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nubbits last won the day on August 3

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About nubbits

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  1. Hey guys, From my understanding of WW3 as it is, most of the new content is going to be angled towards using the larger maps with both Recon (not a leak right?) and Breakthrough, as well as the potential return of Warzone Large. Even though I am quite excited to see all this new content coming soon, I do have some worries. As of now, the AS/OC population in the game is tiny, and only reached a level that made full servers in the two weeks following the free weekend. In addition to this, I also know there are many players out there who do enjoy fast paced game modes, as well as others who prefer infantry only games. To support this smaller community, I suggest the addition of other small game modes for the TDM maps. This could allow for more diverse game play for a small group of players, but still be entertaining. Suggested game modes could be capture the flag, or king of the hill. I think that both of these probably won't require too many changes to code, but I might be wrong on that one. Thanks
  2. Hey guys, I thought I would add my own two cents on the challenge system, and make some suggestions as to what I think could really improve game play. 1. Global challenge World War Three, while a lot of fun, can get pretty stale after a while, as the game play (at least on AS) remains relatively similar throughout maps and modes. Having a global challenge that requires players to do things that they may not normally do could potentially motivate people to use different playstyles, and ensure that day to day the meta changes. Some examples of this would be get 3 melee kills, get 5 C4 kills or get 15 LMG kills. They don't have to be too difficult, but could motivate players to change their playstyle and make the game more unpredictable. The global challenge should have some form of increased reward. 3. Adjustable personal challenges Currently, WW3 features three challenges for each user. Discarding one as the global challenge, there are two more. Rather than having it completely random, the player could choose whether they want to have easy or hard challenges. This would make the challenges more achievable on less populated regions, or inspire players to chase a more difficult but more rewarding challenge. Overall, not anything too big in terms of changes. But I really do think that having a global challenge could make games a lot more fun.
  3. I found this in one of the weekly reports: " Finishing up the trio of 7.62×51 Battle Rifles (expect future ones to feature different calibers) " in reference to the MSBS in 7.62 Nato. Seemed like a good idea to put forward one for them, and I think a semi auto only rifle would fill a spot that is currently empty.
  4. G'day everybody For a while I have thought that the SVCh Chukavin rifle would make a great addition to WW3, and thought I should probably use @Dunabar's format for this because it is so good. If there is anything that I haven't edited correctly apologies. Contents of this post Section 1 - The SVCh - Real life information behind the SVCh Section 2 - Favored Playstyle & Stat Comparisons - Comparing stats between current in-game battle rifles, sniper rifles and the SVCh. Section 3 - Special Features - Special features I think the SVCh should have and things that make it different Section 4 - Customization - Customization options for the SVCh ---- Section 1 - The SVCh Videos of the SVCh in action: https://en.kalashnikov.media/video/weapons/snayperskaya-vintovka-chukavina Extra Information sources. https://www.popularmechanics.com/military/weapons/a25426528/meet-the-chukavin-russias-new-sniper-rifle/ There doesn't seem to be much info publicly available that I can find. The SVCh is a modern marksman rifle designed to replace the ageing SVD in the Russian military and for export worldwide. The rifle fires in semi automatic, and can fire the 7.62*54 and 7.62*51 rifle rounds (some sources say it can also be fired in .338 Lapua Magnum if the receiver is changed, but I haven't found any evidence of this yet). As the SVCh is replacing the SVD, it will soon be found throughout the Russian military, and is likely to be found in the hands of nations and militias that already use SVD rifles as they have magazine commonality. For the purposes of an in game weapon, the SVCh is difficult to categorise. Although it certainly isn't a bolt action sniper rifle, it also can't utilise the automatic fire found on all other battle rifles thus far. Regardless, I think the SVCh should probably be classed as a BR, as this would increase the diversity of those rifles with a weapon in 7.62*54 as well as avoid the possibility of a semi-auto Tochnost. ---- Section 2 - Favored Playstyle & Stat Comparisons The SVCh is a long range rifle and should favour players using tap fire to take out targets that may otherwise be hard to hit. I suggest that for the game it should be chambered in 7.62*54, as we will soon have 3 battle rifles chambered in .308. Now for stat comparison. As much of this is copied from a template, I will avoid replacing all that is unnecessary to change. Green - The gun is better compared to this weapon's stats on the list. Yellow - The gun is equal or competitive compared to this weapon's stats on the list. Red - The gun is worse compared to this weapon's stats on the list. Please note: I cannot test these stats to confirm balance, so think of these as more of a proposed starting place for testing on the PTE, and I'm comparing the stats of the weapons from a stock design against another stock design without taking customization into consideration. This is primarily to help keep the post small and avoid making a massive amount of variables to take into consideration. For this comparison, I will also include the Pecheneg Bullpup LMG and Tochnost sniper rifle to give a better idea of how it fits into the game. SVCh proposed and compared stats. SVCh Effective ranges: 120m (56 damage) decreases to 38 damage at 135m SCAR-H: 105m (40 damage) decreases at 105m-120m to 32 M417: 105m (40 damage) decreases at 105m-120m to 32 Pecheneg Bullpup: 120m (46 damage) decreases to 27 damage at 135m Tochnost: 45m (125 damage.) Damage decreases at 46m - 90m (110 damage) and bottoms out at 80 EDIT: There is a bug where damage numbers show up incorrectly when switching between weapons in the customise screen. I will write on this later. SVCh Weight: 14 SCAR-H: 16.4 M417: 17.1 Pecheneg Bullpup: 16.6 Tochnost: 15.11 SVCh Recoil: 2.0 SCAR-H: 0.92 M417: 0.95 Pecheneg Bullpup: 0.78 Tochnost: 4.5 SVCh Spread: 0.12 SCAR-H: 0.2 M417: 0.14 Pecheneg Bullpup: 0.35 Tochnost: 0.1 SVCh Reload time: 3.0 Seconds SCAR-H: 4.0 Seconds M417: 1.0 Seconds Pecheneg Bullpup: 8.7 Seconds Tochnost: 3.0 Seconds SVCh Rate of Fire: 300 (semi auto) SCAR-H: 525 M417: 430 Pecheneg Bullpup: 550 Tochnost: 65 SVCh Caliber: 7.62*54R SCAR-H: 7.62*51 M417: 7.62*51 Pecheneg Bullpup: 7.62*54R Tochnost: 7.62*51 SVCh Muzzle Velocity: 1000 m/s SCAR-H: 714 m/s M417: 817 m/s Pecheneg Bullpup: 900 m/s Tochnost: 1293 m/s SVCh Bullets to Kill: HDPE: 2 / PTLN: 3 / Cer: 4 / STL: 4 SCAR-H: HDPE: 3 / PTLN: 4 / CER: 4 / STL: 5 M417: HDPE: 3 / PTLN: 4 / CER: 4 / STL: 5 Pecheneg Bullpup: HDPE: 3 / PTLN: 3 / CER: 4 / STL: 5 Tochnost: HDPE: 1 / PTLN: 1 / CER: 1 / STL: 2 Next, we go to special features. ---- Section 3 - Special Features The main special feature about the SVCh that differentiates it from other firearms in game is its use of the 7.62*54R cartridge in a semi-automatic rifle design. With this in mind, the SVCh could function as a rifle that can fight against sniper rifles without the one shot capability. The SVCh could perhaps function with a one shot headshot mechanic, however this is all up for debate. The other main special feature I would have is scope displacement. Automatic weapons usually displace in a semi-random pattern that goes upwards. As we don't want the SVCh to be a death laser where the player with the fastest finger dominates the game, I propose that each shot taken displaces the reticle upwards and to the right, with a small random component that doesn't make the recoil entirely predictable. Players can either wait for the scope to automatically come back on target or move it manually, similar to how it works in PUBG. This will mean that while the SVCh remains a very dangerous weapon, it requires a considerable amount of practice to be able to use it most effectively. ---- Section 4 - Customization I will try and do what I can to fill in all relevant info, however due to the scarcity of publicly available info on the SVCh not all can be put down. Primary Sights All Sights optional Secondary Sights All Sights optional Barrels Medium barrel Long barrel (there seem to be two barrel lengths mentioned in the reading I've done but I can't find any picture that compares the two Muzzles All Muzzles optional. It looks like the SVCh uses a muzzle brake similar to the PKM muzzle brake in game. Lower All Lowers optional. As far as I can see the SVCh does not have a bespoke bipod. Side All side mounts optional Magazines SVCh 5 round magazine SVCh 10 round magazine Ammunition All (Gun) Ammunition Types optional As for bodyparts, it seems like the only body part changes available are pistol grips and stocks, which look to be AK compatible. Thanks for reading everyone, and I wanted to again give credit to @Dunabar for all his posts that inspired me to write this.
  5. I just wanted to preface this by saying I've been wanting for an SMG in 45 or 10mm to diversify game play a little, as this may change the meta around most players choosing light armour by default. The whole smaller magazine thing could be interesting. I think if people can realise how to shoot around armour it will work perfectly, however for now most new players won't be able to figure it out. Having a gun that is internally suppressed would also be very interesting. While the MSBS-B seems to be currently one of the quietest guns because of its .300 BLK ammo, having a subsonic sub gun would be a fun thing to have.
  6. The idea is if you were standing or crouching against a piece of cover approximately gun height you could press F to "mount", which would mean putting it against the cover for increased stability. E.g. if you were crouching behind the pot plants in the Warsaw A1 area your player model would rest the gun on it and that would reduce recoil by a small margin
  7. Maybe just have an 'F' to mount. I think mounting should be possible with all weapons but that's just my two cents.
  8. Bug is very simple. On latest version of game tested, all accessories that are supposed to have lasers and aren't actual lasers don't work (sapphire scope, monster grip with combo light and laser etc.) To reproduce, equip any accessory that is supposed to have a laser that isn't part of the 'side' group of attachments.
  9. I've heard previously that social features like clans are much further down the track for after key gameplay concerns are fixed, the current community emblems seem to be oriented towards followers of a popular streamer rather than a small gaming group. As Neo pointed out, animations update is going to be the next major milestone, likely landing on the test servers some time this month. As for the footsteps, I actually like it the way it is. I often find myself having to tune in to the audio and try and figure out whether the footsteps I hear are someone else's as different surfaces reflect different noises.
  10. Yeah the main thing for me is that there is all sorts of terrain that you can get stuck on that would make it extremely difficult to drive in first person
  11. Hey guys, I was wondering whether TDM for the Smolensk and Polyarny maps is going to be in the game, and if so, at what time we may get them. Even though it took a while for TDM to be added to Berlin and Moscow, I haven't found anything that says whether all game modes would be on all maps, and, as such, I am unsure as to whether this will release. I think with the small playerbase that exists currently it is important to have gamemodes that allow for less players, however I understand that Breakthrough is probably higher priority there. Thanks, I think your game is great
  12. I've had similar issues with hits killing me behind cover, but there are two reasons this may happen. A) the cover is light and can be penetrated by some bullets with reduced damage. B) You got killed just as you got behind the cover. This is because from the perspective of the player shooting at you, you were still out of the cover when they shot at you. This only really happens to me when I have a high latency because my game client hasn't realised I'm dead, and it's completely fair that the game gives priority to low ping players. The other thing is 0.7 did change a lot of behind the scenes code. If it isn't one of these I would advise speaking to a developer about it or making a bug report, because it's certainly possible that there are still issues. P.S. My performance is around similar to before, but is more consistently good. (Ryzen 5 2400G, 6GB GTX 1060, 8GB 3200MHz RAM)
  13. I've asked about this before and apparently it won't happen because most of the changes were low level so the developers don't want players to think the game has become stagnant. This is likely to happen at 0.8 because I've heard it will have a lot more content.
  14. Well we already know there's a Tokyo map, which could be at any point in development. Break through is also clearly in the works, and from what I've heard is pretty close to landing on PTE so it's at least playable at this point. Recon is playable from the last tests, but it's gone through a lot of development recently so who knows where it's at. Content like weapons and strikes - they are getting added haphazardly. It seems likely that the MP7, KAC and MSBS-762N will all launch by 0.8. If it does get delayed, it's probably still going to launch by March from what I can see. I may be way off, but based off the release times of previous patches that's the latest I would put it at.
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