethality at longer ranges (so higher damage at range) and offers greater muzzle velocity of roughly 3000 fps or 915 m/s. Overall this means the RM277 would definitely be more of a long range bullpup rifle compared to the others currently in the game. Special Suppressor(s) - The RM277 Suppressors for both the Rifle Pattern and Automatic Rifle pattern were specially tailored for this weapon platform. Without these suppressors the weapon would be rather loud, registering sound levels within the "magnum" range apparently, and would have greater recoil than what it has currently. So, since these suppressors are tailor made to this weapon platform, I would say that the weapon should be quieter than the average assault rifle (not by a lot, maybe just a Medium rating of sound suppression), having some of the recoil trimmed off of it, and the suppressors should not be too heavy even for looking like a Soda Can on the end of the barrel. The Devs could get away with making just one Suppressor for the RM277 if they wanted to do so. But, if they choose to add two suppressors for it, then those Suppressors should have some altering effects to give players at least a little muzzle variety in the weapon's customization. Now we move on to weaknesses to help balance out the gun a bit more. RM277 Weaknesses Bullpup Drawbacks - With the RM277 obviously being a Bullpup, it should naturally get the drawbacks that come with being a Bullpup. Slow Rate of Fire - While there is very little information to back this claim, the RM277's rate of fire is estimated to be roughly 550 RPMs. If this is indeed true, the RM277 (if added to WW3) should have a rather slow rate of fire and thus really not be all that good for CQC unless the player has good aim/gets the drop on the enemy first. Limited Muzzle Options - Since the RM277 was designed around using it's special suppressors, the weapon should NOT have access to any other Muzzle options. Limited Barrel Options - The RM277 seems to currently have only two barrel lengths on offer which is Medium & Long. No 3-Round Burst Fire - The RM277 seems to not have the fire selection option for 3-Round burst. Which I see as more of a benefit for WW3 than a negative (less is more at times folks!) With both Strengths & Weaknesses out of the way, I think the PTE stats for the RM277 should look something like this- RM277 basic PTE stats proposal RM277 Effective ranges: 0 - 105m (33 damage.) Damage decreases at 106m - 135m (28 damage) RM277 Weight: 16.2 RM277 Recoil: 0.64 RM277 Spread: 0.21 RM277 Reload time: 3.4 Seconds RM277 Rate of Fire: 550 RPMs RM277 Caliber: 6.8mm TVCM RM277 Muzzle Velocity: 915 m/s RM277 Bullets to Kill: HDPE: 4 / PTLN: 4 / Cer: 5 / STL: 6 ---- Section 3 - Customization Options This part will be pretty quick because I won't be covering stats, just what modifications & cosmetics the RM277 should have access to.. Modifications Primary Sights All Assault Rifle Options Secondary Sights All Assault Rifle Options Barrels Long Barrel Medium Barrel (Stock) Muzzles RM277 Suppressor(s) Lowers All Assault Rifle Options Side All Assault Rifle Options Magazines 10 Rounds 20 Rounds (Stock) Ammunition All (Gun) Ammunition Types optional Cosmetics The RM277 is only a Prototype Bullpup Rifle at this time, so no aftermarket parts are available for it currently. That said however, I think the Devs could work some creative magic at least with the pistol grip to add some options if they desire to. ---- And with all of that out of the way, we bring this post to an end. I hope everyone likes the idea of seeing RM277 added to the game, even if maybe not exactly how I proposed it. I've now proposed two of the three NGSW Rifles currently looking to replace the M4 with the U.S Army. I have one more of them I could propose. But, I'm not sure if I want to propose it next as I've already suggested two American Assault Rifles back to back. We'll see though later down the road. For now I achieved what I really wanted; which was to propose the RM277 & MCX-Spear. They're both 6.8mm Weapons (which we don't have any), they're actually different from one another for the most part with the MCX-Spear having a standard layout vs. the RM277's Bullpup design, and overall variety is the spice of life. But, for now sleep calls for me and I have another Weapon Suggestion post to work on...I just don't know if it's going to be a Light Machine Gun, Submachine Gun, or Sniper Rifle I cover next...We'll see though! Till the next suggestion post... Have a good one folks!
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