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Dunabar

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Everything posted by Dunabar

  1. Alright I'm game for some "banging Head against the Wall" gameplay. I have no plans today, but my plans could get changed on me at the last moment because life is life.
  2. I call in my Heli - UCAS-D hits it, causes it to go out of bounds. No issue overall, I just shrug & move on. I call in my Heli - UCAS-D hits it, enemy unloads on it when it's disabled. No issue overall, I just shrug & move on. I call in my Heli - UCAS-D hits it, the thing doesn't go out of bounds, enemy doesn't destroy it, and yet I cannot use it even after the UCAS-D is done jamming. I get properly salty in my head and am forced to take it out on the enemy team with every gun I got.
  3. DESCRIPTION OF BUG: Smolensk Floor Glitch/Exploit at C1 While it is not shown in the video as I had nobody to help me demonstrate this exploit, you're perfectly able to kill People that are in this above floor from this position, and most likely in the adjacent rooms if you aim properly. This took a little longer to reproduce as I couldn't remember exactly how to do it at first. But, you will see that I discovered it. GAME BUILD ID: 3743632 STEPS TO REPRODUCE (required): Just move the BTR (or probably any Vehicle with a Turret) into position at the door below the floor in the video, and just let rip from there.
  4. DESCRIPTION OF BUG: Polyarny Floor Glitch/Exploit at B2 While it is not shown in the video as I had nobody to help me demonstrate this, you can shoot at People on the above floor with no concern of retaliation as they're unable to directly shoot you. Though destroying you with explosives is a potential possibility, but I haven't tested this. GAME BUILD ID: 3743632 STEPS TO REPRODUCE (required): Just climb on the boxes till you can see what is upstairs.
  5. I noticed that awhile ago, very awesome to hear even though I'm usually the Heli Pilot over the prey! Like I said I don't want the Heli to melt, but enough gun fire should still be enough to make the Pilot sweat a bit. So far it's making me gaze at my health bar here & there when enough fire is getting thrown at me. But, every step forward is still a step forward regardless of the size. Understandable. As I've said in my post, whatever you all choose to do with my suggestions is entirely up to you all. I just put the idea forward, give my feedback, and etc. This gun should be the default for Heli as it costs 0 to unlock. This issue will be fixed before strike enters the Live Server. I bought my Heli Drone back when it was first released and quickly bought all the turrets, so I might have forgotten that it was the stock weapon at the time. But, happy to hear it all the same in the event that my memory wasn't fuzzed.
  6. The Devs can always take a different approach to it than what I proposed, after all any suggestion we all make is nothing more than just simply a suggestion. But, I do think the Helicopter Drone will need to be nerfed in the long run going into the distance future of WW3, but I will expand on this reasoning here in a moment since you posted twice. Well, as a fan of the Helicopter Drone myself and having first hand experience of what it's like to be on the giving end & receiving end of this Beast's wrath. I'm in a great position of understanding what I'm exactly proposing. But, mind you I'm only speaking for myself and offering suggestions. What the Developers choose to do with those suggestions is entirely up to them. With that said, lets get to the meat & potatoes. That depends on the Turret you're using. I've already suggested increasing the Mag sizes of the MG Turrets substantially to enhance a Heli Drone's Operational Staying power (aka being able to remain fighting instead of needing to rearm so much) as currently there is little reason to use the MGs over the Rockets. This discourages Mag Dumping with the Rockets outside of certain situations and encourages actually lining up your shots for the most effective outcome. The Helicopter Drone doesn't need to go down particular paths to get to the Repair/Rearming Station like ground Vehicles do, so it's not exactly a hassle, and is actually less dangerous for the Helicopter Drone. Even then it's not going to take forever to fully rearm & repair a Helicopter Drone using the Zuni, Hydra, or FZ233 rocket Pods. If going to the repair station is so annoying for an individual, they should just avoid using Vehicles in general. Okay with this line of thinking- HE Rounds for Tanks should have their damage radius increased. It's not the Tanker's fault the enemy keeps getting in the line of sight of their turret. Gut shots should not be removed from the game. It's not the shooter's fault that the enemy player wasn't using enough cover to hide their gut. TTK should not be increased because People can't be bothered to use cover more frequently, or be decreased because People can't be bothered to learn to be more accurate with their shots. Shotguns should not have been nerfed so hard. It's not the fault of the Shotgunner that the enemy player allowed them to get so close. The point I'm getting at - Just because there are counters for such things, doesn't mean something still can't be a bit on the overpowered side, be in need of some tuning down, improving, fine tuning, or whatever. So this argument doesn't really hold up all that well. When you're in a situation where you can't Jam the Drone, RPG the Drone, and etc. You should still be able to do something against it even if it's ultimately only going to get the Drone to retreat. This is actually one of the strong points about WW3 over say...Battlefield. In Battlefield if you don't have the tools to deal with Tanks, you're just pure shit out of luck. But, here in WW3 you can at least shoot out the Tank's optics to make it harder for them to kill you, or make it go away regardless if you didn't have anything to actually destroy it. There is no reason the Helicopter Drone couldn't have something like this, or take a little more gun damage (or ultimately be destroyed by Gunfire if enough heat is poured into it and the Pilot was too stubborn to back off for short amount of time.) You can use a Gun as a soft counter against the Heli Drone currently, but it's an extremely unreliable soft counter, and buffing it a little wouldn't really hurt anything in the long run. At most the Pilot just needs to be a little more careful. Okay?... I already covered this in a sense... And this really isn't exploiting a weakness of the Drone itself, so much as capitalizing on a moment of poor judgement demonstrated by the Drone's Pilot.
  7. Fair enough if the Devs want to take that approach instead of allowing the Rotors to be damaged like I said. The end goal is still achieved which is to give Infantry some way to counter the Helicopter Drone even if they can't outright destroy it. See the reason I suggested the changes to the MG turrets is to help further incentivize taking them over the Rocket Pods and since the MGs would also be lighter, then logically the Helicopter Drone would be able to take larger amounts of 7.62mm or 12.7mms than it would sporting the Hydra, Zuni, or FZ233 Pods. Since it would also have a fixed amount of ammunition and those two MGs are considerably weaker when compared to the rocket pods, then giving them larger sums of ammunition makes the concept of taking them even sweeter. Helicopter Drone - Bringing PTGSD (Post Traumtic Gamer Stress Disorder) to a WW3 battlefield near you!
  8. Hey Folks. So as I had mentioned in my feedback post on 0.6, I wanted to make a dedicated post in regards to the Helicopter Drone and what I thought about it as it currently stands in 0.6. As you will quickly see going down this post, had I put these suggestions back in my feedback post, the feedback post would have been even larger than it was when I was actively trying to keep it on the small side. But, aside from wanting to ensure my post in the feedback on 0.6 topic wasn't a massive text wall (failed on that front anyways), I wanted to make a dedicated topic regarding the Helicopter Drone because (in my mind) it's a better way of handling than hijacking a rather open floor discussion over a current PTE patch in general. So, here we are now... Now, while I don't think the Helicopter Drone is beyond broken levels of OP, I do think it is a bit too strong currently, and is really making the other Unmanned Drone Strikes rather obsolete as they have very little to no advantage over the Helicopter Drone aside from base BP cost to deploy them. So, rather than just letting the Helicopter Drone eventually slide into the live server without saying a word, here is at least some suggestion attempts on my part to help better balance the Helicopter Drone, improve it's unique role in WW3, alleviate some of the Player Frustrations currently being experienced against it, and keep the other Unmanned Drone Vehicles from becoming more or less useless in the wake of this very angry Bird. PS: I was a little tired when I was wrapping this post up and made some considerable changes to it before posting. So, If anything is confusing or not very well explained because stupid me won't learn my lesson about posting on the forums when tired, please let me know so I can clear things up after getting some rest. ----------------------------------------- The Role of the Helicopter Drone. Like any Unmanned Drone, the Helicopter Drone is there to support Infantry on their push to an objective. On this front the Helicopter Drone is more than able to perform that job excellently as it's heavily armored, it's fast moving, it can be deployed in safety, it has a large operational range, it can hit enemy targets from angles with highly effective firepower, it isn't overly expensive in the BP department to field, and the only real danger to it is Jammer Strikes, eagle eyed RPG users, Ground Vehicles being able to target it with their primary weapon because it flew too low, or another Helicopter Drone. Naturally this makes the Helicopter Drone a very tempting Strike for Players to use that want to get as many kills as they possible can get in a round. So, what can be done to balance out this Strike a bit better? Well, here are my thoughts... ----------------------------------------- #1. Increase Bullet Damage against the Helicopter. - A simple solution to start is to increase standard Gun damage against the Helicopter Drone. While the Helicopter should not be melted instantly, I think enough ground fire from non-Rocket Propelled small arms should be enough to make the Heli Drone Pilot at least consider buzzing off for a short time, if not outright destroy the Drone because the Pilot got too cocky or whatever. But, how much is too much? Well, I'm not honestly sure. So as a simple adjustment I would recommend- 10% damage increase across the board to all guns using FMJ rounds against the Helicopter Drone. 15% damage increase across the board to all guns using AP rounds against the Helicopter Drone. Adjust accordingly from there based on if the Helicopter Drone is still surviving exceptionally well even under intense, accurate gunfire, or if it's being blown out of the sky with ease. But, this is a simple step one and the obvious first choice solution for balancing. But, lets get into some stuff that is a bit more noticeable for change. ----------------------------------------- #2. Remove Reserve Ammunition storage from all Helicopter Drone Turrets. - The first real major nerf I would suggest is making the Helicopter Drone work with a fixed amount of ammunition, If their turret for example houses lets say...14 rockets, then the Player will only have access to 14 rockets at absolute most. They cannot carry extra ammunition, they will be limited to just 14 rockets in their Primary weapon, and if they want more rockets they will need to go to the Repair & Rearm Station where they will (once again) receive only a max of 14 rockets because of the particular turret the player chose to use on the Heli Drone. In my eyes this solidifies the Heli Drone's role on the WW3 battlefield as a LCAS-UAV (Limited Close Air Support Unmanned Aerial Vehicle) where it's task is very simple - Fly in where they want or where the team needs them, lay down a lot of hurt on the opposing team, fly back to base to Rearm & Repair, and fly out again to repeat this cycle. While this already happens in a technical sense, the problem is that the Helicopter Drone can store large enough amounts of spare Ammunition that the Vehicle essentially becomes a one many army strike to be deployed. But, by making this change to the Helicopter Drone, the following can be achieved. Helicopter Drones will lose a large amount of their "One Man Army" capability. Enemy Players will have a larger window of opportunity to gather themselves after a Helicopter Drone has attacked them, ideally reducing some of that player frustration. Mag dumping with certain Heli Drone Turrets becomes far more punishing than actually attempting precision strikes on targets for the most effective outcome. But, this isn't Battlefield and I think one more reasonable thing can be done to give it more of the WW3 touch. ----------------------------------------- #3. Add subsystems to the Helicopter Drone - (Credit to Nubbits for suggesting this) Much like with the IFVs, AFVs, & MBTs, the Helicopter Drone (all large Drones in general really, but we're talking about the Heli Drone mainly right now) should have subsystems that can be targeted by opposing players to weaken the Drone. Personally, the subsystems I think should be added are- Main Rotor - While the Main Rotor should not be able to be destroyed entirely, it should at least be able to be damaged enough so the Helicopter loses both it's valuable movement speed and it's ability to climb higher into the air. Tail Rotor - Much like the Main Rotor, the Tail Rotor should not be able to be destroyed entirely, but damaging it should make it harder for the Helicopter Drone to turn, thus hindering it's important agility. Weapon Systems - Both individual Weapon Systems on the Helicopter Drone should be able to be damaged by enemy fire, but each system works via it's own health. So if the Left Weapon System is damaged, the Right Weapon System can still fire, and thus the Helicopter Drone can still fight (all be it at greatly reduced effectiveness.) Then of course the Optic System should also be able to be damaged, but apparently this is already a thing. I personally haven't had my Optics Damaged in a Helicopter Drone just yet so I don't know if it is. But, if it's not a thing currently...Make it just like the Ground Vehicle Optics when they get damaged. If it's already in - cool, lets keep going from here. - Confirmed, it's indeed a thing that can happen. Get shooting those Helicopter Drone Optics! Now I'm sure at this point People are ready to give me a lot of flak for wanting the Helicopter Drone to have this many weaknesses. But, I do believe that when you take things away from something (unless absolutely needed beyond belief), something should be given back in exchange.... ----------------------------------------- #4. Tweaking Turret Stats, BP Costs, and etc. - Because so much at this point would be making the Helicopter Drone's Survival much harder (ideally), something needs to be done to give it's users a little more peace of mind. So, I would recommend changing certain values, BP Costs, and etc to the Turrets. Doing this can also give Players a reason to weigh the various pros & cons of the different turrets on offer as currently there is little reason to take one of the MG turrets instead of one of the Rocket Pod turrets. GAU 2/A 7.62MM Current PTE stats Weight: 100.0 Clip Size: 100 Reload time: 10 Seconds RPM: 700 Additional BP cost: 400 - Two 7.62mm rotary machine guns Adjustment Suggestions Increase Weight to 150.0 Increase Clip Size to 500 Only reloading needing to be done is at the Repair/Rearm Station. Reduce additional BP cost to 0 Make this Weapon Turret the default Helicopter Drone Turret upon unlocking the Strike. FN M3P 12.7MM Current PTE stats Weight: 100.0 Clip Size: 50 Reload time: 7 Seconds RPM: 400 Additional BP cost: 500 - Two 12.7mm Browning M2 based heavy Machine Guns Adjustment Suggestions Increase Weight to 180.0 Increase Clip Size to 300 Only reloading needing to be done is at the Repair/Rearm Station. Reduce additional BP cost to 250 LWL Hydra Rocket Pod Current PTE stats Weight: 100.0 Clip Size: 14 Reload time: 10 Seconds RPM: 500 Additional BP cost: 1000 -Fires 70mm Air-to-surface unguided rockets Adjustment Suggestions Increase Weight to 220.0 Only reloading needing to be done is at the Repair/Rearm Station. Decrease additional BP cost to 500 FZ233 Rocket Pod Current PTE stats Weight: 100.0 Clip Size: 14 Reload time: 10 Seconds RPM: 300 Additional BP cost: 800 -Fires 70mm Air-to-surface guided rockets Adjustment Suggestions Increase Weight to 280.0 Only reloading needing to be done is at the Repair/Rearm Station. Decrease additional BP cost to 600 Decrease RPMs to 250 Increase their accuracy (currently for guided missiles, they seem very inaccurate even with the target clearly in the crosshairs.) ZUNI LAU 10 Rocket Pod Current PTE stats Weight: 100.0 Clip Size: 8 Reload time: 7 Seconds RPM: 200 Additional BP cost: 800 -Fires 127mm Air-to-surface unguided rockets Adjustment Suggestions Increase Weight to 350.0 Only reloading needing to be done is at the Repair/Rearm Station. Decrease additional BP cost to 750 ----------------------------------------- #5. Tweaking Equipment options. - Very simple adjustments & additions. While currently it's a bit of a toss up between taking either the bombs for extra firepower, or one of the Aid items to help your team on the ground. It seems more beneficial in the long run (even for their own issues) to take one of the Bombs instead as most People already run with Ammo, Med, or the occasional Equipment bag with their loadouts. So, to further entice the Heli Drone Pilots to put the Team before themselves, I suggest the following be adjusted & added. MQ8C Medkit, Equipment Box, and Ammo Box Adjustment Suggestions Reduce BP cost of each down to 150. This gives the player an incentive to take something that can directly aid his team beyond simply fire support in exchange for a slightly cheaper Strike to field. Plus they do not add any weight which means the Drone ultimately isn't being slowed down by having them equipped. Bomb OFAB 120 Addition Suggestions Add "temporary weight" of 200.0 (100.0 for each Bomb) that hinders the top flight speed of the Helicopter till it finally releases it's bombs to drop that extra weight. Bomb OFAB 250 Addition Suggestions Add "temporary weight" of 420.0 (210.0 for each Bomb) that hinders the top flight speed of the Helicopter till it finally releases it's bombs to drop that extra weight. ----------------------------------------- There is more I'd like to see added to the Helicopter Drone, but those suggestions are better for an actual dedicated suggestion post for such things in my opinion, and this one is more about dealing with what we currently have on the PTE in a sense. But, those were my suggestions to help alleviate some of that player frustration currently being caused by this beautiful Angel of Death, I'd like to see what other People have in mind of what could be done to better balance this Vehicle, and hopefully not too much of it will on the unreasonable scale such as "removing it from the game entirely." But, everyone is entitled to their opinions after all... Anyways, have a good one folks!
  9. Can they? Huh. People clearly need to shoot at the nose of my Helicopter more it seems.
  10. And to think I was actively trying to keep the post on the smaller side lol. I could see that being a good choice if some variant of the M16 is added to the game as well which will further that difference between the two weapons. So yeah, full agreement there if the M16 gets added, otherwise I would just leave it alone so Players can 'make their M16' without it actually being the M16. We will see what the Devs do though. :) I had forgot all about that handguard matter because I dropped cash on buying a new one right away lol. I use it as a CQC weapon, a quasi-Squad Automatic Weapon for fire support, and a burst fire DMR mainly myself. So I've managed to get use to the recoil already, but I will agree that it could seriously cheese a new player who buys it as their second rifle and don't have a spare 10k around. I think having the stock handguard have a light stat buff wouldn't be too big of a deal, as a matter of fact you could tie that light recoil reduction into it to make it a tad bit more manageable than it would be regularly. I've already started on that dedicated post, so we will see what ultimately comes of it when that is finished. :) I wouldn't mind subsystems being added that effect the performance of the Unmanned Drones. The Helicopter Drone could have- Tail Rotor - Damaging it makes it harder for the Drone to turn. Main Rotor- Damaging it makes it so the Helicopter Drone cannot fly nearly as high Optic Feed - Damaging it scrambles the visual feed for the Drone like it would for any other Vehicle Left Weapon System - Damaging it makes the left weapon incapable of firing. Right Weapon System - Damaging it makes the right weapon incapable of firing. We already have this stuff for the IFVs, AFVs, and MBTs so I don't think it would be a big deal to have it on the UGVs/UAV. But, I can think of some extra stuff that can be done, but it all ties together, so I'm going to save that for the dedicated post I'm making. But, I do think subsystems would be good if the Devs want to go down that path.
  11. If I had to score this patch so far, I'd give it a loose 6 out of 10. Overall very good, but still improvements to be made, fixes to be achieved, and of course I cannot give it a final judgement till it gets closer to release. ----------------------------------------- General Game Performance Most serious issues I've experienced are- Getting stuck on the loading screen when leaving a match Rare CTD here and there (all of which I report right away) Hits on target not registering <- though this is a much more rare experience when compared to the two above. Other than those three things, I haven't experienced much in the way of performance issues. Everything is running better and better as time goes by and if everything holds up when it goes to live, I think People should be very happy with the performance work that you all have sunk into this patch so far. But, only time will tell ultimately as I know there can always be an issue that rises between PTE to Live servers. So, prepare for the worse case scenario even if all lights look green. Other than that though my only other gripe would be that I want to play 0.6 on PTE more than I want to play 0.5 on live, but People still seem to want to play live instead of PTE. ----------------------------------------- M4 Assault Rifle - I overall really dig this weapon and can say for sure that it will likely be one of my top favorites (trying to keep my American favoritism in check mind you) going into the live game. I know People are saying nerf the gun and honestly I can see some places I think it can be tuned better without losing it's middle of the road gameplay. My suggestions for the M4 are as followed. General Performance Increase it's reload time from 1.0 to 2.0 or 2.5 Lower it's RPM from 740 to 700 I personally don't think these changes will hurt the M4 all that much, if anything the slightly lower RPM could be seen as a buff in the long range department, but a nerf in the short range department while furthering the difference between the M4 from the SA80, G36, & MSBS-K. Attachments Add Short Barrel & Short Barrel (Frontal Sight) options to improve the Weapon's CQC performance a bit more. - Other than those four things I'd say the M4 is overall solid. ----------------------------------------- SA80 Assault Rifle - I was pleasantly shocked to see this gun added to the game and can say it's easily in the top 6 favorite range of mine. Though to be honest, I think it needs a light buff to make it perform a bit better. My suggestions for the SA80 are as followed. General Performance Decrease it's recoil from 0.88 to 0.76 - 0.80 I know higher end recoil is suppose to be the weapon's drawback. But, I think taking the recoil from 0.88 down to either 0.80, 0.76 at the most, or somewhere in between would make the gun a bit more approachable for players that are maybe a bit hesitant about using such a higher rpm weapon. Even if the recoil was dropped down somewhere between or exactly to those listed numbers, the weapon would still be on the higher end of recoil when compared to most other assault rifles. Attachments Cannot think of anything at this time that needs adding, changing, or removing. Though as Rivy has pointed out in a report, the weapon does seem to have a bit of a problem with keeping the attachments we put on it. - Other than those two things I think the SA80 is solid. ----------------------------------------- Helicopter Drone - Now that the Helicopter Drone is in a much more stable state and I've had more than a few small scale matches to really play with it, I have to say that I really, really like it. But. It does need a nerf hammer taken to it and in my opinion some things changed about it. The amount though I would change about the Helicopter Drone should really be reserved for an entirely dedicated post rather than this feedback post. Otherwise this reply of mine will be a massive wall of text. So, I will sum up my opinions of the Helicopter Drone as it currently stands- Still an awesome addition to the game that provides a new layer of gameplay to the WW3 battlefield. But, it's role on the battlefield as a flying tank with enough ammunition & weapon variety to level a city block makes the other Unmanned Drones largely useless and overall should have it's role on the WW3 battlefield re-imagined through various changes. Primarily to make it's role in game to be a CAS (Close Air-Support) capable UAV (Unmanned Aerial Vehicle) that can bring destructive firepower to the battlefield in an agile, but very fragile weapon platform. Though one major problem with it right now is when it gets jammed by the global jammer strike. Even if the Helicopter Drone gets jammed without being destroyed by the enemy or flying out of bounds, the user is unable to use the Drone again even after the jamming signal has passed. The only thing they can do to fix this is die/respawn and give it time before the Strike unlocks itself again. - Later today or tomorrow I will make a dedicated post regarding the Helicopter Drone. I overall consider it still a solid addition to the game, but I understand where People are coming from when they give it both forms of flak. ----------------------------------------- New Grenades - Really happy to have these new Grenades in the game and no arguments against them being in. Still playing around and testing them though so I don't have much in the way of suggestions for them beyond the following... Phosphorus Grenade Should have it's smoke effect duration increased by 2-4 seconds. Thermite Grenade Should have it's damage scale up by 2x for every second a IFV, AFV, or MBT stays on top of it. Currently it doesn't do enough damage against them to make it worth deploying against them (unless of course the Thermite grenade was not suppose to be a serious threat to the Heavy Vehicle Strikes) Effect duration increased by 3-6 seconds Impact Grenade No real opinion on them just yet. All that aside though, awesome stuff. ----------------------------------------- Squad Spawn Mechanic - I've heard this thing isn't working as it's suppose to and it's actually a mistake that players are able to spawn on non-squad leaders. If this is indeed a bug, than I hope it gets fixed before going to live servers. If it's a new feature however, it's one I'm against entirely as it takes away from the Squad Leader which already doesn't do all that much different from the regular folks in the squad. So, if it's just a bug and it gets fixed. If it's a new feature to be added to the game. ----------------------------------------- New Spawn Vehicle - I know it's still in it's early test run so I cannot give it an extreme amount of criticism. But, it does have some issues that need to be looked into. If someone uses the Weapon Turret on it there is a chance they can get stuck in limbo. The player is stuck inside of it, but do not register as actually being inside of the Vehicle. They cannot respawn out of the vehicle also, so they're forced to exit the match or the game itself just to resolve the issue. I've only experienced this once myself, so this may have just been a one off matter. But, a matter that should be looked into all the same. Vehicle takes a large amount of damage when People just shoot the weapon turret itself. Again, I know the Vehicle is still in it's early testing, but this needs to be fixed as a dedicated team can just destroy the Spawn Vehicle with regular gun fire. If players use RPGs, it takes 4 regular RPG rounds+1 Tandem round to that weapon turret to send the Vehicle to the scrap yard. Obviously the RPG should do the most damage to the Spawn Vehicle when compared to other small arms. But, it should be because the shooter is aiming at the flanks or rear of the Vehicle, not because they got a shot at the turret which isn't a critical performance part of the Vehicle. Still doing some general performance tests, but overall the New Spawn Vehicle is serving it's cause just fine outside of those two issues above. ----------------------------------------- New Spotting Mechanics - Not much to say beyond I like them a lot better this way than the old way. I know some People won't like the amount of spamming that needs to be done, but it is a step up from the generic spotting mechanic of old where you were just hunting the red markers. Still need to do some more tests with it, but right now it's a step in the right direction as far as I'm concerned. ----------------------------------------- New Communication Mechanics - Still needing to use this thing a bit more before commenting much further on it. ----------------------------------------- New Jammer Mechanics - While I really like this new way of Jamming Drones a lot better than just the instant connection kill. I do think it can be expanded upon for more flavor enhancement and the Jammer strikes changed up a little more to make them a bit more interesting/influential on the battlefield than they currently are. But, the amount of suggestions I would make on this would be better served in a dedicated post, so I will try to get around to that when I can after the Helicopter Drone topic. But, for now they serve their cause just fine and are less frustrating than just simply killing the Drone Pilot's/Driver's connection right away to their Strike. ----------------------------------------- Players not being able to capture Objectives while inside of IFVs, AFVs, & MBTs. - Cannot believe I forgot to bring this up. I'm not sure if this was planned or a mistake. But, if IFVs, AFVs, and MBTs are no longer able to capture objectives on their own as planned, than I fully support this idea, and that is coming from someone who loves his Armored Vehicles. By doing this it increases the Vehicle's dependency on having Infantry there with it when pushing into the enemy held objective points. While the Vehicle provides the overwhelming heavy firepower that Infantry lack, the Infantry provide security for the Vehicle while capturing the objective zone, creating a mutual dependence between them. If this is indeed planned and not a mere bug, good job! If it's a bug and not an intended design, well...keep the bug lol. Keep up the good work Devs!
  12. Can confirm that I've experienced this as well. My SA80 DMR has been more fussy than a cat being held over water.
  13. Yeah it would definitely be a Beast that screams "If you can't handle the SA80, you're doomed with me" kind of gun lol. Even if the gun is being phased out in real life, I still think it has a place in this WW3 digital battlefield.
  14. Happy to do it even if it made me grumble at times lol. They were easy choices purely because of their popularity and their own unique features they can bring to the game. But, I was expecting that to happen when it came time to cover the Assault Rifles for the game, I just made sure to look at other possible options first before I jumped to them. Never know what could be out there in the arms market that can really change things up and there are still a lot of cool weapons out there that could be fun to have in the game. They would just be more of the same though most likely is the only thing about adding a lot of them. That was one of my main goals in these suggestion posts, I want as many players as possible to have a weapon that suits their playstyle or taste of weaponry. As a Jack-of-all Trades, but Master of none myself, I will admit that was also a bit of biasness I allowed to creep into these weapon suggestion posts. But. that was a bit of biasness that could be used for a good cause over just benefiting my own desires exclusively. Besides, I also like to do a lot of thematic builds, so having as many options as possible is a bonus lol. Like I said; they were easy choices. They're popular/highly requested guns, they have unique features, many nations use different variants, derivatives, or inspired weapons based upon these original designs, and etc. So yeah, I wouldn't be surprised if some, if not all of them except the BR18 (unless the devs get tempted by that 6.8 Caliber round) were added to the game. But, like you said, I have no idea what the devs have planned. :)
  15. If even one of the newer face weapons or less popular weapons makes it into the game that I suggested through out the whole series, I will be happy beyond belief. But, I'm under no illusions of my chances of getting certain weapons into the game. Popular guns like the M16A4, AUG A3, FAMAS, & etc will always be looked at first before a BR18, MCIWS, XCR & etc are even given a glance purely because of name recognition. But, when you're looking for guns that do things different from other guns, the popular guns tend to earn their popularity rightfully so because of their unique natures in what they can bring to a game. Then when you have a pretty packed field like we currently have with the Assault Rifles in WW3, I had to take into account of "Modern day users" of the weapon series, and if the weapon can be modded through customization to look like another weapon (E.G Take the AUG and make it look like the F90, or the M16A4 and make it look like the C7.) We will see what the Devs do though in the end. :) I like the SA80 personally and agree that the FAMAS G2 (If added) will likely get the same or worse flak than the SA80. But, I see that as a strength, not a weakness when it comes to overall weapon balance of the game. If People equally love & hate a gun, that tells me that there is enough of a drawback to the gun that it doesn't appeal to everyone, which means I won't get killed by that gun all the time in game (Damn you UMP-45 and MW2!) The FAMAS G2 & AN-94 actually were competing against each other for a place on the list with both guns nearly not making it. The FAMAS took up the position of the ASM Val since the ASM Val & VSS Vintorez were so much alike and I already recommended the VSS Vintorez with the Sniper post. The AN-94 was more of a case that it isn't used outside of the Russian Military (which as I stated in the post was already in very limited numbers to begin with) and eventually I found that my reasoning for not wanting it was starting to lean more towards biasness (not out of hatred of the weapon itself mind you. But, it's limited use in the real word in a game where national identity is a strong motivation in the design.) So, in the end I recommended it purely based on it's unique features as a weapon and that has always been the primary goal of this series of posts. Yeah, that gun mainly earned it's place because - New face, different caliber, replacing an older gun (The SAR-21) in it's home Nation's military, and I could find a place for it that few other weapons were covering which was that very close to medium range field. Sort of a core filler lite overall when you think about it. Happy you enjoyed the post and thank you for the help by the way on the Sniper one with the TOR. Made sure to give you recognition in that post for it. Yeah I may do them next, but not entirely sure just yet. I have two game mode ideas knocking around in my head along with two ways I think the "Campaign" of WW3 can be improved/changed for a better experience. So, I may do the game modes next instead since those will be less research intensive, or I will do Gadgets & Grenades next since it really wouldn't need to be a long list since the field is very well covered. Still mulling it over in my head on the matter.
  16. Hey folks, time for the last "Guns that can enhance WW3" post and this time we're covering the plentiful Assault Rifles. I saved these for last since we already had so many Assault Rifles in the game and so few of every other type of weapon. I felt it was better to cover all the other categories of weapons first before finally touching this one. Early on I was asking myself; what will I do when I get to Assault Rifles? We already have eight with a ninth on the way... Then of course being surprised later with a 10th in the form of the SA80 being added to the PTE... So, ten Assault Rifles to be in the game and this list needing to be completed for the sake of completion later on here we are...To be honest, at this point we're going to be really stretching out the differences between the weapons and will at some point just start seeing assault rifles added in just for the sake of adding them in. Ragir suggested I just list five Assault Rifles and well...he might sigh a little because I found six, though the sixth one I'm not entirely sure on because I think it will be a bit of a balance nightmare for the devs and while the weapon is very popular in video games, the weapon itself in real life hasn't been adopted by any military except it's home country, but even that is in a very limited quantity, and production of the weapon ended in 2008. But, this is not a wishlist and regardless of my feelings on the matter of it, the weapon will still be on the list at #6. Overall there is going to be a lot of old faces in this post with at least 1 newer face on the block. But, these weapons have proven their ability to truly be different in some viable form when compared to other firearms of the same general type for WW3. So, lets get started in the usual fashion of - Before we can talk about what could be added to the game, we must first see what has already been added to the game. Current Assault Rifles we have in-Game AK-15 " Specialist rifle of the Russian military chambered for the 7.62 bullet. High damage with a lower rate of fire and considerable recoil." - WW3 description Real Life Stats Origin: Russia Weight: 3.3 KG or 7.28 LB Recoil: N/A Spread: N/A Reload time: Depends on the Shooter RPM: 700 Calibers: 7.62×39mm Muzzle Velocity: 715m/s or 2,345ft/s Ammunition Capacity: 30 - 40+1 round Magazines Effective firing range: 500 - 600 Meters or 546 - 656 Yards Maximum firing range: 800 Meters or 874 Yards Info 1: https://en.wikipedia.org/wiki/AK-12 Info 2: https://guns.fandom.com/wiki/AK-12 In-game Stats Weight: 16.5 Recoil: 0.74 Spread: 0.26 Reload time: 3.1s RPM: 620 Caliber: 7.62x39mm Muzzle Velocity: 720m/s Ammunition Capacity: 30+1 Top Damage Range: 0-130m Damage Drop off Range: 131m+ VEPR AK-74 or VEPR "Russian Assault rifle based on the VEPR platform, chambered in the 5.45x39. Balanced weapon with good damage and rate of fire but lacking in precision" - WW3 description Real Life Stats Origin: Russia Weight: 3.0 KG or 6.8 LB Recoil: N/A Spread: N/A Reload time: Depends on the Shooter RPM: 600-650 Calibers: 5.45x39 Muzzle Velocity: 880-900m/s or 2,887 - 2,952ft/s Ammunition Capacity: 30 - 60+1 round Magazines Effective firing range: 500 - 800 Meters or 546 - 874 Yards Maximum firing range: 3,150 Meters or 3,444 Info 1: https://en.wikipedia.org/wiki/AK-74 Info 2: https://guns.fandom.com/wiki/AK-74 In-game Stats Weight: 14.5 Recoil: 0.71 Spread: 0.28 Reload time: 4.2s RPM: 670 Caliber: 5.45x39mm Muzzle Velocity: 880m/s Ammunition Capacity: 30+1 Top Damage Range: 0-105m Damage Drop off Range: 106m+ MSBS-B "Bullpup variant of the Polish MSBS rifle, chambered for the powerful, short-ranged .300 Blackout round. Compact weapon with good stopping power at the cost of a lower rate of fire and heavy recoil." - WW3 description Real Life Stats Origin: Poland Weight: 3.55 Recoil: N/A Spread: N/A Reload time: Depends on the Shooter RPM: 700-900 Calibers: 5.56x45 NATO Muzzle Velocity: 890m/s or 2,919ft/s Ammunition Capacity: 30 - 60 Rounds Detachable Magazine Effective firing range: 500 Meters or 546 Yards Maximum firing range: Unknown Info 1: https://modernfirearms.net/en/assault-rifles/poland-assault-rifles/msbs-radon-eng/ Info 2: https://en.wikipedia.org/wiki/MSBS_rifle In-game Stats Weight: 15.5 Recoil: 0.74 Spread: 0.22 Reload time: 2.7s RPM: 621 Caliber: .300 Blackout Muzzle Velocity: 675m/s Ammunition Capacity: 30+1 Top Damage Range: 0-30m Damage Drop off Range: 31m+ MSBS-K "Freshly introduced rifle of the Polish army, chambered for the 5.56 NATO bullet. Versatile gun with moderate recoil and accuracy." - WW3 description Real Life Stats Origin: Poland Weight: 3.65 Recoil: N/A Spread: N/A Reload time: Depends on the Shooter RPM: 700-900 Calibers: 5.56x45 NATO Muzzle Velocity: 890m/s or 2,919ft/s Ammunition Capacity: 30 - 60 Rounds Detachable Magazine Effective firing range: 500 Meters or 546 Yards Maximum firing range: Unknown Info 1: https://modernfirearms.net/en/assault-rifles/poland-assault-rifles/msbs-radon-eng/ Info 2: https://en.wikipedia.org/wiki/MSBS_rifle In-game Stats Weight: 16.1 Recoil: 0.71 Spread: 0.25 Reload time: 3.2s RPM: 721 Caliber: 5.56x45mm Muzzle Velocity: 890m/s Ammunition Capacity: 30+1 Top Damage Range: 0-90m Damage Drop off Range: 91m+ M416 "Modern German rifled favored by spec ops units worldwide, chambered in 5.56 NATO. Exceptional accuracy with significant recoil and increased weight." - WW3 description Real Life Stats Origin: Germany Weight: 2.94 KG or 6.50 LB Recoil: N/A Spread: N/A Reload time: Depends on the Shooter RPM: 700-900 Calibers: 5.56x45 NATO Muzzle Velocity: 730m/s or 2,395ft/s Ammunition Capacity: 10 to 30 Round Detchable Magazine to 100 round Beta C-Magazine Effective firing range: 300 - 800 Meters or 328 - 874 Yards Maximum firing range: Unknown Info 1: https://en.wikipedia.org/wiki/Heckler_%26_Koch_HK416 Info 2: https://modernfirearms.net/en/assault-rifles/germany-assault-rifles/hk-416-eng/ In-game Stats Weight: 16.3 Recoil: 0.83 Spread: 0.2 Reload time: 4.0s RPM: 660 Caliber: 5.56x45mm Muzzle Velocity: 917m/s Ammunition Capacity: 30+1 Top Damage Range: 0-90m Damage Drop off Range: 91m+ G36 "Standard rifle of the German military, chambered in 5.56 NATO. Lightweight with high rate of fire but lacks precision." - WW3 description Real Life Stats Origin: Germany Weight: 3.6 KG or 7.9 LB Recoil: N/A Spread: N/A Reload time: Depends on the Shooter RPM: 750 Calibers: 5.56x45 NATO Muzzle Velocity: 920m/s or 3,018ft/s Ammunition Capacity: 30 Round Detachable Box Magazine or 100 round Beta C-Magazine. Effective firing range: 300 - 800 Meters or 328 - 874 Yards Maximum firing range: 2,860 Meters Info 1: https://en.wikipedia.org/wiki/Heckler_%26_Koch_G36 Info 2: https://modernfirearms.net/en/assault-rifles/germany-assault-rifles/hk-g36-eng/ In-game Stats Weight: 15.8 Recoil: 0.74 Spread: 0.28 Reload time: 3.1s RPM: 750 Caliber: 5.56x45mm Muzzle Velocity: 750m/s Ammunition Capacity: 30+1 Top Damage Range: 0-90m Damage Drop off Range: 91m+ Beryl M762 "The workhorse rifle of the Polish military, this version is chambered for the 7.62 bullet. High damage and decent all-around handling but lacks precision and kicks like a mule." - WW3 description Real Life Stats Origin: Poland Weight: 3.35 KG or 7.39 LB Recoil: N/A Spread: N/A Reload time: Depends on the Shooter RPM: 700 Calibers: 7.62x39mm Muzzle Velocity: 920m/s or 3,018ft/s Ammunition Capacity: 30 round detchable Box Magazine Effective firing range: 100 - 600 Meters or 109 - 656 Yards Maximum firing range: 1000 Meters or 1093 Yards Info 1: https://en.wikipedia.org/wiki/FB_Beryl#Variants Info 2: https://modernfirearms.net/en/assault-rifles/poland-assault-rifles/wz-96-beryl-eng/ In-game Stats Weight: 15.1 Recoil: 0.83 Spread: 0.3 Reload time: 3.1 RPM: 600 Caliber: 7.62x39mm Muzzle Velocity: 940m/s Ammunition Capacity: 30+1 Top Damage Range: 0-105m Damage Drop off Range: 106m+ Ak Alfa or Alpha "Experimental development of the AK platform of Israeli origin, chambered in 7.62. High Damage and low rate of fire paired with low vertical and high horizontal recoil." - WW3 description Real Life Stats Origin: United States/Israel Weight: 3.5 KG or 7.7 LB Recoil: N/A Spread: N/A Reload time: Depends on the Shooter RPM: 600-650 Calibers: 5.56x45 NATO, .223 Remington, and 7.62x39mm Muzzle Velocity: 715m/s or 2345ft/s Ammunition Capacity: 30 round detachable box magazine Effective firing range: 500 meters or 546 Yards Maximum firing range: Unknown Info 1: https://modernfirearms.net/en/assault-rifles/israel-assault-rifles/ak-alfa-eng/ Info 2: http://www.military-today.com/firearms/alfa.htm In-game Stats Weight: 17.8 Recoil: 0.72 Spread: 0.3 Reload time: 2.85s RPM: 570 Caliber: 7.62x39mm Muzzle Velocity: 740m/s Ammunition Capacity: 30+1 Top Damage Range: 0-130m Damage Drop off Range: 131m+ M4 - Currently on PTE "Standard issue assault rifle of the US Army, chambered in 5.56. A balanced weapon with good all around performance, it can handle most situtations well but will be easily outperformed by more specialized guns." - WW3 description Real Life Stats Origin: United States Weight: 2.9 KG or 6.4 LB Recoil: N/A Spread: N/A Reload time: Depends on the Shooter RPM: 700-950 Calibers: 5.56x45 NATO Muzzle Velocity: 905m/s or 2970ft/s Ammunition Capacity: 30 Effective firing range: 500 meters or 546 Yards Maximum firing range: 3,600 Meters or 3,937 Yards Info 1: https://en.wikipedia.org/wiki/M4_carbine Info 2: https://modernfirearms.net/en/assault-rifles/u-s-a-assault-rifles/m4-m4a1-eng/ In-game (PTE) Stats Weight: 16.99 Recoil: 0.6 Spread: 0.3 Reload time: 1.0s RPM: 740 Caliber: 5.56x45mm Muzzle Velocity: 910m/s Ammunition Capacity: 30+1 Top Damage Range: 0-90m Damage Drop off Range: 91m+ SA80 - Currently on PTE "A versatile British weapons platform chambered in 5.56 NATO. High rate of fire and good accuracy make it perform well in a multitude of different roles and configurations, but it comes at the cost of significant weight and recoil." - WW3 description Real Life Stats Origin: United Kingdom Weight: 4.13 KG or 9.1 LB Recoil: N/A Spread: N/A Reload time: Depends on the Shooter RPM: 610 - 775 Calibers: 5.56x45 NATO Muzzle Velocity: 930 - 940m/s or 3051 - 3083ft/s Ammunition Capacity: 30 Round Magazine Effective firing range: 300-400 Meters or 328 or 437 Yards Maximum firing range: 600 Meters or 656 Yards Info 1: https://en.wikipedia.org/wiki/SA80 Info 2: https://modernfirearms.net/en/bez-rubriki-en/sa80-l85-eng/ In-game (PTE) Stats Weight: 17.94 Recoil: 0.88 Spread: 0.27 Reload time: 3.1s RPM: 770 Caliber: 5.56x45mm Muzzle Velocity: 940m/s Ammunition Capacity: 30+1 Top Damage Range: 0-90m Damage Drop off Range: 91m+ With all of this information in hand it's time to get to the real fun of the post with the new weapon suggestions. Much like all of my other posts of Weapons that could enhance WW3, I will be using the colors Green to indicate where a gun is better, Red where a gun is worse, Yellow where a gun is even or competitive. A friendly final reminder folks - When I'm suggesting/comparing weapons, I'm basing my comparisons for a "stock" weapon in game against another stock weapon in game. If I try to do stats for every customization option, I would have never finished any of these posts. The Developers get the final say in the balance stats anyways, so take my proposed stats as more of a suggestion for a general direction the weapon should be designed towards as I cannot actually test these stats to confirm balance or imbalance. Assault Rifles that could enhance WW3 #1. FAMAS G2 - The FAMAS stands for Fusil d’Assaut de la Manufacture d’Armes de St-Etienne (Assault Rifle by St-Etienne Arms Factory) and currently serves as France's standard issue service rifle till the HK416F (A variant of the HK416) has been supplied in the desired numbers to the French Military, at which point only the French Nation Guard and domestic Police units will be armed with the FAMAS. Real Life Stats Origin: France Weight: 3.61 KG or 7.95 LB Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: 1,000 - 1,100 Calibers: 5.56x45mm NATO Muzzle Velocity: 925m/s or 3,034ft/s Ammunition Capacity: 30 Round Detachable Box Magazine Special Feature: Semi, 3-Round Burst, and Fully Automatic fire modes. Effective Range: 450 Meters or 492 Yards Maximum Range: 3,200 Meters or 3499 Yards Info 1: https://en.wikipedia.org/wiki/FAMAS Info 2: https://modernfirearms.net/en/bez-rubriki-en/famas-eng/ Proposed in-game Stats & Comparison Stats Weight: 15.86 vs. AK15 (16.5) - VEPR (14.5) - MSBS-B (15.5) - MSBS-K (16.1) - M416 (16.3) - G36 (15.8) - Beryl M762 (15.1) - Alpha (17.8) - M4 (16.99) - SA80 (17.94) Recoil: 0.93 vs. AK15 (0.74) - VEPR (0.71) - MSBS-B (0.74) - MSBS-K (0.71) - M416 (0.83) - G36 (0.74) - Beryl M762 (0.83) - Alpha (0.72) - M4 (0.6) - SA80 (0.88) Spread: 0.30 vs. AK15 (0.26) - VEPR (0.25) - MSBS-B (0.22) - MSBS-K (0.25) - M416 (0.2) - G36 (0.28) - Beryl M762 (0.3) - Alpha (0.3) - M4 (0.3) - SA80 (0.27) Reload time: 3.1s vs. AK15 (3.1s) - VEPR (4.2s) - MSBS-B (2.7s) - MSBS-K (3.2s) - M416 (4.0s) - G36 (3.1s) - Beryl M762 (3.1s) - Alpha (2.85s) - M4 (1.0s) - SA80 (3.1s) RPM: 900 vs. AK15 (620) - VEPR (670) - MSBS-B (621) - MSBS-K (721) - M416 (660) - G36 (750) - Beryl M762 (600) - Alpha (570) - M4 (740) - SA80 (770) Caliber: 5.56x45 vs. AK15 (7.62x39) - VEPR (5.45x39) - MSBS-B (.300) - MSBS-K (5.56x45) - M416 (5.56x45) - G36 (5.56x45) - Beryl M762 (7.62x39) - Alpha (7.62x39) - M4 (5.56x45) - SA80 (5.56x45) Muzzle Velocity: 900 vs. AK15 (620) - VEPR (880) - MSBS-B (675) - MSBS-K (890) - M416 (917) - G36 (750) - Beryl M762 (940) - Alpha (740) - M4 (910) - SA80 (940) Ammunition Capacity: 30+1 vs. AK15 (30+1) - VEPR (30+1) - MSBS-B (30+1) - MSBS-K (30+1) - M416 (30+1) - G36 (30+1) - Beryl M762 (30+1) - Alpha (30+1) - M4 (30+1) - SA80 (30+1) Top Damage Range: 0-90 vs. AK15 (0-130) - VEPR (0-105) - MSBS-B (0-30) - MSBS-K (0-90) - M416 (0-90) - G36 (0-90) - Beryl M762 (0-105) - Alpha (0-130) - M4 (0-90) - SA80 (0-90) Damage Drop off Range: 91+ vs. vs. AK15 (131+) - VEPR (106+) - MSBS-B (31+) - MSBS-K (91+) - M416 (91+) - G36 (91+) - Beryl M762 (106+) - Alpha (131+) - M4 (91+) - SA80 (91+) - If added to the game, the FAMAS should serve as the fastest full auto Assault Rifle with a rather adaptable nature to it, but lending itself more towards close to medium range engagements. If the SA80 has proven to be a nightmare for some players that do not know how to properly handle it's full auto fire, then the FAMAS should be their personal hell going 130 RPMs faster sort of speak. Users of the FAMAS should need to prepare to reload regularly with limited magazine capacity options. But, what if the player was willing to give up that blistering RPM for something lighter, more center of the field, limited higher magazine capacity options, and no burst fire mode?... #2. AUG A3 - While credited for having a revolutionary design, the Steyr AUG is regularly confused for being the very first Bullpup weapon when in fact the British Enfield EM-2 & Soviet TKB-408 had a good 25-30 years of concept design over the AUG and other little bits of misinformation hang around this weapon. However, what the AUG is for a fact though is that of a clever design that took many general design ideas, improved upon them, and eventually lead to it becoming the most successful bullpup rifle sold in the global market. Several nations have adopted it into their armed forces aside from Austria. Ireland, Australia, Saudi Arabia, Oman, Malaysia, and Pakistan are just a few of the Nations that have picked up this popular rifle. Real Life Stats Origin: Austria Weight: 3.8 KG or 8.3 LB Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: 680 - 750 Calibers: 5.56x45mm NATO, .300 BLK (unconfirmed), and 9x19 Parabellum Muzzle Velocity: 715 - 890m/s or 2,345 - 2,919 ft/s Ammunition Capacity: 30 - 42 round detachable box magazine (5.56x45mm NATO.) 25 - 32 round MPi 69 box magazine (9x19 Parabellum) Special Feature: Modifiable Fire Selector (aka the Weapon's fire modes can be changed to the user's desires) Effective Range: 300 Meters or 328 Yards Maximum Range: 2,700 Meters or 2952 Yards Info 1: https://modernfirearms.net/en/assault-rifles/austria-assault-rifles/steyr-aug-eng/ Info 2: https://guns.fandom.com/wiki/Steyr_AUG Proposed in-game Stats & Comparison Stats Weight: 12.60 vs. AK15 (16.5) - VEPR (14.5) - MSBS-B (15.5) - MSBS-K (16.1) - M416 (16.3) - G36 (15.8) - Beryl M762 (15.1) - Alpha (17.8) - M4 (16.99) - SA80 (17.94) Recoil: 0.86 vs. AK15 (0.74) - VEPR (0.71) - MSBS-B (0.74) - MSBS-K (0.71) - M416 (0.83) - G36 (0.74) - Beryl M762 (0.83) - Alpha (0.72) - M4 (0.6) - SA80 (0.88) Spread: 0.25 vs. AK15 (0.26) - VEPR (0.25) - MSBS-B (0.22) - MSBS-K (0.25) - M416 (0.2) - G36 (0.28) - Beryl M762 (0.3) - Alpha (0.3) - M4 (0.3) - SA80 (0.27) Reload time: 4.5s vs. AK15 (3.1s) - VEPR (4.2s) - MSBS-B (2.7s) - MSBS-K (3.2s) - M416 (4.0s) - G36 (3.1s) - Beryl M762 (3.1s) - Alpha (2.85s) - M4 (1.0s) - SA80 (3.1s) RPM: 680 vs. AK15 (620) - VEPR (670) - MSBS-B (621) - MSBS-K (721) - M416 (660) - G36 (750) - Beryl M762 (600) - Alpha (570) - M4 (740) - SA80 (770) Caliber: 5.56x45 vs. AK15 (7.62x39) - VEPR (5.45x39) - MSBS-B (.300) - MSBS-K (5.56x45) - M416 (5.56x45) - G36 (5.56x45) - Beryl M762 (7.62x39) - Alpha (7.62x39) - M4 (5.56x45) - SA80 (5.56x45) Muzzle Velocity: 750 vs. AK15 (620) - VEPR (880) - MSBS-B (675) - MSBS-K (890) - M416 (917) - G36 (750) - Beryl M762 (940) - Alpha (740) - M4 (910) - SA80 (940) Ammunition Capacity: 30+1 vs. AK15 (30+1) - VEPR (30+1) - MSBS-B (30+1) - MSBS-K (30+1) - M416 (30+1) - G36 (30+1) - Beryl M762 (30+1) - Alpha (30+1) - M4 (30+1) - SA80 (30+1) Top Damage Range: 0-80 vs. AK15 (0-130) - VEPR (0-105) - MSBS-B (0-30) - MSBS-K (0-90) - M416 (0-90) - G36 (0-90) - Beryl M762 (0-105) - Alpha (0-130) - M4 (0-90) - SA80 (0-90) Damage Drop off Range: 81+ vs. AK15 (131+) - VEPR (106+) - MSBS-B (31+) - MSBS-K (91+) - M416 (91+) - G36 (91+) - Beryl M762 (106+) - Alpha (131+) - M4 (91+) - SA80 (91+) - If added to the game, the AUG A3 should serve as the lightest of the Assault Rifles, making it ideal for players that really want to run-and-gun on the battlefield. However, this lightweight Assault Rifle should come at the cost of reduced damage range, slower reload, have the typical bullpup trigger delay, and the extra restriction of being limited to only a 42 round magazine as it's largest magazine. All together this should make the AUG A3 ideal for Medium range engagements unless properly kitted towards close or long range. To further the difference between the AUG A3 and other weapons in game, the AUG should be the only Assault Rifle to lack a 3-round burst function But, maybe the user wants something better for medium to long range engagements and was willing to accept some extra weight, slightly slower ADS speed, & no fully automatic fire?.. #3. M16A4 - The old American war horse of the Vietnam era and turned most commonly manufactured 5.56 Rifle in the world, the M16 series of rifles has seen conflict from it's first days in the Vietnam War to the Syrian War of today. While most widely recognized as America's standard issue service Rifle, the United States Military has been slowly replacing the venerable M16 with the smaller M4 Carbine. But, this hasn't stopped the weapon from having a place in the U.S Military, it's roles on the Battlefield have only changed, and the weapon still sees main stage service in French Spec Ops, Honduras, India, Iraq, Jordan, El Salvador, Latvia, Mexico, Thailand, Taiwan, and one of the first customers to purchase the weapon the United Kingdom. While the weapon's role in the U.S Military is shrinking, it's role in the world with other armed forces is still running strong. Real Life Stats Origin: United States Weight: 3.4 KG or 7.7 LB Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: 700-950 Calibers: 5.56x45 NATO Muzzle Velocity: 960m/s or 3,149ft/s Ammunition Capacity: 20 - 30 round Detachable Box Magazine and 100 round Beta C-Magazine. Special Feature: Semi Automatic & 3-Round Burst fire modes Effective Range: 500 - 800 Meters or 546 - 874 Yards Maximum Range: 3.600 Meters or 3937 Yards Info 1: https://en.wikipedia.org/wiki/M16_rifle Info 2: https://modernfirearms.net/en/assault-rifles/u-s-a-assault-rifles/m16-a1-a2-a3-a4-eng/ Proposed in-game Stats & Comparison Stats Weight: 17.27 vs. AK15 (16.5) - VEPR (14.5) - MSBS-B (15.5) - MSBS-K (16.1) - M416 (16.3) - G36 (15.8) - Beryl M762 (15.1) - Alpha (17.8) - M4 (16.99) - SA80 (17.94) Recoil: 0.53 vs. AK15 (0.74) - VEPR (0.71) - MSBS-B (0.74) - MSBS-K (0.71) - M416 (0.83) - G36 (0.74) - Beryl M762 (0.83) - Alpha (0.72) - M4 (0.6) - SA80 (0.88) Spread: 0.14 vs. AK15 (0.26) - VEPR (0.25) - MSBS-B (0.22) - MSBS-K (0.25) - M416 (0.2) - G36 (0.28) - Beryl M762 (0.3) - Alpha (0.3) - M4 (0.3) - SA80 (0.27) Reload time: 4.2s vs. AK15 (3.1s) - VEPR (4.2s) - MSBS-B (2.7s) - MSBS-K (3.2s) - M416 (4.0s) - G36 (3.1s) - Beryl M762 (3.1s) - Alpha (2.85s) - M4 (1.0s) - SA80 (3.1s) RPM: 670 vs. AK15 (620) - VEPR (670) - MSBS-B (621) - MSBS-K (721) - M416 (660) - G36 (750) - Beryl M762 (600) - Alpha (570) - M4 (740) - SA80 (770) Caliber: 5.56x45 vs. AK15 (7.62x39) - VEPR (5.45x39) - MSBS-B (.300) - MSBS-K (5.56x45) - M416 (5.56x45) - G36 (5.56x45) - Beryl M762 (7.62x39) - Alpha (7.62x39) - M4 (5.56x45) - SA80 (5.56x45) Muzzle Velocity: 900 vs. AK15 (620) - VEPR (880) - MSBS-B (675) - MSBS-K (890) - M416 (917) - G36 (750) - Beryl M762 (940) - Alpha (740) - M4 (910) - SA80 (940) Ammunition Capacity: 30+1 vs. AK15 (30+1) - VEPR (30+1) - MSBS-B (30+1) - MSBS-K (30+1) - M416 (30+1) - G36 (30+1) - Beryl M762 (30+1) - Alpha (30+1) - M4 (30+1) - SA80 (30+1) Top Damage Range: 0-115 vs. AK15 (0-130) - VEPR (0-105) - MSBS-B (0-30) - MSBS-K (0-90) - M416 (0-90) - G36 (0-90) - Beryl M762 (0-105) - Alpha (0-130) - M4 (0-90) - SA80 (0-90) Damage Drop off Range: 116+ vs. AK15 (131+) - VEPR (106+) - MSBS-B (31+) - MSBS-K (91+) - M416 (91+) - G36 (91+) - Beryl M762 (106+) - Alpha (131+) - M4 (91+) - SA80 (91+) - If added to the game, the M16A4 should serve as a medium to long range assault rifle best used in the hands of less aggressive players. While it's effectiveness at range should be better than average with a longer top damage range, manageable recoil, lower than average bullet spread, and higher end muzzle velocity. It's close range capabilities should be very limited to set it apart from it's compatriot the M4 such as no short barrel option (which the M4 should have a Short Barrel option), a slower ADS speed because of it's larger profile, no fully automatic fire option, slower reload speed, and of course the smaller 5.56x45 round. But, maybe the player wants something that packs a larger punch than the smaller caliber ARs, but doesn't want to deal with the heavier recoil or slower RPMs that come with the larger caliber ARs. They're willing to give up some armor penetration value, reach, handle some trigger delay, and deal with limited barrel options in exchange for it... #4. BR18 - Having just started production last year, the BR18 is to phase out the SAR-21 in the Singaporean Military. It comes standard with a MIL-STD-1913 Picatinny rails at the three, six, nine and 12 o’clock positions. While it is able to fire the 5.56x45 NATO & 7.62x39 caliber ammunition, it is also able to use the newer 6.8 Remington SPC caliber ammunition that serves as an intermediate caliber between the 5.56 and 7.62 calibers. Real Life Stats Origin Singapore Weight: 2.9 KG or 6.3 LB Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: 600-900 Calibers: 6.8 Remington SPC, 5.56x45mm NATO, and 7.62×39mm Muzzle Velocity: 777m/s or 2550ft/s Ammunition Capacity: 10-30 detachable box magazines Special Feature: Able to chamber 6.8 Remington SPC and has select fire Effective Range: Unknown Maximum Range: Unknown Info 1: https://guns.fandom.com/wiki/ST_Kinetics_BR18 Info 2: https://modernfirearms.net/en/assault-rifles/bmcr-br18-2/ Proposed in-game Stats & Comparison Stats Weight: 15.7 vs. AK15 (16.5) - VEPR (14.5) - MSBS-B (15.5) - MSBS-K (16.1) - M416 (16.3) - G36 (15.8) - Beryl M762 (15.1) - Alpha (17.8) - M4 (16.99) - SA80 (17.94) Recoil: 0.68 vs. AK15 (0.74) - VEPR (0.71) - MSBS-B (0.74) - MSBS-K (0.71) - M416 (0.83) - G36 (0.74) - Beryl M762 (0.83) - Alpha (0.72) - M4 (0.6) - SA80 (0.88) Spread: 0.24 vs. AK15 (0.26) - VEPR (0.25) - MSBS-B (0.22) - MSBS-K (0.25) - M416 (0.2) - G36 (0.28) - Beryl M762 (0.3) - Alpha (0.3) - M4 (0.3) - SA80 (0.27) Reload time: 3.2s vs. AK15 (3.1s) - VEPR (4.2s) - MSBS-B (2.7s) - MSBS-K (3.2s) - M416 (4.0s) - G36 (3.1s) - Beryl M762 (3.1s) - Alpha (2.85s) - M4 (1.0s) - SA80 (3.1s) RPM: 720 vs. AK15 (620) - VEPR (670) - MSBS-B (621) - MSBS-K (721) - M416 (660) - G36 (750) - Beryl M762 (600) - Alpha (570) - M4 (740) - SA80 (770) Caliber: 6.8 vs. AK15 (7.62x39) - VEPR (5.45x39) - MSBS-B (.300) - MSBS-K (5.56x45) - M416 (5.56x45) - G36 (5.56x45) - Beryl M762 (7.62x39) - Alpha (7.62x39) - M4 (5.56x45) - SA80 (5.56x45) Muzzle Velocity: 700 vs. AK15 (620) - VEPR (880) - MSBS-B (675) - MSBS-K (890) - M416 (917) - G36 (750) - Beryl M762 (940) - Alpha (740) - M4 (910) - SA80 (940) Ammunition Capacity: 30+1 vs. AK15 (30+1) - VEPR (30+1) - MSBS-B (30+1) - MSBS-K (30+1) - M416 (30+1) - G36 (30+1) - Beryl M762 (30+1) - Alpha (30+1) - M4 (30+1) - SA80 (30+1) Top Damage Range: 0-65 vs. AK15 (0-130) - VEPR (0-105) - MSBS-B (0-30) - MSBS-K (0-90) - M416 (0-90) - G36 (0-90) - Beryl M762 (0-105) - Alpha (0-130) - M4 (0-90) - SA80 (0-90) Damage Drop off Range: 66+ vs. AK15 (131+) - VEPR (106+) - MSBS-B (31+) - MSBS-K (91+) - M416 (91+) - G36 (91+) - Beryl M762 (106+) - Alpha (131+) - M4 (91+) - SA80 (91+) -If added to the game, the BR18 should pack the powerful 6.8 Remington SPC caliber round as to have the weapon serve the role of an intermediate weapon option for Players that don't want to use a 5.56, or a 7.62. In terms of damage per hit, it should be on the upper end of damage against unprotected parts of the body, but lower tier in regards to armor penetration. Overall nothing really remarkable about the weapon aside from a more middle of the road caliber, slightly shorter than average top damage range, making it more ideal for closer ranges, but not entirely ineffective at longer ranges (I would also buff the MSBS-B to have more armor penetration value in the process), and of course because it's a bullpup it has the trigger delay. But, what if the player wanted a intermediate caliber that was somewhere between the .300 Blackout of the MSBS-B and the 6.8 Remington SPC of the BR18? Something that didn't lean in any one direction in terms of general ballistic performance #5. QBZ-95-1 - The bullpup built around it's special caliber of ammunition, the QBZ family of light rifles made their mark in 1997 after China took over Hong Kong. The weapon known as the QBZ-95 at the time, was first spotted in the hands of Chinese Guards that were wielding them, and later was revealed to be a new family of weapons built around the same general concept & design with some changes being made to help the Weapon fulfill it's role. The QBZ-95 is no longer in production, but the QBZ-95-1 is the modern day descendant rifle to this family of bullpup weapons. Real Life Stats Origin: China Weight: 3.25 KG or 7.16 LB Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: 650 Calibers: 5.8x42mm DBP10 Muzzle Velocity: 930m/s or 3,051ft/s Ammunition Capacity: 30 round detachable box magazine, or 75 round Drum Magazine. Special Feature: Unique caliber of ammunition Effective Range: 400 - 600 Meters or 437 - 656 Yards Maximum Range: 800 Meters or 874 Yards Info 1: https://en.wikipedia.org/wiki/QBZ-95 Info 2: https://modernfirearms.net/en/assault-rifles/china-assault-rifles/type-95-qbz-95-eng/ Proposed in-game Stats & Comparison Stats Weight: 15.6 vs. AK15 (16.5) - VEPR (14.5) - MSBS-B (15.5) - MSBS-K (16.1) - M416 (16.3) - G36 (15.8) - Beryl M762 (15.1) - Alpha (17.8) - M4 (16.99) - SA80 (17.94) Recoil: 0.64 vs. AK15 (0.74) - VEPR (0.71) - MSBS-B (0.74) - MSBS-K (0.71) - M416 (0.83) - G36 (0.74) - Beryl M762 (0.83) - Alpha (0.72) - M4 (0.6) - SA80 (0.88) Spread: 0.8 vs. AK15 (0.26) - VEPR (0.25) - MSBS-B (0.22) - MSBS-K (0.25) - M416 (0.2) - G36 (0.28) - Beryl M762 (0.3) - Alpha (0.3) - M4 (0.3) - SA80 (0.27) Reload time: 4.2 vs. AK15 (3.1s) - VEPR (4.2s) - MSBS-B (2.7s) - MSBS-K (3.2s) - M416 (4.0s) - G36 (3.1s) - Beryl M762 (3.1s) - Alpha (2.85s) - M4 (1.0s) - SA80 (3.1s) RPM: 610 vs. AK15 (620) - VEPR (670) - MSBS-B (621) - MSBS-K (721) - M416 (660) - G36 (750) - Beryl M762 (600) - Alpha (570) - M4 (740) - SA80 (770) Caliber: 5.8x42 vs. AK15 (7.62x39) - VEPR (5.45x39) - MSBS-B (.300) - MSBS-K (5.56x45) - M416 (5.56x45) - G36 (5.56x45) - Beryl M762 (7.62x39) - Alpha (7.62x39) - M4 (5.56x45) - SA80 (5.56x45) Muzzle Velocity: 900 vs. AK15 (620) - VEPR (880) - MSBS-B (675) - MSBS-K (890) - M416 (917) - G36 (750) - Beryl M762 (940) - Alpha (740) - M4 (910) - SA80 (940) Ammunition Capacity: 30+1 vs. AK15 (30+1) - VEPR (30+1) - MSBS-B (30+1) - MSBS-K (30+1) - M416 (30+1) - G36 (30+1) - Beryl M762 (30+1) - Alpha (30+1) - M4 (30+1) - SA80 (30+1) Top Damage Range: 0-50 vs. AK15 (0-130) - VEPR (0-105) - MSBS-B (0-30) - MSBS-K (0-90) - M416 (0-90) - G36 (0-90) - Beryl M762 (0-105) - Alpha (0-130) - M4 (0-90) - SA80 (0-90) Damage Drop off Range: 51+ vs. AK15 (131+) - VEPR (106+) - MSBS-B (31+) - MSBS-K (91+) - M416 (91+) - G36 (91+) - Beryl M762 (106+) - Alpha (131+) - M4 (91+) - SA80 (91+) - If added to the game, the QBZ-95-1 should serve as a closer range competitor to the MSBS-B & BR18, but with the ability to reach out to longer ranges through sheer controllable recoil & low bullet spread, bringing it a little closer to the middle of the field, but still not entirely there as other weapons will be able to outshine it in most extreme situations. Overall the weapon should be welcoming to players that are maybe not use to using Assault Rifles, but want something that can be modded to try to find that comfortable entry into the weapon category beyond the M416. But, because the weapon is a bullpup, it (like every bullpup I've suggested) should have that trigger delay like the SA80. But, maybe the player wants something more defensive, something that brings speed & accuracy with a heavier than average punch?... #6. AN-94 - The AN-94 was originally created as a possible replacement for the AK-74 Assault Rifles of the Russian Armed Forces. However, do to expenses, complex weapon design, and other issues with the weapon, the AN-94 has seen limited placement in the Russian armed forces. With the passing of it's creator, Gennadiy Nikonov in 2003 and the production of AN-94s ending in 2008, it's likely the AN-94 will never see further expanded usage. Real Life Stats Origin: Russia Weight: 3.85 KG or 8.48 LB Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: 600 full auto - 1,800 2-round Burst Fire. Calibers: 5.45x39mm Muzzle Velocity: 900m/s or 2,952ft/s Ammunition Capacity: 30 - 45 round detachable AK Magazine, or 60 round casket magazine Special Feature: 2 round hyper burst fire mode Effective Range: 700 Meters or 765 Yards Maximum Range: Unknown Info 1: https://en.wikipedia.org/wiki/AN-94 Info 2: https://modernfirearms.net/en/assault-rifles/russia-assault-rifles/an-94-abakan-eng/ Info 3 (Video): Brief AN-94 Demo Proposed in-game Stats & Comparison Stats Weight: 18.50 vs. AK15 (16.5) - VEPR (14.5) - MSBS-B (15.5) - MSBS-K (16.1) - M416 (16.3) - G36 (15.8) - Beryl M762 (15.1) - Alpha (17.8) - M4 (16.99) - SA80 (17.94) Recoil: 0.15 vs. AK15 (0.74) - VEPR (0.71) - MSBS-B (0.74) - MSBS-K (0.71) - M416 (0.83) - G36 (0.74) - Beryl M762 (0.83) - Alpha (0.72) - M4 (0.6) - SA80 (0.88) Spread: 0.10 vs. AK15 (0.26) - VEPR (0.25) - MSBS-B (0.22) - MSBS-K (0.25) - M416 (0.2) - G36 (0.28) - Beryl M762 (0.3) - Alpha (0.3) - M4 (0.3) - SA80 (0.27) Reload time: 4.20s vs. AK15 (3.1s) - VEPR (4.2s) - MSBS-B (2.7s) - MSBS-K (3.2s) - M416 (4.0s) - G36 (3.1s) - Beryl M762 (3.1s) - Alpha (2.85s) - M4 (1.0s) - SA80 (3.1s) RPM (full auto): 625 vs. AK15 (620) - VEPR (670) - MSBS-B (621) - MSBS-K (721) - M416 (660) - G36 (750) - Beryl M762 (600) - Alpha (570) - M4 (740) - SA80 (770) RPM (Burst): 950 vs. AK15 (620) - VEPR (670) - MSBS-B (621) - MSBS-K (721) - M416 (660) - G36 (750) - Beryl M762 (600) - Alpha (570) - M4 (740) - SA80 (770) Caliber: 5.45x39 vs. AK15 (7.62x39) - VEPR (5.45x39) - MSBS-B (.300) - MSBS-K (5.56x45) - M416 (5.56x45) - G36 (5.56x45) - Beryl M762 (7.62x39) - Alpha (7.62x39) - M4 (5.56x45) - SA80 (5.56x45) Muzzle Velocity: 750 vs. AK15 (620) - VEPR (880) - MSBS-B (675) - MSBS-K (890) - M416 (917) - G36 (750) - Beryl M762 (940) - Alpha (740) - M4 (910) - SA80 (940) Ammunition Capacity: 30+1 vs. AK15 (30+1) - VEPR (30+1) - MSBS-B (30+1) - MSBS-K (30+1) - M416 (30+1) - G36 (30+1) - Beryl M762 (30+1) - Alpha (30+1) - M4 (30+1) - SA80 (30+1) Top Damage Range: 0-100 vs. AK15 (0-130) - VEPR (0-105) - MSBS-B (0-30) - MSBS-K (0-90) - M416 (0-90) - G36 (0-90) - Beryl M762 (0-105) - Alpha (0-130) - M4 (0-90) - SA80 (0-90) Damage Drop off Range: 101+ vs. AK15 (131+) - VEPR (106+) - MSBS-B (31+) - MSBS-K (91+) - M416 (91+) - G36 (91+) - Beryl M762 (106+) - Alpha (131+) - M4 (91+) - SA80 (91+) - If added to the game, the AN-94 should serve as a powerful, accurate, fast firing, defensive Assault Rifle that favors more passive/defensive style gameplay. Because this weapon is (in my opinion) hard to balance without making it very uncharacteristically like itself, I would also add in a slower ads speed like I suggested with the M16A4, and would limit it's magazine capacity options to just 45 at the highest for the sake of balance. In the end this might make the weapon balanced enough and definitely earn it the title of fastest burst firing Assault Rifle. But, that will bring this post to an end when it comes to suggesting new Assault Rifles for the game. Honestly, I exceedingly doubt any of these were a real surprise beyond the BR18 which is a very new weapon that just came out not long ago. But, trying to find different guns that do different things isn't always as easy as just pulling open a website. If it's not there, it's just not there, and there isn't anything one can really do about it till a new weapon is created. Honorable Mentions & Closing the post With bringing this post to an end, here are some Honorable mentions for Assault Rifles that could still enhance the game even if they didn't make the main list, or at the very least would be cool to have for the sake of having them. ASM Val - Only reason it didn't make the list is that it shares 70% of it's construction with it's Sister gun, the VSS Vintorez, and I already recommended that gun in my Precision Sniper Rifles post. With WW3's customization, just having one of the guns means we can ideally make both of them through customization so in the end it's only a name difference. CMCR - A 5.56x45 NATO firing Assault Rifle out of Singapore, MCIWS - An assault rifle out of India that fires the 6.8 Remington SPC round. I felt having more than one 6.8 caliber weapon was going to be redundant, so I excluded it from the list, But, wouldn't be upset if it took over the role of the BR18, or joined it also. CM906 - An assault rifle out of the United States that can fire 5.56, 6.8 Remington SPC, and 7.62 caliber rounds. VEPR - The Ukrainian VEPR (not to be confused with the Russian VEPR) is a bullpup that fires the 5.45×39mm caliber round. ARX-160 - An Italian Assault Rifle and the little brother of the ARX-200 I had recommended in the Battle Rifles post of mine. I didn't see any need for having both unless the Devs want both. And many others. The Devs are beyond spoiled for choice when it comes to Assault Rifles, but limited only by the fact that most Assault Rifles are designed to do the same general thing as all others are. For every AN-94, M16A4, FAMAS, or whatever, there is 5 different M4s' with different names, different looks, but same general performance in one shape or another that just cannot be translated over to a video game. But, it's time to bring this post to an end along with the whole "Guns that could enhance WW3" series of posts I've been doing. I may do some updates to the old posts with new guns that might be brand new enough to justify bumping the old posts. But, really I'm just going to update the stats gradually over time to bring them more in line with these recent updated ones. But, with one door closing, another door opens, and there are plenty more suggestions to be made on the way to WW3's 1.0 release. Not entirely sure what I will cover next, I may do Equipment & Grenades next since I don't think that list will take very long, and that won't require a large series of posts like the weapons have. But, we shall see when we get there and till then have a great one folks! Other "Guns that could Enhance WW3 Topic" Links Machine Guns Handguns Shotguns Battle Rifles Submachine Guns Specials Precision Sniper Rifles
  17. There has been talk about adding a minimum arming range to RPGs, something like 20 meters or so before the rocket is actually armed to explode. It won't stop People from trying to medium-long range kill People with RPGs, but it will at least make the RPG users think before shooting at a close target.
  18. Triple it, this is definitely an issue that needs proper inspection.
  19. DESCRIPTION OF BUG: DMG Nine-Milli has extreme bullet drop right now that obviously needs to be fixed. I know it's a CQC weapon, but this takes "CQC" to comical levels. GAME BUILD ID: 3715425 STEPS TO REPRODUCE (required): Just equip the DMG Nine-Milli and enjoy extreme close range humor as you shoot the weapon.
  20. Flechettes....Slugs...Bah, fire make everything better! If problem is turned to ash, it is no longer problem to be concerned with. All jokes aside I'm all for Flechettes, Slugs, and whatever else could be worked in reasonably well.
  21. Hey folks, time for the first before the last "Guns that could enhance WW3" post and this time we will be covering Precision Sniper Rifles, or just Sniper Rifles in general. Now I want to get one thing straight before we get too deep into this. A "Sniper Rifle" is NOT just a Bolt-Action Rifle with a high powered scope, long barrel, and bipod. A Sniper Rifle can also be Semi-Automatic without a bipod, have a shorter barrel, and etc. It is the shooter and the way in which they're looking to use the weapon that really determines what makes a Sniper Rifle a Sniper Rifle, or a Designated Marksmen Rifle a Designated Marksmen Rifle. With the Developers also adding the Muzzle Velocity stat into the WW3, I will be covering Muzzle Velocity as a new stat in the list below. In the future I will look into revisiting my prior gun posts and updating them with Muzzle Velocity as well (most likely once I'm done with the Assault Rifles.) For those who do not know what Muzzle Velocity is; it is the speed of a projectile at the moment it leaves the muzzle of a gun. The lower the velocity, the longer it takes the round to hit a target down range. The higher the velocity, the less time it takes for a round to hit a target down range. Also because we still don't have access to the TOR just yet, I will exclude the TOR from the comparison stats list in regards to the Muzzle Velocity, the moment it's actual Muzzle Velocity is revealed however I will update the list ASAP. Because notable differences in innovation in this particular field is very limited in regards to video game translation, I had to rate users of the weapon far higher than I normally do, and this is primarily to help with making the best choices (in my opinion) for different weapons. That and the Russians made A LOT of different sniper rifles and I probably could have made this exclusively just Russian weapons that actually perform differently from each other while still shooting for the same goal (no pun intended.) So with that out of the way we begin with the usual process of; before we can talk about what could be in the game, we must first see what is currently in the game. Current Sniper Rifles we have in-Game Orsis T-5000 or Tochnost "Russian sniper rifle chambered in 7.62x51 NATO. Low weight and good accuracy with decent damage at medium to long range." - WW3 description Real Life Stats Origin: Russia Weight: 6.5 KG or 14.3 LB Recoil: N/A Spread: N/A Reload time: Depends on the Shooter RPM: Depends on the shooter Calibers: 7.62x51mm NATO, .300 Winchester Magnum, and .338 Lapua Magnum Muzzle Velocity: Unknown Ammunition Capacity: 5 Round Detachable box Magazine Maximum firing range: 2000 Meters or 2187 Yards Info 1: https://en.wikipedia.org/wiki/Orsis_T-5000 Info 2: http://weaponsystems.net/weaponsystem/AA05 - T-5000.html In-game Stats Weight: 15.49 Recoil: 4.5 Spread: 0.1 Reload time: 3.0s RPM: 65 Caliber: 7.62x51mm Muzzle Velocity: 1293m/s Ammunition Capacity: 5 Rounds Top Damage Range: 0 to 80 Meters Damage Drop off Range: 81 to 180 Meters Haenel RS9 or G29 "German sniper rifle chambered in .338 caliber. Very good accuracy and high damage at long distances but with appropriate weight and recoil. " - WW3 description Real Life Stats Origin: Germany Weight: 8 KG or 17.6 LB Recoil: N/A Spread: N/A Reload time: Depends on the Shooter RPM: Depends on the shooter Calibers: .338 Lapua Magnum Muzzle Velocity: Unknown Ammunition Capacity: 10 Rounds Detachable Box Magazine Maximum firing range: Unknown Info 1: https://modernfirearms.net/en/sniper-rifles/standart-caliber-rifles/germany-standart-caliber-rifles/g29-haenel-rs9-eng/ Info 2: https://www.cg-haenel.de/defence-en/products/bolt-action-precision-rifle/rs9/ In-game Stats Weight: 19.09 Recoil: 10.0 Spread: 0.1 Reload time: 3.2s RPM: 35 Caliber: .338 Lapua Magnum Muzzle Velocity: 1033m/s Ammunition Capacity: 10 Rounds Top Damage Range: 0 to 80 Meters Damage Drop off Range: 81 to 180 Meters WKW Wilk or TOR "Polish anti-material rifle chambered in .50 BMG. Exceptional damage at long distances coupled with high recoil, low rate of fire, and extreme weight." - WW3 description Real Life Stats Origin: Poland Weight: 16.1 KG or 35.5 LB Recoil: N/A Spread: N/A Reload time: Depends on the Shooter RPM: Depends on the shooter Calibers: .50 BMG Muzzle Velocity: 882m/s or 2893ft/s Ammunition Capacity: 7 Round Detachable Box Magazine Maximum firing range: 3,000 Meters or 3,280 Yards Info 1: https://en.wikipedia.org/wiki/WKW_Wilk Info 2: https://guns.fandom.com/wiki/WKW_Wilk In-game (Outdated) Stats provided by MOBBOB Weight: 38.13 Recoil: 4.5 Spread: 0.1 Reload time: 3.5s RPM: 25 Caliber: 12.9x99mm Muzzle Velocity: Unknown Ammunition Capacity: 7 Top Damage Range: 0 to 130 meters Damage Drop off Range: 131 to 234 Meters With this information in hand it's time to get to the real fun of the post with the new weapon suggestions. Much like all of my other posts of Weapons that could enhance WW3, I will be using the colors Green to indicate where a gun is better, Red where a gun is worse, Yellow where a gun is even or competitive. Friendly reminder for folks - When I'm suggesting/comparing weapons, I'm basing my comparisons for a "stock" weapon in game against another stock weapon in game. If I try to do stats for every customization option, I will never finish these posts. The Developers obviously get the final say in the balance stats, so take my proposed stats as more of a suggestion for a general direction the weapon should be designed towards as I cannot actually test these stats to confirm balance or imbalance. Sniper Rifles that could enhance WW3 #1. VSS Vintorez - The VSS Vintorez was designed for Special Operations where soldiers needed a more lethal round to go up against targets with body armor, ultimately replacing some AK-47/AKMs with fitted suppressors. While the rounds that are shot out of the Vintorez are slower than other types of ammunition, it's punch is still nothing to underestimate as it's caliber of ammunition was designed after the 7.62x39mm round. Real Life Stats Origin: Russia Weight: 2.6 KG or 5.7 LB Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: 700-900 Calibers: 9x39 SP-5, SP-6, SPP, BP, and more variants of the 9x39. Muzzle Velocity: 280 m/s or 918 ft/s Ammunition Capacity: 10 to 20 round Detachable Box Magazine Special Feature: Semi and Fully Automatic Fire Effective Range: 300 Meters or 328 Yards Maximum Range: 400 Meters or 437 Yards Info 1: https://modernfirearms.net/en/sniper-rifles/standart-caliber-rifles/russia-standart-caliber-rifles/vss-eng/ Info 2: https://guns.fandom.com/wiki/VSS_Vintorez Proposed in-game Stats & Comparison Stats Vintorez Weight: 8.5 vs Tochnost (15.49) - G29 (19.09) - TOR (38.13) Vintorez Recoil: 2.5 vs Tochnost (4.5) - G29 (10.0) - TOR (4.5) Vintorez Spread: 0.5 vs Tochnost (0.1) - G29 (0.1) - TOR (0.1) Vintorez Reload time: 3.0s vs Tochnost (3.0s) - G29 (3.2s) - TOR (3.5s) Vintorez RPM: 600 vs Tochnost (65) - G29 (35) - TOR (25) Vintorez Caliber: 9x39mm vs Tochnost (7.62x51mm) - G29 (.338 Lapua Magnum) - TOR (12.9x99mm) Vintorez Muzzle Velocity: 280m/s vs Tochnost (1293m/s) - G29 (1033m/s) Vintorez Ammunition Capacity: 10 vs Tochnost (5) - G29 (10) - TOR (8) Vintorez Top Damage Range: 0-40m vs Tochnost (0-80m) - G29 (0-80m) - TOR (0-130m) Vintorez Damage Drop off Range: 41-100m vs Tochnost (81-180m) - G29 (81-180m) - TOR (131-234m) - If added to the game, the VSS Vintorez would ideally be the lightest weight sniper rifle with a built in suppressor for reduced noise generation, options for higher magazine capacity, and fully automatic fire capability for emergency situations. But, this comes at the cost of having the lowest Muzzle Velocity, vastly reduced effectiveness in long distance combat for a Sniper Rifle, and no barrel/muzzle customization options to enhance the weapon's long range performance. While the Vintorez could be used in a more aggressive playstyle with a boost in damage vs. Infantry Armor, it's most effective use would be getting on the enemy's flanks, and unleashing it's powerful 9x39mm subsonic ammunition against either the unprotected areas of enemy players or lining up precise head shots to avoid needing to lead their targets. But, maybe the player wants something that can reach a little further, wasn't suppressed, but still maintained a lighter than average build? #2. DSR-1 - The DSR-1 is a compact Bolt-Action Rifle that was originally designed for Law Enforcement and successfully found its way into the arms of Elite Police Tactical units such as Germany's GSG-9 & Spain's GEO. But, this compact Sniper Rifle has also found it's way into the armories of national armies such as United Arab of Emirates, Malaysia, Taiwan, and Denmark. Though small, the DSR-1 should not be under estimated for it's ability to reach out to strike it's targets. Real Life Stats Origin: Germany Weight: 5.9 KG or 13.01 LB Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: 20 Calibers: .300 Winchester Magnum, .308 Winchester, & .338 Lapua Magnum Muzzle Velocity: 320 m/s Ammunition Capacity: 4 to 5 round Detachable Box Magazine Special Feature: None Effective Range: 800 Meters or 874 Yards Maximum Range: 1,500 Meters or 1,640 Yards Info 1: https://en.wikipedia.org/wiki/DSR-Precision_DSR-1 Info 2: https://guns.fandom.com/wiki/DSR-Precision_DSR-1 Proposed in-game Stats & Comparison Stats DSR-1 Weight: 11.00 vs Tochnost (15.49) - G29 (19.09) - TOR (38.13) DSR-1 Recoil: 3.0 vs Tochnost (4.5) - G29 (10.0) - TOR (4.5) DSR-1 Spread: 0.1 vs Tochnost (0.1) - G29 (0.1) - TOR (0.1) DSR-1 Reload time: 3.0s vs Tochnost (3.0s) - G29 (3.2s) - TOR (3.5s) DSR-1 RPM: 20 vs Tochnost (65) - G29 (35) - TOR (25) DSR-1 Caliber: .300 Winchester Magnum vs Tochnost (7.62x51mm) - G29 (.338 Lapua Magnum) - TOR (12.9x99mm) DSR-1 Muzzle Velocity: 730m/s vs Tochnost (1293m/s) - G29 (1033m/s) DSR-1 Ammunition Capacity: 5 vs Tochnost (5) - G29 (10) - TOR (5) DSR-1 Top Damage Range: 0-60m vs Tochnost (0-80m) - G29 (0-80m) - TOR (0-130m) DSR-1 Damage Drop off Range: 61-140m vs Tochnost (81-180m) - G29 (81-180m) - TOR (131-234m) - If added to the game, the DSR-1 should serve as a core filler weapon, fulfilling the role as an aggressive close-range precision sniper rifle, offering lighter than average weight, and a big punch. But, in exchange for reduced muzzle velocity, no ammunition capacity increases, slower end RPMs, and reduced long range effectiveness to keep the weapon intended for that particular role. But, maybe the Player wants something that can reach a little further, has a little lower than average recoil, and can overall be a very adaptable weapon for those ranges? #3. TRG-22A1 - The Sako TRG series of Bolt-Action Rifles come in many different variants firing smaller & larger calibers of ammunition, such as the TRG-41 that fires .300 Winchester Magnum or .338 Lapua Magnum or the smaller TRG-22 which fires .260 Remington and it's most recent variant, the TRG-22A1 firing the intermediate 6.5 Creedmoor round which is between the smaller 5.56 variants and larger 7.62 variants. Real Life Stats Origin: Finland Weight: 4.9 KG or 10.8 LB Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: Depends on the Shooter Calibers: .260 Remington & 6.5 Creedmoor Muzzle Velocity: Unknown, could not find information on it. Ammunition Capacity: 10 Special Feature: None Effective Range: 800 Meters or 874 Yards Maximum Range: Unknown Info 1: https://en.wikipedia.org/wiki/Sako_TRG Info 2: http://weaponsystems.net/weaponsystem/AA05 - TRG.html Proposed in-game Stats & Comparison Stats TRG-22A1 Weight: 12.25 vs Tochnost (15.49) - G29 (19.09) - TOR (38.13) TRG-22A1 Recoil: 3.0 vs Tochnost (4.5) - G29 (10.0) - TOR (4.5) TRG-22A1 Spread: 0.1 vs Tochnost (0.1) - G29 (0.1) - TOR (0.1) TRG-22A1 Reload time: 2.5s vs Tochnost (3.0s) - G29 (3.2s) - TOR (3.5s) TRG-22A1 RPM: 50 vs Tochnost (65) - G29 (35) - TOR (25) TRG-22A1 Caliber: 6.5 Creedmoor vs Tochnost (7.62x51mm) - G29 (.338 Lapua Magnum) - TOR (12.9x99mm) TRG-22A1 Muzzle Velocity: 655m/s vs Tochnost (1293m/s) - G29 (1033m/s) TRG-22A1 Ammunition Capacity: 10 vs Tochnost (5) - asG29 (10) - TOR (5) TRG-22A1 Top Damage Range: 0-70m vs Tochnost (0-80m) - G29 (0-80m) - TOR (0-130m) TRG-22A1 Damage Drop off Range: 71-150m vs Tochnost (81-180m) - G29 (81-180m) - TOR (131-234m) - If added to the game, the TRG-22A1 would be the middle ground between close and medium range engagement sniper rifles. It's very adaptable nature means players can modify their builds exact to what they want in a close to mid range Precision Sniper Rifle. However, this comes at the cost of a weaker than average caliber of ammunition, reduced effectiveness at very long ranges, and a slower muzzle velocity per shot. But, with reduced recoil they will be able to ideally reacquire their target or acquire new targets easier & faster. But, what if the player wants something that packs a larger punch and can put more rounds down range faster in terms of rate & speed? #4. Dragunov - The Dragunov is a widely used Semi-Automatic Sniper Rifle out of Russia during the days of the Soviet Union that has found it's way into the armories of many nations such as Ukraine, Poland, Mongolia, North Korea, Sudan, Syria, Mali, Venezuela, Georgia, Finland, and many others. Though it is an aging platform and many nations are seeking to replace this aging war horse, the Dragunov is proving itself to be a resilient fighter even up against newer, more advance modern weapons. Real Life Stats Origin: Russia Weight: 4.3 KG or 9.48 LB Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: Depends on the Shooter Calibers: 7.62x54mmR Muzzle Velocity: 830m/s or 2723ft/s Ammunition Capacity: 10 Special Feature: Semi-Automatic Effective Range: 800 Meters or 874 Yards Maximum Range: 1,300 Meters or 1,421 Yards Info 1: https://en.wikipedia.org/wiki/Dragunov_sniper_rifle Info 2: https://modernfirearms.net/en/sniper-rifles/standart-caliber-rifles/russia-standart-caliber-rifles/dragunov-svd-eng/ Proposed in-game Stats & Comparison Stats Dragunov Weight: 13.25 vs Tochnost (15.49) - G29 (19.09) - TOR (38.13) Dragunov Recoil: 5.2 vs Tochnost (4.5) - G29 (10.0) - TOR (4.5) Dragunov Spread: 0.3 vs Tochnost (0.1) - G29 (0.1) - TOR (0.1) Dragunov Reload time: 3.6s vs Tochnost (3.0s) - G29 (3.2s) - TOR (3.5s) Dragunov RPM: 80 vs Tochnost (65) - G29 (35) - TOR (25) Dragunov Caliber: 7.62x54mmR vs Tochnost (7.62x51mm) - G29 (.338 Lapua Magnum) - TOR (12.9x99mm) Dragunov Muzzle Velocity: 830m/s vs Tochnost (1293m/s) - G29 (1033m/s) Dragunov Ammunition Capacity: 10 vs Tochnost (5) - G29 (10) - TOR (5) Dragunov Top Damage Range: 0-80 vs Tochnost (0-80m) - G29 (0-80m) - TOR (0-130m) Dragunov Damage Drop off Range: 81-165m vs Tochnost (81-180m) - G29 (81-180m) - TOR (131-234m) - If added to the game, the Dragunov could serve as a good medium to long range, semi-automatic sniper rifle (I would actually boost the Damage ranges of the Tochnost & G29 also a little bit if the Dragunov was added to further that gap between the three weapons.) With it's lighter weight, the Dragunov could give Snipers a little more movement flexibility along with a slightly stronger round than the Tochnost. But, at the cost of a slower reload speed and faster damage drop off range for balance to keep the G29 on the higher scales of damage distance reach. But, maybe the player doesn't want the enemy to be within reach of them, maybe they want something that puts "reach" in "reach out & touch someone" to the most extreme sense of the word... #5. Thor 408 - The Thor 408 is the improved version of the CheyTac Intervention, arguably the most accurate, extreme long range sniper rifle in the world. Currently the United Kingdom, Poland, India, Italy, Turkey, Czech Republic, and Egypt are in possession of the CheyTac Interventions on an official level. But, as the Thor 408 is the upgraded version of the Intervention, it's very likely these nations have already had/or are starting to upgrade their Interventions with the Thor improvements. Real Life Stats Origin: United States Weight: 11.79 KG or 26 LB Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: Depends on the shooter Calibers: .408 CheyTac Muzzle Velocity: 914m/s or 2998ft/s (unconfirmed) Ammunition Capacity: 7 round Detachable Box Magazine Special Feature: High Muzzle Velocity and no Iron Sights Effective Range: 2270 Meters or 2482 Yards Maximum Range: 2743 Meters or 3000 Yards (unconfirmed) Info 1: https://modernfirearms.net/en/sniper-rifles/standart-caliber-rifles/u-s-a-standart-caliber-rifles/thor-m408-eng/ Info 2: https://thorgdg.com/shop/thor-m408-advanced-long-range-interdiction-system/ Proposed in-game Stats & Comparison Stats T408 Weight: 28,00 vs Tochnost (15.49) - G29 (19.09) - TOR (38.13) T408 Recoil: 12.0 vs Tochnost (4.5) - G29 (10.0) - TOR (4.5) T408 Spread: 0.1 vs Tochnost (0.1) - G29 (0.1) - TOR (0.1) T408 Reload time: 4.0s vs Tochnost (3.0s) - G29 (3.2s) - TOR (3.5s) T408 RPM: 20 vs Tochnost (65) - G29 (35) - TOR (25) T408 Caliber: .408 CheyTac vs Tochnost (7.62x51mm) - G29 (.338 Lapua Magnum) - TOR (12.9x99mm) T408 Muzzle Velocity 1,600m/s: vs Tochnost (1293m/s) - G29 (1033m/s) T408 Ammunition Capacity: 7 vs Tochnost (5) - G29 (10) - TOR (5) T408 Top Damage Range: 0-150m vs Tochnost (0-80m) - G29 (0-80m) - TOR (0-130m) T408 Damage Drop off Range: 151-234m vs Tochnost (81-180m) - G29 (81-180m) - TOR (131-234m) - If added to the game, the Thor 408 should be the ideal long range sniper rifle, able to pack a big punch from far off distances in the hands of a very patient shooter, the Precision Sniper Rifle that hunts Designated Marksmen & Snipers. But, it's going to need some drawbacks for balance of course, otherwise nobody would use anything but this weapon. It should be heavy, have intense recoil when not prone, slow reload speed, and overall just made the absolute most garbage aggressive sniper rifle a player can really use. But, maybe the Player wants raw power to bring to bare on the opposing team and do so with the ability to perform more timely follow up shots if they're able to setup once again. But, this comes at the cost of a heavy, defensive weapon. #6. Barrett M82 - The widely used and battle proven M82 has found it's way into the armories of many Nations such as the United States, United Kingdoms, South Korea, Ukraine, Brazil, Jordan, Poland, Croatia, Finland, Portugal, Iraq, and many, many more. Though currently still running strong, the M82's likely successor to follow is the XM500 which is a bullpup variant. But, this has yet to be proven, so the M82 remains as one of the most iconic Anti-Material, Semi-Automatic Sniper Rifles in the world. Real Life Stats Origin: United States Weight: 14.0 KG or 30.9 LB Recoil: N/A Spread: N/A Reload time: Depends on the shooter RPM: 30 Calibers: .50 BMG and .416 Barrett Muzzle Velocity: 854m/s Ammunition Capacity: 10 Round Detachable Box Magazine Special Feature: Semi-Automatic Fire Effective Range: 1,800 Meters or 1968 Yards Maximum Range: 6,800 Meters or 7436 Yards Info 1: https://modernfirearms.net/en/sniper-rifles/large-caliber-rifles/u-s-a-large-caliber-rifles/barrett-m82-eng/ Info 2: https://guns.fandom.com/wiki/Barrett_M82 Proposed in-game Stats & Comparison Stats M82 Weight: 34.25 vs Tochnost (15.49) - G29 (19.09) - TOR (38.13) M82 Recoil: 6.5 vs Tochnost (4.5) - G29 (10.0) - TOR (4.5) M82 Spread: 0.8 vs Tochnost (0.1) - G29 (0.1) - TOR (0.1) M82 Reload time: 4.2s vs Tochnost (3.0s) - G29 (3.2s) - TOR (3.5s) M82 RPM: 30 vs Tochnost (65) - G29 (35) - TOR (25) M82 Caliber: .50 BMG vs Tochnost (7.62x51mm) - G29 (.338 Lapua Magnum) - TOR (12.9x99mm) M82 Muzzle Velocity: 854m/s vs Tochnost (1293m/s) - G29 (1033m/s) M82 Ammunition Capacity: 10 vs Tochnost (5) - G29 (10) - TOR (5) M82 Top Damage Range: 0-140m vs Tochnost (0-80m) - G29 (0-80m) - TOR (0-130m) M82 Damage Drop off Range: 141-234m vs Tochnost (81-180m) - G29 (81-180m) - TOR (131-234m) - If added to the game, the M82 should be the middle ground sibling between the TOR and Thor 408, a heavy hitting, semi-automatic, defensive sniper rifle that can quickly become the very embodiment of inaccurate hell if the trigger is hammered recklessly (even when prone). Of course given that it's firing a .50 BMG round, this Anti-Material Rifle is pretty destructive against everything but the most heavily armored vehicles an opposing player can field. As a matter of balance between it and the TOR, I think the TOR should be more adaptable for run & gun style gameplay when compared to the M82. But, obviously neither are really ideal for getting super aggressive. But, it's time to bring this post to a close so I can get ready to make the final "Guns that could Enhance WW3" topic. Of all the posts so far, this one rates right above Battle Rifles as a headache post to create. This is primarily because Precision Sniper Rifles largely aim to achieve the exact same goal - deliver a precise shot down range and that leaves very little wiggle room for a lot of innovations that go off road. But, there was still plenty on offer to make a full list with enough different weapons that not everything felt like more of the same, even then there are some on the honourable mentions list that could also make it onto the main list if certain desires were stronger than others. Honorable Mentions & Closing the post With bringing this post to an end, here are some Honorable mentions for Sniper Rifles that could still enhance the game, even if they didn't make the main list. Barrett XM109 - A 25mm Grenade launcher/Anti-Material Rifle out of the United States Shaher - A 14.5x114mm Anti-Material Rifle out of Iran Ultima Ratio - A French Sniper Rifle that sports a large selection of Calibers M12 Black Spear - An Anti-Material Rifle out of Serbia Remington 700 - A Vietnam era Bolt-Action Sniper Rifle of American origin with enough caliber variety to fight ten wars VSSK Vykhlop - A suppressed 12.7x55mm Caliber Sniper Rifle from Russia AXMC - A multi-caliber successor of the Accuracy International Arctic Warfare rifle out of the United Kingdom McMillian cs5 - A suppressed, compact, American Bolt-Action Sniper Rifle McMillian Tac-50 - An American Anti-Material Rifle and current record holder for world's longest confirmed kill. And many..many...MANY more...Seriously there are a lot of Sniper Rifles, the Developers are beyond spoiled for choice on just pure cosmetically cool looking weapons. They're only limited by the fact that most of them are designed to do the exact same thing with little variation that can be translated over to WW3 in a meaningful way. But, time to wrap this up to get the final post all ready to be made where I be will covering Assault Rifles next. Thank you very much for reading and like always here is your hint for the next post. Have a good one! (Changed the hint because I found something better and with actual chance to be fielded in a World War) Other "Guns that could Enhance WW3 Topic" Links Machine Guns Handguns Shotguns Battle Rifles Submachine Guns Specials Assault Rifles
  22. Thank you very much. Went ahead and updated the original post with Equipment Bags instead of the Ammunition bags. You're really getting a whole new launcher with the Panzerfaust 3, RPG-30, and NLAW, so it really does make more sense to have them draw from the Equipment bag instead of the Ammunition bag.
  23. DESCRIPTION OF BUG: Helicopter Drone will destroy itself when hitting G if it's equipped with a bomb. In the videos down below you will see I even press the self destruct button to show I'm not just hitting H by accident. Equipment Kit - Works fine Medic Kit - Works fine Ammo Kit - Works fine OFAB 250 - Destroys the Helicopter Drone upon hitting G. OFAB 120 - Destroys the Helicopter Drone upon hitting G. OFAB 120 KG - Destroys the Helicopter Drone upon hitting G. OFAB 120 Bomb Test Video OFAB 250 Bomb Test Video OFAB 120 KG Bomb Test Video GAME BUILD ID: 3685046 STEPS TO REPRODUCE: Just ensure the Helicopter Drone has some sort of bomb equipped with it, hit G, and the Helicopter Drone will blow up. This has happened 100% of the time I've attempted it.
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