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Dunabar

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Everything posted by Dunabar

  1. Regarding the 85 m/s; as I said prior- So, I could see upping it to maybe...100 m/s to maybe...165 m/s region. Regarding the damage dealing potential however of non-MP "Buckshot" grenades...The main reason I do not think they should be able to deliver OHKs to the unprotected parts of the body (excluding the head of course), Is because of the larger impact that would have on the MP "Buckshot." If you could OHK with any Grenade Round simply by shooting the enemy in the unprotected body, why would you ever take MP "Buckshot" over HE or HEDP? Yes, both would ideally be able to OHK at close range in this particular scenario. But, only two would be much more effective at longer range, and that would be the HE & HEDP. Add in the fact that HEDP would also be ideally better against Vehicles as well vs. HE and entirely better against Vehicles when compared to the MP "Buckshot."
  2. Alright for clarity sake in the event someone may misunderstand. When I'm talking about a "Direct Impact Shot", I'm talking about shooting the enemy character with a Non-Buckshot round at a distance where the Grenade round has not armed itself, and thus will not explode upon contact (with obvious exceptions being Smoke, Flashbang, & CS Gas.) So basically the enemy Character got shot somewhere between 0 and 13 meters with a non-Buckshot grenade round (14 meters is the arming point where the Grenade would explode upon contact with a surface.) Now, my reason for making those shots so weak (excluding the Unprotected Headshot) is more to discourage People from using the non-Buckshot rounds as solid slugs for killing enemy players. That said however, I could see all of that maybe being a little too high and reducing it further to say... Protected Head - 2 Shots to kill. First to break the helmet, second to kill the enemy player with a OHK to the NOW Unprotected Head. Protected Body Shots - 3 Shots to kill. 1 to break any Armor, then 2 to directly kill the enemy player. Body Shots - As stated above: 2 to directly kill the enemy player. Limbs - 4+ Direct Impact Shots to kill the enemy player As for Reload Speed...I don't know, I think 2.5 is fairly fast, but I can see it going a little lower..Maybe 1.6 - 2.0 range. And with 85 m/s I actually used the real life max muzzle velocity of the GL06 because I had no clue what to actually suggest for it lol.
  3. Hey Folks Got a bit side tracked with real life matters for a little there. But, I finally got around to the final "Weapons that could enhance WW3" of Round 4 and today I will be covering an older suggested weapon. I had another weapon in mind that I was going to cover. But, that weapon would fit better in a new series of suggestion posts I'm going to make later down the road. So, rather than track down another new weapon, I thought I would make things easy on myself with life being a bit busy, and cover a weapon I suggested once before in my new suggestion post format. Today, we cover a standalone grenade launcher known as the GL06 (That is zero, not O.) If you would like to read other suggestion posts I have made, click the link down below where I keep links to pretty much ALL of my suggestion posts I have made for WW3. Otherwise, lets get started on the GL06! ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - The GL06 - Real life information behind the Weapon Section 2 - Strengths & Weaknesses of the GL06 - What the strengths & weaknesses of the Weapon should be. Section 3 - Customization Options - What customization options should be open to the Weapon. ---- Section 1 - The GL06 Country of Origin: Switzerland Manufacturer: Brügger & Thomet Predecessor: None Weapon type: Break action Grenade Launcher Weapon Caliber (Primary): 40x46mm Low-Velocity Grenades Weapon Calibers (Alternatives): None Weight: 4.51 LB or 2.05 KG Capacity: 1 Round Tube Operators: Switzerland , Canada , Estonia , France , Hungary , Ireland , Kazakhstan , Kuwait , Lithuania , Poland , Slovenia , Spain , Sweden , Ukraine , & the United States . There are unconfirmed users as well such as the United Kingdoms , United Arab of Emirates , Italy , Serbia , and others. Web Sources Modern Firearms Wiki - GL06 Wiki - Low Velocity Ammunition Video Sources B&T AG Switzerland (A small demo of the GL06's accuracy.) RECOILtv GarandThumb (A B&T Grenade Launcher covered at 4:56, May not be THE GL06. But, it pretty much works exactly like it.) Summary: The Swiss GL06 was originally designed primarily with Law Enforcement in mind, but has found some Military usage with the Estonian Defense Force & (unconfirmed) Ukrainian Military. The weapon was designed to give it's user a compact, easy to use, and easy to engage weapon that could fire a large variety of low-velocity 40mm Ammunition from CS Gas for a Riot Control application, up to a 40mm High Explosive round for a more Military application. There really isn't a whole lot to say about the GL06, the weapon is very straight forward, the original design was more in mind with Law Enforcement, and yet it still has found it's way into Military service with some countries. I know, nothing all that real special compared to the other weapons I have covered. But, sometimes there isn't a whole lot to really talk about. It's one really notable trait as a standalone Grenade Launcher however, is the fact that it is lighter than most weapons of it's class. So, what would the strengths, weaknesses, and stats be of the GL06 if it was to be added to the game? ---- Section 2 - Strengths & Weaknesses of the GL06 In this section I'm going to cover what I think the Strengths of the GL06 should be, what Weaknesses it should have, and finally what I think it's basic stats should be upon entering the PTE servers for testing. In regards to the stats, I will be proposing them from a stock weapon perspective (IE: no attachments/modifications.) This is being done both to keep the post relatively on the small side & not give me a headache in the process of making it. GL06 Strengths Wide Variety of Ammunition - The GL06 should have a wide variety of Ammunition such as HE, HEDP, MP ("Buckshot"), Smoke Grenades, Flashbang Grenades, & CS Gas. This would help differ it from the RPG-7 because it would have a wider range of tactical usage rather than strictly direct combat use. In terms of direct Combat usage, the GL06's MP "Buckshot" round would allow the GL06 to be used as a heavy hitting, single shot Shotgun that requires reloading after every shot. Standard Ammunition choices should be- High Explosive (Best Against Infantry at Medium to Long Range.) High Explosive Dual-Purpose (Balanced Infantry vs. Light Armor Vehicles.) MP "Buckshot" (Best Against Infantry at Close Range and fires 20 pellets a shot.) Special Ammunition choices should be- Smoke Grenades (Conceals an Area in Smoke for a period of time.) Flashbang Grenades (Completely Blinds Targets hit in the location for a period of time.) CS Gas (Causes a Player's vision to blur, their Character to cough, and greater ADS sway because of blurred vision & coughing while the Player is in the Gas.) Great Short to Medium Range ADS Accuracy - Pretty self explained. But, the GL06 should basically hit wherever it's aimed at with little to no deviation in it's flight trajectory. Distance of course would be another issue, but that falls under "Bullet Drop" more than this. Lightweight - The GL06 should be one of the lighter Special Weapons for People to pick. Fast Reload - Compared to the RPG-7, the GL06 should be much faster to reload. OHK Direct Impact Shots against Unprotected Heads - To prevent Players from running around and attempting to OHK enemy players with direct impact shots (basically using the GL06 like a close-range, highly accurate Sniper rifle.) I would suggest making it only possible to OHK enemy players with direct impact shots to the UNPROTECTED Head. Everywhere else (which will be noted in the weaknesses section) should take waay more shots to kill someone at full health with direct impact shots. Adaptable Anti-Infantry/Anti-Light Vehicle Weapon - Unlike the RPG-7 that is best against enemy Vehicles & isn't all that great against Infantry (Short of Direct hits/Fragmentation Rounds/Splash Damage), the GL06 should be almost the exact opposite where it does really well against Infantry & Light Vehicles, but struggles against heavier Vehicles like IFVs, AFVs, & MBTs. (Situational addition) Illumination Rounds - Should WW3 ever get really dark maps where lighting is exceptionally scarce, the GL06 should be allowed to use Illumination Rounds as a Special Ammunition Type to help Illuminate an area with light. If WW3 never gets a really dark map/night map. Then I wouldn't bother adding Illumination Rounds unless the Developers want to find another usage for them. No Smoke Trail - Where the RPG-7 creates a fairly noticeable smoke trail back to it's shooter's location. The GL06 should make very little to not smoke indications as to where it was fired from. Now we move on to weaknesses to help balance out this Special Weapon. GL06 Weaknesses Minimum Arming Range for some Ammunition - Some of the GL06's ammunition should have a 14 meter minimum arming range (IE: The round won't activate till it's achieved at least 14 meters of flight distance and thus there is a good chance the round would be wasted.) This minimum arming range should only impact High Explosive & High Explosive Dual-Purpose rounds of ammunition. Should Thermobaric Rounds & Air Burst munitions also be added at some point, they should also be effected by this Minimum Arming Range. Needs to be Reloaded after every shot - Self explained. Switching to/from the GL06 Animation - As the first means of balancing this weapon, the GL06 should have a animation involved with switching to & from it. When switching to it, the Character should unfold the stock, engage the break action, load the round into the tube, slap their hand down on the back of tube to shut it, and finally disengage the safety switch. After that it should generally just be them flipping the safety on, pulling the grenade out of the tube, latching the tube back down, folding up the stock, and then switching to their other weapon. Yes, some may not like this. But, it's for balance on something that is going to be some what challenging to balance. Limited Ammunition - For Balance reasons the GL06 should be limited to 2 rounds of Standard Ammunition and 2 rounds of Special Ammunition. Poor Hip Fire Accuracy - To balance out the fact that the GL06 should have both great accuracy & low recoil, the weapon should in exchange have poor hip fire accuracy. Low Muzzle Velocity - The GL06 doesn't have very good Muzzle Velocity and that should be reflected in the game. Hard to use at Long Range - For those long to really long range shots, the GL06 should be rather challenging to use as shooting for those longer ranges will require the user to take their sights off the target, and pretty much (generally speaking) blind fire at the target. APS Counters - The GL06 Ammunition should be countered by Vehicles using the Incandescent APS & Land Electronic Defense System. Terrible Direct Impact Shots - Depending on the part of the body the Direct Impact Shots are taking place at, should determine how many they take to actually kill an enemy player from full health. I know some Players will hate this. But, it's mainly for balance reasons. Protected Head - 2 Shots to kill. First to break the helmet, second to kill the enemy player with a OHK to the NOW Unprotected Head. Protected Body Shots - 6 Shots to kill. 2 to break any Armor, then 4 to directly kill the enemy player. Body Shots - As stated above: 4 to directly kill the enemy player. Limbs - 8+ Direct Impact Shots to kill the enemy player. Indifference Resupplied with Equipment Bags - self explained. With both Strengths & Weaknesses out of the way, I think the PTE stats for theGL06 should look something like this- GL06 basic PTE stats proposal GL06 Effective ranges: Depends on Ammunition High Explosive: Unlimited it's a Grenade Round. High Explosive Duel Purpose: Unlimited it's a Grenade Round. Multi-Projectile "Buckshot": 10m (24 damage.) Damage decreases at 11m - 30m (19 damage.) Damage decreases at 31m - 45m (10 damage.) Damage decreases at 46m - 75m (0 damage.) GL06 Weight: 12.55 GL06 Recoil: 0.13 GL06 Spread: 0.56 GL06 Reload time: 2.5 Seconds GL06 Rate of Fire: Depends on Shooter GL06 Caliber: 40x46 GL06 Muzzle Velocity: 85 m/s ---- Section 3 - Customization Options This part will be pretty quick because I won't be covering stats, just what modifications & cosmetics the GL06 should have access to.. Modifications Primary Sights All Sights optional Secondary Sights All Secondary Sights optional Barrels Short Barrel (Stock) Muzzles None Side All Side Mounts optional Lowers All Lowers optional Magazines 1 Round Tube Standard Ammunition High Explosive (Stock) High Explosive Dual-Purpose Multi-Projectile "Buckshot" Special Ammunition Smoke Gas Flash Air Burst Thermobarics Cosmetics The GL06 is a specialized weapon, so I don't really think a lot of cosmetics would honestly work for it. Some pistol grips I think would be fine, but about the only stocks that would work with the balancing I suggested would be other folding stocks. Outside of Pistol Grips & Folding Stocks though, I couldn't think of anything that could be changed. Maybe the Developers would like to take some creative liberties though with it? ---- And with all of that out of the way, we bring this post to an end. I hope everyone really likes the idea of seeing the GL06 added to the game, even if maybe not exactly how I pitched it. I know some People are not really keen on stand alone grenade launchers or grenade launchers in general, but I did try to keep balance in mind with this weapon, and want to find that point where usability & fun doesn't get completely outmatched by balance demand. But, this is also why I always mention using the PTE server when I make these kinds of suggestion posts, that way they can be tested to see if they need re-balancing, tweaking, or whatever. All the same however, there really isn't much more to say about this weapon. For now though, this brings round 4 of "Weapons that could enhance WW3" to an end. I'm going to be taking a break from these weapon posts to pitch a new game mode, fulfill a special request post, and get things together for a new series of suggestion posts to come. Till the next suggestion post though... Have a good one folks!
  4. Accidents happen and I'm prone to overlooking things also. So, no judgement.
  5. I did the test and I was convinced enough to increase the G3s Spread from 0.35 to 0.48, This makes the G3's spread higher than the current builds of the- SCAR: 0.2 417: 0.14 Pecheng: 0.35 UKM: 0.3 MG5: 0.25 With this increase in Spread, plus the higher end recoil, and the higher Rate of Fire. The G3 is probably now going to outline more enemies when being hip fired than actually hitting them. That said however, I still didn't find landing headshots at 20m while hip firing to be reliable, and ultimately still would have rather just ADS.
  6. Covered We already know the higher capacity magazines have their drawbacks, so theoretically there would still be a reason for People to use the smaller magazines. The 100rd Betamags could add substantial weight, be limited to 2 magazines, have a naturally very slow reload, reduced ads speed, and such. So, options are there for balancing. Of course though, if it proves too hard to balance, there is always the option to throw the 100 round mags out completely. A purpose built LMG should ideally always be in a position to be a better LMG compared to a Battle Rifle pressed into such a role. The ideal weakness of the G3 is the mid-range game...where full auto is still not really viable for it and it's Semi-Automatic fire mode (which could have that small delay that I mentioned in the post) would have to compete with weapons that are now in viable full auto range. The LMGs would likely rip the G3 apart through sheer purpose built accuracy at that mid-range. And would likely have even worse accuracy because of it...Full auto is a double edge sword for the G3. Yes, it would ideally have a fairly high ROF compared to the other Battle Rifles. BUT! That ROF would be coupled with low precision and higher end recoil. So the G3 user would ideally be better served ADSing than full-auto hip-firing. Till the ASh-12.7 two taps someone in the body or one taps them in the head. Without being able to test it, I cannot say for sure how long the trigger delay needs to actually be. So..Yeah. Ultimately I leave it to the developers. If they can balance the 100 round mags, great. If they can't, remove it from the G3.
  7. Hey Folks Had some real life matters demand my attention before I could get around to wrapping up my 4th round of Weapons that could enhance WW3 and today I thought I would revisit an old Weapon that I suggested long ago - not that nobody else has suggested this weapon before. It's massively popular as one of only two Cold War Era Battle Rifles that really still see's noteworthy use on the modern battlefield and that is the popular German G3 Rifle. Won't bore you with a lot of chit chat now, I have a special weapon to get to before I can start a new series of suggestion posts of sorts. So, lets get to it! If you would like to read other suggestion posts I have made, click the link down below where I keep links to pretty much ALL of my suggestion posts I have made for WW3. Otherwise, lets get started on the G3! ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - The G3 - Real life information behind the Weapon Section 2 - Strengths & Weaknesses of the G3 - What the strengths & weaknesses of the Weapon should be. Section 3 - Customization Options - What customization options should be open to the Weapon. ---- Section 1 - The G3 Country of Origin: Germany (West Germany to be more specific) Manufacturer: Heckler & Koch (Original) Predecessor: CETME 58 Weapon type: Battle Rifle Weapon Caliber (Primary): 7.62x51mm NATO Weapon Calibers (Alternatives): None Weight: 9.7 LB or 4.4kg (Empty) Capacity: 20 Round Standard Magazine Operators: Over 40+ Countries use this weapon in some shape or form. Some of the most notable include Germany , Norway , Sweden , Greece , Iran , Syria , United Kingdom , Indonesia , Portugal , Mexico , and others. Web Sources Modern Firearms Military-Today Guns Fandom Wiki Video Sources Polenar Tactical (Introduction video, not a informational one) Forgotten Weapons Legally Armed America Larry Vickers (Firing the Iranian made G3 Rifle) Forgotten Weapons (covering Modernization of the G3 Rifle) Summary: The German G3 Rifle is a bit of strange tale during the Cold War era. Germany purchases 1000 FN FALs from Belgium, basically wanted to license build them in Germany, the Belgians were not very fond of this idea which caused Germany to go back to the drawing board...Germany then turned to Spain which was busy working on the CETME Rifle (A weapon inspired by the French CEAM Modèle 1950) and Spain was also a bit hesitant with Germany (Keep in mind this all took place after WW2.) Eventually a deal would be struck between Germany & Spain and Germany would go on to start developing the G3 Rifle using the CETME 58 as the basis for it's design. This would then pave the way for Germany to develop one of the few, if not only, Cold War era Battle Rifles that actually still serves a considerable role on modern battlefields when so many others are either no longer being used at all, are reserved for Ceremonial usage, kept in Reserve storage, or some other non-frontline combat usage. The weapon has beyond proven reliable, it's simple to make (by firearm manufacturing standards of simple), inexpensive, easy to field strip & clean, and just overall generally keeps going even while getting roughed up. Plus as a benefit for those shooting the weapon, the side folding charging handle doesn't slide back with each shot (IE: It's non-reciprocating), and for H&K fans you're fully encouraged to slap that charging handle when loading a magazine. So, what would the strengths, weaknesses, and stats be of the G3 if it was to be added to the game? ---- Section 2 - Strengths & Weaknesses of the G3 In this section I'm going to cover what I think the Strengths of the G3 should be, what Weaknesses it should have, and finally what I think it's basic stats should be upon entering the PTE servers for testing. In regards to the stats, I will be proposing them from a stock weapon perspective (IE: no attachments/modifications.) This is being done both to keep the post relatively on the small side & not give me a headache in the process of making it. G3 Strengths Good Muzzle Velocity - The G3's Muzzle Velocity should sit just below the 417 at it's realistic 800 m/s, making the G3 better at longer ranges which is an accurate representation of the real life Characteristics of the Rifle. Higher End Rate of Fire - To make the G3 standard apart from the SCAR & 417, I would suggest giving the G3 a higher rate of fire to give it a better CQC advantage over the Battle Rifles. However, higher rate of fire + full powered cartridge does mean that recoil needs to be significantly higher (which is accurate to the G3's real life characteristics.) So while the G3 would be best suited to keeping engagements at those Semi-Automatic preferred distances, it can at least fall back on it's higher ROF when the fighting gets too uncomfortably close for Semi-automatic fire. Not ideal, but rather for emergency situations. Great Magazine Options - Further adding to the difference between the SCAR, 417, & the G3 if it was added to the game. The G3 should have a wider field of magazine options given the weapon has been around longer, so naturally it's had more customization options created for it, and etc. Aside from the normal 10 & 20 Round Magazines, it should also have access to a 30 round magazine, 40 round magazine, 50 Drum Magazine, and a massive 100 round Drum Magazine for the weapon. This would allow the G3 to be in a unique position to either be used as the stereotypical Battle Rifle, Marksmen Rifle, Carbine, Heavy Automatic Rifle, or GPMG depending on how it's setup. Of course the larger the magazine, the larger the drawbacks the weapon would of course suffer because of it. Now we move on to weaknesses to help balance out this Battle Rifle. G3 Weaknesses Low full auto precision - Much like the SCAR, the G3's full auto fire mode should not really be a ideal fire mode to flip the weapon into unless the weapon has been tailored towards such usage. While the G3 can be pressed into service to act like a GPMG, Heavy Automatic Rifle, or Heavy CQC Carbine, the weapon really isn't that reliable in close-quarters and isn't a purpose built GPMG. So it's full auto effectiveness should not come in the form of accuracy, but rather volume of fire (aka putting a lot of lead in the air.) Higher end Recoil - The G3 packs a punch and that punch doesn't come without recoil naturally. To further meet the characteristics of the G3, it's vertical recoil should be higher compared to the current Battle Rifles in game. (Developer discretion) 12 Pound Trigger Pull - One of the most common complaints about the G3 is related to it's 12 Pound trigger, which was an intentional design of the weapon made by H&K at the request from several different Nations in regards to preventing accidental discharges should the weapon be dropped. To mimic this usage of greater pull to make the weapon fire, there should be a small 0.2 to about 0.4 delay when shooting in either Semi-Automatic fire or burst firing in full auto, sort of like how Bullpups experience a delay when firing in 3-round burst. This makes it harder to semi-auto spam fire and demands better aiming on the part of the user. Heavy Weight - The G3 was designed with heavier parts in mind to help minimize the wear & tear the larger caliber round would have on the weapon. It was also a time when Nations were less concerned about Weapon weight as well, so a bit of a by product of the time, and while efforts were made to reduce the weight of the G3. The weapon is still a pretty hefty gun by our modern standards, so when compared to the SCAR & 417, the G3 should be the heavier of the three Rifles. With both Strengths & Weaknesses out of the way, I think the PTE stats for the G3 should look something like this- G3 basic PTE stats proposal G3 Effective ranges: 0 - 105m (40 damage.) Damage decreases at 106m - 135m (32 damage) G3 Weight: 20.5 G3 Recoil: 0.97 G3 Spread: 0.48 G3 Reload time: 4.0 Seconds G3 Rate of Fire: 600 G3 Caliber: 7.62x51 NATO G3 Muzzle Velocity: 800 m/s G3 Bullets to Kill: HDPE: 3 / PTLN: 4 / Cer: 4 / STL: 5 ---- Section 3 - Customization Options This part will be pretty quick because I won't be covering stats, just what modifications & cosmetics the G3 should have access to.. Modifications Primary Sights All Sights optional Secondary Sights All Secondary Sights optional Barrels Long Barrel Medium Barrel (Stock) Short Barrel Muzzles All Muzzles optional Side All Side Mounts optional Magazines 100 Round Drum Magazine 50 Round Drum Magazine 40 Round Stick Mag (Steel) 40 Round Stick Mag (Polymer) 30 Round Stick Mag (Steel) 30 Round Stick Mag (Polymer) 20 Round Stick Mag (Stock) (Steel) 20 Round Stick Mag (Polymer) 10 Round Stick Mag (Steel) 10 Round Stick Mag (Polymer) Ammunition FMJ HP AP Cosmetics With the G3 serving so many different countries, it's really not surprising that there would be a decent bit of customization that would go into the weapon when so many different Nations use it. I'm sure there is more than what I listed. But, the list was starting to get huge. Upper Receiver G3 Upper Receiver (Stock) Rail AK4 Welded rail FAB Scope Mount AG-3F1 Claw Mount STANAG Claw Mount Low-Profile Mount Universal Mount Handguard G3 Hanguard (Stock) MC51 Short Handguard G3 Wooden Handguard G3 Large M-Lok G3 Medium M-Lok (This might actually be the small one. I will have to come back to this after sleep.) G3 Short M-Lok - Was having a hard time finding. But, I imagine it isn't massively different from the others. G3 Full rail Handguard AG-3F2 Tri-Rail Handguard MI-G3 Lightweight AS-G3 Tactical Tri-Rail G3 Spuhr MC51 SPUHR Short Handguard Stock G3 Buttstock (Stock) G3 Wooden Buttstock G3 Folding Stock G3 EBR-Adjustable Stock Collapsing Stock Extended Collapsing Stock Retracted AK4 SPUHR Stock MAGPUL PRS G3 Stock M4-G3 FAB Stock Pistol Grip G3 Grip (Stock) G3 Plastic Grip AK4 Grip PSG-1 Grip Magazine Funnel Overall it seems the developers have plenty they can work with and we could theoretically get different weapons in everything but name out of the G3. Such as the MC51 which is a UK Machine Carbine born from the G3, both the Norwegian AG-3F1 and AG-3F2 variants of the G3, the Swedish AK4, and naturally the PSG-1. Maybe even the Spanish CETME Rifle as well, though I will need to do deeper research on that when I'm not burning the late night oil. ---- And with all of that out of the way, we bring this post to an end. I hope everyone really likes the idea of seeing the G3 added to the game, even if maybe not exactly how I pitched it. Battle Rifles are (as I have stated before) rather tricky to make suggestion posts for. Many of them are not all that different from others aside from general looks, where they're from, and from time to time the customization options they have. I did make a mistake though the first time I suggested this weapon. I said that it should have a 3 round burst fire mode..this is technically incorrect as the G3 has no burst fire option. BUT! It's trigger mechanism does allow for that 4th fire mode to be added to the gun if someone wanted it, which was seen through the German () HK21 as an example. But, that is all enough for now, the hour is growing excessively late, and I have another post to make. Till the next weapon suggestion post~ Have a good one folks! PS: Will make any fixes/post corrections after I rest. I didn't know when I would lose my progress on this post, so I wanted to get it out A.S.A.P before it happened.
  8. I'm using the VEPR-18's in game stats for the effective ranges, caliber (sort of a given of course), and the BTK. The Devs could always change the RoF and other stats of the RPL-20 to upgrade/downgrade it where they need to. The 600 ROF I listed was due in part because 600 RPMs is the only number I saw listed for the RPL-20 (I may have missed something of course! :) )
  9. Hey Folks Time for a Machine Gun to get the spot light this time around and we make a return to Russian Weaponry for a new prototype LMG. I figured I suggested a prototype Assault Rifle in the form of the American () RM277, so why not a Russian prototype LMG in a caliber that we do not have a LMG in? It's almost as if I'm stretching the differences of weapons to find a justification for these weapon suggestion posts (which I kind of am. When variety is lacking/just isn't there on offer...it's just lacking/isn't there on offer...) But! All the same, today we will talk about the RPL-20! If you would like to read other suggestion posts I have made, click the link down below where I keep links to pretty much ALL of my suggestion posts I have made for WW3. Otherwise, lets get started on the RPL-20! ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - The RPL-20 - Real life information behind the Weapon Section 2 - Strengths & Weaknesses of the RPL-20 - What the strengths & weaknesses of the Weapon should be. Section 3 - Customization Options - What customization options should be open to the Weapon. ---- Section 1 - The RPL-20 Country of Origin: Russia Manufacturer: Kalashnikov Concern Predecessor: None Weapon type: Light Machine Gun Weapon Caliber (Primary): 5.45x39mm Weapon Calibers (Alternatives): None Weight: 12 LB or 5.44 KG Capacity: 100 Operators: None - Prototype Weapon targeted at unofficially replacing the RPK-74(M) of Russia Web Sources Modern Firearms TFB Gun Wiki MilitaryLeak Wiki Video Sources Kalashnikov Group (Intro Video, not a informational one.) Kalashnikov Group (Little more Info than Demo) Lazarev Tactical (It's in Russian, so you will need to turn on the translation feature if you don't speak Russian - and pray it's not translated wrong...) Summary: The RPL-20 was created by Kalashnikov concerns as a means of providing the Russian Military, a belt-fed weapon that could fire the standard 5.45x39 Russian intermediate caliber round at a more practical rate of fire compared the RPK Weapons, and supplement (NOT REPLACE) current heavier PK Machine Guns used to provide suppressing fire. It was also designed to provide Russia a intermediate, light machine gun to rival the likes of the venerable, Belgian FN MInimi using an entirely different design rather than the ubiquitous Kalashnikov-pattern rifle formula. Outside of the intermediate caliber, the RPL-20 fires at a estimated 600 RPMs, weighs 11-12 pounds or 4.98 - 5.44 kilograms, and apparently has two different length quick-change barrels ranging from a confirmed short barrel to a unconfirmed, but most likely, medium length barrel. Overall there isn't too much the say about the RPL-20, Kalashnikov Concerns have not released all that much information behind the weapon, and suspect the weapon will stay in development for another 2-3 years. So, what would the strengths, weaknesses, and stats be of the RPL-20 if it was to be added to the game? ---- Section 2 - Strengths & Weaknesses of the RPL-20 In this section I'm going to cover what I think the Strengths of the RPL-20 should be, what Weaknesses it should have, and finally what I think it's basic stats should be upon entering the PTE servers for testing. In regards to the stats, I will be proposing them from a stock weapon perspective (IE: no attachments/modifications.) This is being done both to keep the post relatively on the small side & not give me a headache in the process of making it. Much like the RM277 post I did however, the RPL-20 is indeed a prototype weapon, and thus a lot of things could change between today & 2-3 years from now. So, I'm largely going to be winging it from here on out. RPL-20 Strengths Lightweight LMG - One of the major selling points of the RPL-20 is it's lightweight design, so the weapon should be on the lighter weight side of the LMG spectrum. 5.45x39mm Ammunition - The RPL-20 (currently) only fires the 5.45x39mm Ammunition and so far we do not have any LMGs in this caliber. Low Recoil - From the demonstration video provided by Kalashnikov Concerns, the RPL-20 seems to have very low recoil. (Benefit) Low Rate of Fire - By having a lower rate of fire, the RPL-20 would ideally be much easier to handle for players that are not very good at reeling in the higher RPM weapons. (Situational) Quick Change Barrels - If LMGs ever have to change barrels in WW3 after shooting a certain amount of ammunition, the RPL-20 would be one of those guns that needs it. But, it could be one the faster barrel changes as it doesn't seem to have a lot getting in the way of making that change. Now we move on to weaknesses to help balance out this LMG. RPL-20 Weaknesses (Drawback) Low Rate of Fire - By having a lower rate of fire, weapons that are more accurate, faster, and even possibly stronger will easily be able to outpace the RPL-20 Weaker than the average LMG - By shooting the smaller caliber of ammunition, the RPL-20 will of course naturally be a less powerful LMG in terms of damage per hit. Low long range Precision - While a Low Recoil and a Lower Rate of Fire can help improve a weapon's accuracy, there is a lot of different elements involved in making a weapon have great precision capability. So, the one area where I think the RPL-20 can be balanced out is in it's long range game where it should struggle through the sheer fact it's not a deliberate precision weapon like a PSR. That said though...with low recoil, low rate of fire, and good trigger discipline...A player may be able to overcome the lack of precision. Limited Barrel Lengths - The RPL-20 should be limited to only a Short Barrel & Medium Barrel with the Medium Barrel of course being the stock barrel. Fully Automatic only - Like most LMGs the RPL-20 has only one fire mode and that is fully automatic (And no "Safe" is not a fire mode option, that's a Anti-Darwin Award Feature.) Terrible Hip-Fire - It's a LMG...LMGs are not suppose to have good hip-fire. (Situational) Quick Change Barrels - If LMGs ever have to change barrels in WW3 after shooting a certain amount of ammunition, the RPL-20 is one of those guns that will need to change barrels at some point. With both Strengths & Weaknesses out of the way, I think the PTE stats for the RPL-20 should look something like this- RPL-20 basic PTE stats proposal RPL-20 Effective ranges: 0 - 105m (32 damage.) Damage decreases at 106m - 135m (29 damage) RPL-20 Weight: 14.8 RPL-20 Recoil: 0.42 RPL-20 Spread: 0.40 RPL-20 Reload time: 6.4 Seconds RPL-20 Rate of Fire: 600 RPL-20 Caliber: 5,45x39mm RPL-20 Muzzle Velocity: 880 m/s RPL-20 Bullets to Kill: HDPE: 4 / PTLN: 5 / Cer: 7 / STL: 8 ---- Section 3 - Customization Options This part will be pretty quick because I won't be covering stats, just what modifications & cosmetics the RPL-20 should have access to.. Modifications Primary Sights All Sights optional Secondary Sights All Secondary Sights optional Barrels Medium Barrel (Stock) Short Barrel Muzzles All Muzzles optional Side All Side Mounts optional Magazines 100 Round Soft Pouch Ammunition FMJ HP AP Cosmetics The RPL-20 is a new weapon still in development, so no aftermarket parts currently. That said of course as usual, if the Developers want to get creative, they're welcome to do so. Though I don't think being able to change the Pistol grip at the very least would be all that big of a deal, just saying. :) ---- And with all of that out of the way, we bring this post to an end. I hope everyone really likes the idea of seeing the RPL-20 added to the game, even if maybe not exactly how I pitched it. This was a bit of a easy/lazy pick since it was both new and we didn't have a 5.45x39mm firing LMG in the game. But, honestly, if it wasn't for someone posting a video in the WW3 Discord, I wouldn't have even known about this weapon. So, props to Ezraslac on Discord for posting the video that brought this to my attention. Anyways, I probably didn't do all that well in the "balance" department on this weapon suggestion post. Buuut...in my defense the Weapon is still in development (kind of the price to pay for suggesting prototype weapons) and I'm not actually in charge of making sure weapons are balanced to begin with. So, till the next suggestion post where I will either cover a Battle Rifle or Special weapon next (haven't made up my mind on it...) Have a good one folks!
  10. Hey Folks Took a little break from posting suggestion posts to take care of some important real life matters. But, we're back to Sniper Rifles today with the Hungarian big cat, the GM6 Lynx. A Bullpup, Anti-Material Rifle, that is arguably going to be a challenging AMR (Anti-Material Rifle) to balance because of it's real life characteristics to be translated over to a video game design - especially one where AMRs are looking to possibly be designed around the concept of exclusively only being able to ADS from the prone position. This post was a special request made by @tynblpb and I still have two other special requests posts to be made later. The only reason I haven't gotten to those yet is a combination of real life stuff in general getting in the way and because of something a little more special I want to do with both of them. So, for now, I'm going to honor one of the three special request posts and try to wrap up this round of "Weapons that can enhance WW3" to get started on my new suggestion posts series. If you would like to read other suggestion posts I have made, click the link down below where I keep links to pretty much ALL of my suggestion posts I have made for WW3. Otherwise, lets get started on the GM6 Lynx! ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - The GM6 Lynx - Real life information behind the Weapon Section 2 - Strengths & Weaknesses of the GM6 Lynx - What the strengths & weaknesses of the Weapon should be. Section 3 - Customization Options - What customization options should be open to the Weapon. ---- Section 1 - The GM6 Lynx Country of Origin: Hungary Manufacturer: Sero Predecessor: None Weapon type: Semi-Automatic, Bullpup, Anti-Material Rifle. Weapon Caliber (Primary): .50 BMG Weapon Calibers (Alternatives): 12.7x108mm Weight: 23.14 LB or 10.49 KG (Empty) - 28.66 LB or 12.99 KG(Full) Capacity: 5 Operators: Hungary (Confirmed) - (Unconfirmed) Canada , India , Turkey , Mali , & Romania . Web Sources Sero-usa Modern Firearms TFB Gun Wiki Video Sources Tactical Imports (More of a Intro Video than a informational one.) (PS: Enjoyable sound at 0:59 - 1:00) Ballistic Magazine (Actual information) Milcomp Arm&Gun Summary: The Hungarian GM6 Lynx is the latest, maybe even the last, in the Gepárd Family of anti-materiel rifles. The design concept was to create a weapon that was lighter weight than most Rifles of it's class, a bullpup design for both easy storage & portability along with it's retractable barrel that can be redeployed with the push of a button, and have the ability for easy caliber changing with a few parts being swapped out. It's meant to help it's operator disable targets ranging from lightly armored Vehicles, armored troops, light shelters, small buildings, and even Helicopters at 600 to 800 meters. The weapon was also designed so the user would experience a lower degree of recoil, allowing for quicker follow up shots with less time needed to adjust for them. Ultimately the weapon is still a .50 caliber AMR, so recoil will still be noticed even if the design of the Lynx has decreased it with a combination of being a bullpup with a reciprocating barrel. Currently it is hard to say what the future of the GM6 Lynx is. The only major drawback of the weapon is a matter of accurate fire and maintaining that accurate fire down range which is a common occurrence with Semi-Automatic weapons. While it is possible for Semi-Automatic Rifles like these to be as accurate as any Bolt-Action rifle, it typically takes some internal work to keep them at a consistent accuracy. But, even with this drawback, the GM6 Lynx still stands as a very capable of weapon when placed in the right hands of someone who knows how to handle this big cat. So, what would the strengths, weaknesses, and stats be of the GM6 Lynx if it was to be added to the game? ---- Section 2 - Strengths & Weaknesses of the GM6 Lynx In this section I'm going to cover what I think the Strengths of the GM6 Lynx should be, what Weaknesses it should have, and finally what I think it's basic stats should be upon entering the PTE servers for testing. In regards to the stats, I will be proposing them from a stock weapon perspective (IE: no attachments/modifications.) This is being done both to keep the post relatively on the small side & not give me a headache in the process of making it. Before we get started though I want to make a special note regarding Anti-Material Rifles... Future Anti-Material Rifle changes - The only AMR (Anti-Material Rifle) WW3 has ever had was the TOR and it was disabled long ago to be re-balanced. The only info we have had was that the TOR and future AMRs could only be ADSed when laying in the prone position and that is rather old information that could have very well changed by now. So, we ultimately have no idea what the final version of AMRs will take and really I'm just winging it from here on out while using what is arguably outdated information. So, lets get started... GM6 Lynx Strengths Anti-Material Rifle - The GM6 Lynx is a purpose built AMR and thus should receive the benefits & drawbacks of being a AMR. However, one drawback as an AMR the GM6 Lynx should not have comes in the form of #2... ADS while Standing/Walking - While most AMRs are exceptionally hard to fire from a standing position, the GM6 Lynx seems to have an easier time being fired from the shoulder while standing. So, to mimic it's real life characteristics, the GM6 Lynx (if added to the game) should be one of - if not the only AMR, that can be used like any other PSR generally speaking. HOWEVER, this should come with some unique drawbacks that only the GM6 Lynx (or other AMRs that may get the same general treatment) experiences that others do not, which I will cover in the weaknesses section when we get there. Anti-Infantry - Because the GM6 Lynx is an AMR (which are capable of disabling light armored Vehicles), the GM6 Lynx should naturally be devastating against Infantry regardless of what body armor they have on. After all, the weapon fires a .50BMG.... Anti-Light Vehicle - Naturally because of the weapon being a Anti-Material Rifle, it should be able to deal higher than normal damage to light armored Vehicles like UGVs, the Heli Drone, and IFVs. Cover Buster - Once more playing onto the fact that the GM6 Lynx is a AMR and fires a .50BMG caliber round (or larger if they use the 12.7x108mm round instead), the weapon should be able to penetrate, if not outright destroy some of the cover that is in the game (Depending of course since there isn't Battlefield levels of destruction in WW3) that smaller calibers cannot penetrate/destroy. Example - If a LMG can steadily destroy a large slab of concrete and eventually be able to attack the player on the opposite side of it. The AMR should be able to easily penetrate said slab of concrete and either severely injure, if not outright kill the enemy player behind it. Low Vertical Recoil - The real life counterpart of the GM6 Lynx has very little in the way of vertical recoil even for being a AMR. Should there still be some? Of course! It isn't shooting 2mm rounds, it's firing .50BMG rounds of ammunition, so there is still going to be some vertical recoil. Should it be really noticeable though? No, not really. Follow up shots should not be a problem for this weapon. Now we move on to weaknesses to help balance out this Rifle and maybe make some People less "ZOMG OP!" with it. GM6 Lynx Weaknesses Heavy Sniper Rifle - A loaded GM6 Lynx weighs in at nearly 30 pounds, making it a rather heavy precision sniper rifle (which makes sense given the caliber of ammunition it's firing.) So, naturally the GM6 Lynx should also be a heavy PSR (Though maybe one of the lightest if not -THE- lightest of the AMRs...?) So of course the GM6 Lynx should be a weapon that cannot be used with heavy body armor and probably should only be used with certain lightweight pistols. Small Ammunition Pool - The GM6 Lynx should be limited to either 2-3 magazines with Special Ammunition taking up one whole Magazine. Which means GM6 Lynx users at (generally speaking) any time should have a total of 10-15 rounds of Ammunition to use at max. I know some may not like this, but keep in mind AMRs that do use Magazines typically have very large magazines compared to a standard Assault Rifle. Deployment/Redeployment Animation & Sound - Much like the RPG, GM6 Lynx should go through an animation when switching between the Lynx & Sidearm. This could also double as an excuse to have the GM6's "deployment sound" being heard by everyone close to the user. Meaning for the enemy team, they get an audio warning (when close enough to hear it of course) that someone is switching to or from the Lynx. (Unique) Higher than average sight sway across ALL SIGHTS when Standing & Crouching - Playing on the fact that the GM6 Lynx is a heavy weapon all things considered, this AMR should have higher than average sight sway across all possible sights. I know some People would not like this. But, playing a bit into realism again, the weapon weighs nearly 30 pounds. In WW3 there is sight sway for weapons that would (without question) weigh far less than the Lynx. So, in my personal opinion for both realism & balance, the GM6 Lynx should have noticeably more sight sway when the user is either Standing or Crouching. Poor long range accuracy - Compared to bolt action weapons currently in the game, the GM6 Lynx should have a harder time landing those really long range kills. The justification being that it's a semi-automatic (which are typically less accurate than Bolt-Actions right out of the box without work being done on them), the Lynx apparently already has a bit of a accuracy problem (not sure of the cause, it's just something I read which could be a lie also), it could also be given a slower muzzle velocity (more for balance reasons than realistic reasons.) Combine this with the higher than average sight sway and the GM6 Lynx will have a harder time at those longer ranges. Making it more ideal to play the Close - Medium range game with the weapon. (Unique) Slower ADS Speed - Playing once more on the Weapon's weight, the GM6 Lynx should have a slower ADS speed compared to other weapons of it's class (excluding other AMRs.) I know some People won't like this. But, it is mostly for balance reasons and really (once again) this weapon factually weighs in at nearly 30 pounds...this isn't something you just snap up and start quick scoping People. Hip-fire Accuracy of a AK -Suggestion made by @tynblpb With both Strengths & Weaknesses out of the way, I think the PTE stats for the GM6 Lynx should look something like this- GM6 Lynx basic PTE stats proposal GM6 Lynx Effective ranges: 110m (135 damage.) Damage decreases at 109m - 171m (100 damage.) Damage decreases at 172m+ (85 damage.) GM6 Lynx Weight: 28.66 GM6 Lynx Recoil: 2.5 GM6 Lynx Spread: 0.25 GM6 Lynx Reload time: 4,5 Seconds GM6 Lynx Rate of Fire: 125 GM6 Lynx Caliber: .50 BMG GM6 Lynx Muzzle Velocity: 400 m/s GM6 Lynx Bullets to Kill: HDPE: 1 / PTLN: 1 / Cer: 1 / STL: 1 ---- Section 3 - Customization Options This part will be pretty quick because I won't be covering stats, just what modifications & cosmetics the GM6 Lynx should have access to.. Modifications Primary Sights All Primary Sights optional Secondary Sights All Secondary Sights optional Barrels Standard PSR Barrel Muzzles All Muzzles optional Side All Side Mounts optional Magazines 5 Rounds Ammunition FMJ HP AP Cosmetics The GM6 Lynx is for the most part a pretty specialized weapon, so there really isn't any special customization out on the market that I have found. That said though, if the Developers want to get a bit creative, I certainly wouldn't mind. ---- And with all of that out of the way, we bring this post to an end. I hope everyone really likes the idea of seeing the GM6 Lynx added to the game, even if maybe not exactly how I pitched it. I know some People may not like this idea, some may even remember the days of the TOR when it was tearing People up. But, I honestly did try to find some ways to balance out the weapon as a one hit kill weapon at almost every range, An AMR that players could actually be mobile with instead of always being forced to be prone on the ground just to aim down sights. Because that whole "Prone only ADS" really doesn't fit the real life characteristics of the Lynx and while I know the Devs are not going for 1:1 accuracy with the game...I really don't like the idea of weapons acting exceptionally uncharacteristically, especially when it makes no logical sense. But, that is ultimately not for me to decided in the end. Till the next suggestion post however, where I will be covering a Machine Gun next... Have a good one folks! PS: I will do a typo/clean up fixes later. Burning the late night oils on this one...
  11. Hey Folks As I was working on my suggestion post for the Italian () Benelli M4, I stumbled across some older videos regarding the Paradigm SRP - Talon, and after watching them & thinking about some older suggestion posts I made. I figured I would take a chance at pitching a new Strike for WW3 before getting to the next gun suggestion post. While the name of this strike may leave a lot to be desired, the Developers can always make a new name for it if they wish to. I just called it R-O-S-W for the acronym, and overall make the Strike's origin seem flexible to the whole East vs. West concept of the game. Not really a super original idea. But, it's not something (generally speaking) we have in WW3. So...when life gives you lemons as they say... Quick story - long ago I came up with a new strike category concept simply called "Support Strikes" and originally the idea was to make a category of strikes that didn't have anything to do with attacking/killing enemy players. But, I think, if the ROSW was added to the game, putting it into a strike category called "Support Strikes" would fit very well even if the original concept was designed around the idea of largely non-lethal strikes. i say "largely" non-lethal as really scoring any kills with these types of strikes should either be pure accident or entirely just dumb levels of luck. Anyways, that is enough bla bla, lets get to it! If you would like to read other suggestion posts I have made, click the link down below where I keep links to pretty much ALL of my suggestion posts (including two old suggestion posts for Support Strikes!) I have made for WW3. Otherwise, lets get started on the ROSW! ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - Basic ROSW concept - Basic Concept of the Strike. Section 2 - Strengths & Weaknesses of the ROSW - What the stats, strengths, & weaknesses of the Strike should be. Section 3 - Stats & Customization of the ROSW - What customization options should be open to the Strike. Section 4 - Countering the ROSW - What ways Players can counter the strike. ---- Section 1 - Basic ROSW concept I drew inspiration for the ROSW from the (Above) Paradigm SRP - Talon and from all the RCWSs currently in WW3. Video Sources regarding the Paradigm SRP - Talon Paradigm SRP (Not really a informative video, just a commercial demo sort of speak.) TFB TV Iraqveteran8888 FPSRussia Drivetanks.com (Not really a informative video, just to show that a M249 SAW can be used from the Talon) The strike concept of the ROSW (Remote Operated Sentry Weapon) is very simple; a defensive, stationary, remote operated turret that can turn 360 degrees, fire a variety of small arms ranging from a SMG to a .50 BMG Sniper Rifle, and can even be upgraded further with a Automated System that will engage hostiles at the most optimal, effective range for the weapon & caliber (Will go into greater detail further down the list in the Stats & Customization of the ROSW section regarding the Automated System.) The way a Player should call the ROSW in is very simple. First have them select any location on the map (excluding out of bounds & enemy deployment naturally) to deploy the ROSW, after that have the Helicopter Drone fly down to deliver the container housing the ROSW in it. While the Turret is inside of the container, the Turret is marked unclaimed, and anyone is able to pick it up. Once it is picked up however, the person who ultimately claimed the ROSW will then incur the following penalties while CARRYING the ROSW- They're incapable of using any of their Weapons, Gadgets, Grenades, Strikes, & Repair Tool. They suffer a movement speed reduction. I know some may not like these incurred penalties while they're carrying the ROSW. But, this is being done to discourage (not prevent) Players from running around the map with the ROSW like it's an offensive support weapon to just be dropped in place the moment they spot an enemy. When the Player can deploy the ROSW, they will need to find a suitable flat surface, and can use a translucent model of the ROSW to see exactly where they will be placing it the moment they go to deploy it. Once the ROSW is deployed on the ground, the player will no longer suffer the penalties that come with carrying the ROSW. Finally the ROSW should have 3 sub-systems. Optic - Damage the Optic enough, the Operator cannot see where they're shooting & the Automated System cannot engage targets. Turret - Damage the Turret enough, the ROSW cannot turn left or right. Turret Shield - Damage the Turret Shield enough, the Turret will no longer be protected from most small arms fire from the front. (Turret Shield sub-system is only active so long as the ROSW has been upgraded with a Turret Shield.) So, if the ROSW was added to the game, what would it's strengths & weaknesses be? ---- Section 2 - Strengths & Weaknesses of the ROSW In this section I will cover what I think the Strengths & Weaknesses of the ROSW should be. ROSW Strengths Defensive Support Weapon - Players on Defense or capturing points requiring an extra set of eyes & firepower, will be able to use the ROSW as a extra means of fulfilling their task in the moment. Automated Objective Defense - Should the person who called the ROSW onto the map feel like paying the extra amount of BP to field the ROSW with it's "Automated System" upgrade. They could use the ROSW as a means of protecting an Objective without being in the minimum 100 meter range to operate the weapon directly. Stays even in Death - Should the owner of the ROSW be killed, it should not cause the ROSW to automatically self-destruct if it's already been deployed. If the owner is killed while carrying the ROSW, that should cause the ROSW to be destroyed as well. Fire over Cover - Depending on the height of the cover of course, the ROSW should be tall enough to shoot over most objects it's placed behind. Reduced vertical & horizontal Recoil - Because the weapon would be fixed to the Turret, the reduced recoil of weapons should be noticeable. That said however, spread should still be a factor to consider during prolonged fire. Resistant to most small arms fire - The ROSW should be fairly resistant (NOT IMMUNE) to damage from most calibers smaller than 7.62x51 NATO. Anything from 7.62x51 NATO & above should still do full damage (maybe even 6.8x51.) Now for weaknesses to balance things out a bit. ROSW Weaknesses Limited Mobility - Outside of the owner of the ROSW picking the strike up and moving it. The only movement the Turret can do is a 360 degree turn and point the gun up & down at roughly 60 degree angles. Limited Connection Range - The Player should be required to be within at least 55 Meters to be able to use the remote operated function of the ROSW when they DO NOT have the Automated System upgrade. Limited Ammunition - The ROSW should have a limited amount of ammunition at it's disposal with the actual amount varying between the weapons mounted. Should the owner or team wish to resupply the ROSW, they will need an Ammo bag equipped/off cooldown which will be completely used up by resupplying the ROSW. Limited Anti-Vehicle usage - The ROSW should be incapable of being upgraded with any sort of Rocket Launchers, Grenade Launchers, and the likes that can seriously damage Vehicles. Limited Protection - The ROSW should have very little means of protection beyond taking out the enemy before the enemy takes out the ROSW. Electronic - The ROSW should appear in Thermal sights since it's reliant on electronics and of course powered by a battery. So, naturally the thing would generate warmth and the whole point of a Thermal Sight is to detect warm objects (typically Humans, Animals, Operating Vehicles, etc...) With the Strengths & Weaknesses out of the way. What sort of Stats & Customization should the ROSW have? ---- Section 3 - Stats & Customization of the ROSW In this section we will be covering the basic stats of the ROSW and what customization options I'd personally like to see it have. Now, admittedly right now, I'd like to see a little more complexity in it's customization options compared to other Strikes. The reason for this is because the ROSW, ideally in my head, should perform entirely depending on what sort of weapon it's equipped with. Want it to mainly secure a stairwell? Consider mounting a MCS, VEPR-12, SIG, SA80, or any sort of CQC minded weapon on it. Want it for long sight lines to act as a remote sniper station? Equip it with the G29, Tochnost, 417, or some other weapon good at reaching out to long distances. Naturally all of the weapon choices will have their benefits and drawbacks depending on the weapon that is selected. So a mounted Machine gun may have a higher magazine/total ammunition capacity than other weapons. But, have a slower turret Rotation speed, longer reload, and higher BP cost as a example. Base BP Cost: 450 - (Not including the base Weapon cost) Health: 500 Max Operational Range: 55 Meters Optics: 1x - 3x Sentry Sight BP cost: 0 Weapon Configuration: Battle Rifles Weapon Configuration BP cost: 200 Stock Weapon: SCAR-H Muzzle: SCAR-H Muzzle Brake Barrel: SCAR-H Medium Barrel Magazine Capacity: 20 Rounds Fire modes: Semi-Automatic & Fully Automatic Spread: 0.2 Rate of fire: 525 RPMs Reload time: 7 Seconds Total Ammunition Capacity: 40 Rotation Speed: 7 Elevation Adjustment Speed: 7 Elevation Adjustment: 60 Degrees Now for actual customization options that should be allowed with the ROSW. Optics 1x - 3x Sentry Sight BP cost: 0 4x - 6x Sentry Sight BP cost: 50 7x - 9x Sentry Sight BP cost: 100 10x - 12x Sentry Sight BP cost: 300 Weapon Configuration Submachine Guns BP cost: 0 All SMGs optional All SMG Muzzles optional depending on the SMG All SMG Barrel lengths optional depending on the SMG All SMG Magazine Capacity optional depending on the SMG Weapon Weight influences Elevation & Rotation Speed Shotguns BP cost: 50 All Shotguns optional All Shotgun Muzzles optional depending on the Shotgun All Shotgun Barrel lengths optional depending on the Shotgun All Shotgun Magazine Capacity optional depending on the Shotgun Weapon Weight influences Elevation & Rotation Speed Assault Rifles BP cost: 100 All Assault Rifles optional All Assault Rifle Muzzles optional depending on the Assault Rifle All Assault Rifle Barrel lengths optional depending on the Assault Rifle All Assault Rifle Magazine Capacity optional depending on the Assault Rifle Weapon Weight influences Elevation & Rotation Speed Battle Rifles BP cost: 200 All Battle Rifles optional All Battle Rifle Muzzles optional depending on the Battle Rifle All Battle Rifle Barrel lengths optional depending on the Battle Rifle All Battle Rifle Magazine Capacity optional depending on the Battle Rifle Weapon Weight influences Elevation & Rotation Speed Machine Guns BP cost: 350 All Machine Guns optional All Machine Gun Muzzles optional depending on the Machine Gun All Machine Gun Barrel lengths optional depending on the Machine Gun All Machine Gun Magazine Capacity optional depending on the Machine Gun Weapon Weight influences Elevation & Rotation Speed Precision Sniper Rifles BP cost: 600 All Sniper Rifles optional All Sniper Rifle Muzzles optional depending on the Sniper Rifle All Sniper Rifle Barrel lengths optional depending on the Sniper Rifle All Sniper Rifle Magazine Capacity optional depending on the Sniper Rifle Weapon Weight influences Elevation & Rotation Speed Turret Shield - A heavy steel Turret Shield that protects the front of the ROSW & Turret from standard & hollow point types of ammunition. (IE: FMJ & Hollow Points no longer do damage to the front of the ROSW & Turret sub-system. Optics, Flanks, & Rear of the ROSW & Turret sub-system are still exposed to FMJ & HP ammunition) BP cost: 200 Rotation Speed: -2 Elevation Adjustment Speed: -2 Elevation Adjustment: -10 Degrees Automated System - Installs a Automated System that allows the ROSW to operate on it's own when the owner is not using it. With the Automated System, the ROSW will not attempt to engage targets outside of it's weapon's most optimal, effective range, and will only engage targets in areas with the highest chance to hit. (IE: If the Weapon's most optimal effective range is 0 - 20 meters. It will not automatically engage targets at 21 meters and above. It will also only go for body shots on Infantry, not head or limb shots) BP cost: 600 Automated Operational Range: Unlimited Operational Range: 55 Meters Doesn't Attempt to engage any IFVs, AFVs, or MBTs. Will attempt to destroy any Quads, Buggies, & Drones so long as they're within the required perimeters to be engaged. Reloads Automatically only when both the Magazine & Chamber are empty Strike Icon flashes with a X over the portrait when it's out of Ammunition Engagement Time Engagement Timers should vary between- Sentry Sight Weapon Type Weapon Caliber Weapon Weight Chance of missing Should vary between- Sentry Sight Weapon Weapon Type Caliber Distance between Target vs. ROSW I think that covers everything, though I wouldn't be shocked if I forgot to include something (kind of the price to pay with these longer posts & burning the late night oil.) But, with all of that out of the way, it's time to begin wrapping this post up with ways to hard/soft counter the ROSW. ---- Section 4 - Countering the ROSW So, what ways can the ROSW be countered by enemy players? Well, a lot of different ways actually. Unless you're bull rushing a ROSW, there are more than a handful of ways to come out on top against it. Hell, some of them don't even require the Player to put themselves at risk of dying to it at all. So, here are some ways the ROSW can be countered. UAV Jammer Strikes - It's remote operated turret that requires the usage of signals. Of course the Jammer Strikes would be a problem for the ROSW. Artillery, Bombing Runs, & Airstrikes - It's remote operated turret that is stationary pretty much 24/7/365... IFVs, AFVs, & MBTs - At worse the ROSW can blind them, at best it picks up a kill on an extremely damaged IFV/AFV...and even that requires the ROSW to first have at least have a high caliber weapon equipped...and require the player to directly operate the ROSW. Quadrocopter & Suicide Drones - Stay out of it's attack line of sights and you're easily able to destroy it. UGVs & Helicopter Drone - Stay out of it's attack line of sights and you're easily able to destroy it unless you're using the 7.62 MG...at that point it might take more than a couple brief seconds. Explosives (Grenades, C4, Explosive Drones, RPGs, and etc...) - Stationary, largely unarmored turret...would you really be all that surprised if any of these destroyed it? Another ROSW - Fight fire with fire sometimes. Breaking Line of Sight / getting into cover - Pretty self explained, but a lot of variables to consider also for scenarios. Smoke Cover - At worse, the Player manages to kill someone blind firing into the smoke. At best the Player is just wasting ammo shooting at nothing or the automated system simply cannot see a target and thus won't shoot/attempt to engage targets in that direction for the time being. Ultimately it's a weak (health/armor wise), stationary target that cannot move around without the assistance of the player that claimed it. At that point, you're getting a 2 kills in 1 deal with the Player picking the ROSW up. So if anything I either proposed a very well balanced strike or a very weak strike (which works given that nobody can claim it's overpowered and that means improvements can be made gradually over time.) It can't move on it's own...it's literally just going to sit there unless the player attempts to move it, and even then the Player is going to incur the penalties to move it. If you cannot counter the ROSW when it's deployed or when it's being moved, the problem isn't the strike....(unless it's bugged/glitched of course! But, that is a whole other matter.) ---- With all of that out the way, we can now truly bring this post to an end. I hope everyone likes the idea of the ROSW (Remote Operated Sentry Weapon), even if maybe not exactly how I proposed it. The Developers could make this an even less complex strike than what I suggested. But, when I saw the Paradigm SRP - Talon, I saw a lot of different potential uses with it. Ultimately a lot of the uses I had in mind I actually cut out to keep the Strike from being overpowered...I may have even made it underwhelming ultimately. But, that is why I'm posting this on a forum, so I can make changes where I need to. I actually thought about allowing the ROSW to use Special Weapons and some of the RCWS turrets as well, which the Developers could do if they want to add this into the game. Hell, they could go even more simplistic and just make it a simple Stationary RCWS if they would like to have such a defensive, remote operated turret. Like any suggestion post I make though; I merely make the suggestion posts, the Developers can choose to do with them whatever they desire. For now though, the hour grows late, I need to get some sleep, and later today I will get back to working on "Weapons that can enhance WW3." Till the next suggestion post however... Have a good one folks!
  12. Hey Folks Time for another Shotgun to get the "Weapons that could enhance WW3" spotlight and today I thought I would visit one of the more iconic shotguns in the World. Very few video games DON'T have this weapon in them and I would go as far as to say that not having it in a game with guns is almost heretical...But, that might be going a little far. I was going to cover another Shotgun instead of this one. But, I'm going to keep my old choice in reserve for something special to come down the road a little later. If you would like to read other suggestion posts I have made, click the link down below where I keep links to pretty much ALL of my suggestion posts I have made for WW3. Otherwise, lets get started on the Benelli M4! ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - The Benelli M4 - Real life information behind the Weapon Section 2 - Strengths & Weaknesses of the Benelli M4 - What the strengths & weaknesses of the Weapon should be. Section 3 - Customization Options - What customization options should be open to the Weapon. ---- Section 1 - The Benelli M4 Country of Origin: Italy Manufacturer: Benelli Predecessor: None Weapon type: Semi-Automatic Shotgun Weapon Caliber (Primary): 12-Gauge Weapon Calibers (Alternatives): None Weight: 8 LB or 3.62 KG Capacity: 6+1 with 3 inch shells or 7+1 with 2.75 inch shells Operators: Albania , Andorra , Australia , Belarus , Brazil , Croatia , France , Georgia , Greece , Indonesia , Iraq , Ireland , Israel , Italy , Libya , Lithuania , Malaysia , Malta , Moldova , Philippines , Portugal , Serbia , Slovakia , Slovenia , South Korea , United Kingdom , and United States . Web Sources Benelli USA Military-Today Modern Firearms Guns Fandom Wikipedia Video Sources Benelli Firearms Video Task & Purpose Video Hickok45 Video Summary: The Benelli M4 or M1014, is one of the most iconic Shotguns of the Modern Age and sees wide spread usage across multiple Nations. Some Nations permit large parts of their armed forces to use the weapon, while others restrict it to only their Special Forces groups, or even in some case - Law Enforcement. The most notable aspect of the Benelli M4 is the ARGO system or auto-regulating gas-operated which allows the Shotgun to fire a variety of ammunition without needing to adjust gas system, excluding of course for non-lethal ammunition which are very common to hinder semi-automatic shotguns as they do not produce enough force to cycle the weapon's action. The Benelli M4 also has very few moving parts which reduces vibration and the need for regular maintenance. Most Pump-Action Shotguns will require regular cleaning after various degrees of usage, but the M1014 can go roughly 25,000 rounds of ammunition without cleaning. Less need for maintenance, means more time doing what it was designed to do - clear buildings of any hostiles, and repeat. It's little wonder that the weapon sees such wide spread usage across the world. So, what would the strengths, weaknesses, and stats be of the Benelli M4 if it was to be added to the game? ---- Section 2 - Strengths & Weaknesses of the Benelli M4 In this section I'm going to cover what I think the Strengths of the Benelli M4 should be, what Weaknesses it should have, and finally what I think it's basic stats should be upon entering the PTE servers for testing. In regards to the stats, I will be proposing them from a stock weapon perspective (IE: no attachments/modifications.) This is being done both to keep the post relatively on the small side & not give me a headache in the process of making it. So, lets get started. Benelli M4 Strengths 12 Pellets per shot - Fairly self explained; the Benelli M4 should fire 12 Pellets per shell it fires. However, this should be balanced with each Pellet being weaker compared to those of the MCS & VEPR-12. Fairly High Rate of Fire - The Benelli M4 should have a faster Rate of Fire compared to the MCS. But, be slower than the VEPR-12. Modest Low Recoil - The Benelli M4 should have less recoil than the MCS, but more than that of the VEPR-12 Middle ground Spread - The Benelli M4's should sit in between the MCS & VEPR-12 Modestly Fast Reload - The Benelli M4's should be one of the faster (not fastest) tube fed Shotguns to reload. Now we move on to weaknesses to help balance out the gun a bit more. Benelli M4 Weaknesses Weaker Pellets - As stated above; this should be to balance out the fact that the Benelli M4 would ideally be firing 12 Pellets per shot. Tube fed Shotgun - Much like the MCS, the Benelli M4's shells are housed inside of a tube rather than a magazine like the VEPR-12. Because of this, the length of the barrel should in turn determine the amount of ammunition the Benelli M4 can hold. Considerable Hip Fire Spread - The Benelli M4 should have a higher than average spread when firing from the hip, mainly to discourage players from running around corners spraying wildly. Heavier Shotgun - The Benelli M4 should be one of the heavier shotguns on offer. Not the heaviest later on, but higher in the weight category than others when more Shotguns are added. Limited Magazine Options - The Benelli M4 doesn't seem to have a very wide range of extended or modified magazine tubes. It seems like 6, 7, & 8 shell tubes are all there is on offer. So whatever barrel length the user picks should not do a massive amount to improve their shell capacity for the weapon. With both Strengths & Weaknesses out of the way, I think the PTE stats for the Benelli M4 should look something like this- Special Note: Muzzle Velocity & Bullets to Kill are not listed in game for Shotguns currently, thus I will not try to balance around these stats. However, I will not fully remove them from this post in the event that something changes. Benelli M4 basic PTE stats proposal Benelli M4 Effective ranges: 15m (13-11 damage.) Damage decreases at 16m - 30m (11 damage.) Damage decreases at 31m - 45m (4 damage.) Damage decreases at 46m - 75m (0 damage.) Benelli M4 Weight: 13.21 Benelli M4 Recoil: 2.4 Benelli M4 Spread: 0.6 Benelli M4 Reload time: 2.7 Seconds Benelli M4 Rate of Fire: 375 Benelli M4 Caliber: 12 Gauge Benelli M4 Muzzle Velocity: Benelli M4 Bullets to Kill: ---- Section 3 - Customization Options This part will be pretty quick because I won't be covering stats, just what modifications & cosmetics the Benelli M4 should have access to.. Modifications Primary Sights All Primary Sightss optional Secondary Sights All Secondary Sights optional Barrels Long Medium (Stock) Short Muzzles None Side All Side Mounts optional Magazines 8 Round Magazine Tube (Long Barrel) 7 Round Magazine Tube (Medium Barrel) (Stock) 6 Round Magazine Tube (Short Barrel) Ammunition None - Till some alternatives are offered. Cosmetics The Benelli M4 has a pretty decent bit of customization options for the developers to work with. Maybe even more than just these that I found burning the late night oil. Upper Receiver None Rail Mesa 6-Round Shell Holder Black Aces Quad Rail Handguard BM-4 Handguard V1 BM-4 Handguard V2 B&T Quad Rail Agency Arms M-Lok Handguard Rail Surefire M80 Handguard HAYL Rail M-Lok Stock Fixed Pistol Grip & Stock - Can be the Default Grip/Stock Collapsible Stock Retracted - Simple retracted variant Collapsible Stock Extended - Simple extended variant Fixed Pistol Grip & Stock with side saddle BM-4T Stock Raven Stock Pistol Grip Fixed Pistol Grip & Stock - Can be the Default Grip/Stock Raven Pistol Grip Magazine Funnel None ---- And with all of that out of the way, we bring this post to an end. I hope everyone really likes the idea of seeing the Benelli M4 added to the game, even if maybe not exactly how I pitched it. I know it's a very iconic Shotgun and one I wouldn't doubt will make an appearance at some point in WW3. As I said up above; I was going to cover a different shotgun. But, I figured I would save it for something special I plan to do. I won't go into a lot of details right now, just know it will be very thematic in nature. For now the hour grows really late and I must sleep ( I will fix any typos/derps/whatever after I get rest.) Till the next suggestion post where I will be covering a Sniper Rifle next.... Have a good one folks!
  13. Hey Folks Time to give a Submachine Gun some spot light this time around for "Weapons that could enhance WW3" and today we get to explore another South American SMG in the form of the SAF. Not going to lie, this spicy chili pepper has hit so many of my check boxes when it comes to looking for weapons to suggest for the game. It may not be super top of the line modernized. But, I still think it's cool, it checks those boxes I seek, and overall I'd consider this a great potential gun for the game...Like all guns I suggest...Never mind, lets get into the SAF! If you would like to read other suggestion posts I have made, click the link down below where I keep links to pretty much ALL of my suggestion posts I have made for WW3. Otherwise, lets get started on the SAF! ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - The SAF - Real life information behind the Weapon Section 2 - Strengths & Weaknesses of the SAF - What the strengths & weaknesses of the Weapon should be. Section 3 - Customization Options - What customization options should be open to the Weapon. ---- Section 1 - The SAF Country of Origin: Chile Manufacturer: FAMAE Predecessor: None Weapon type: Gas operated Blowback SMG Weapon Caliber (Primary): 9x19mm Parabellum Weapon Calibers (Alternatives): .40 S&W Weight: 6.54 lb or 2.97 kg Capacity: 30 Operators: Argentina , Brazil , Chile , Dominican Republic , El Salvador , Namibia , Nicaragua , Panama , & Portugal . Web Sources Military-Today Modern Firearms TFB Gun Wiki Wikipedia Video Sources Gunscom (A very light Demo of the 9mm SAF's high Rate of Fire along with some info) Arm&Gun (Civilian SAF-200) Arm&Gun (Mainly a Civilian Mini version) Summary: The SAF (S.A.F) is a Chilean Submachine Gun created by Fabricas y Maestranzas del Ejercito (FAMAE), a state-owned firearms manufacturer. Entered service with the Chilean army back in 1993 and draws inspiration for it's design from both the Swiss SIG 540 Assault Rifle & German MP5 Submachine Gun. This gas operated blowback SMG is capable of firing both 9x19mm Parabellum & .40 S&W caliber rounds of ammunition, at a blistering 1,280 rounds per minute. The weapon also features a 4 point fire selector which allows for the usual Safe, Semi, & Full Auto fire modes. But, also allows for 3-Round Burst which isn't nearly as common with Submachine Guns. One of the major drawbacks to the weapon was limited customization options for mounting different Optics, Grips, Lasers, and the likes. But, FAMAE has been gradually working to modernize the SAF with the most recent efforts being the SAF-200 Modernization effort which has far more customization options than the older generation of SAF SMGs. While it is uncertain what the future has in store for the SAF. It is safe to say that it's looking like a bright future ahead as the weapon has found it's way into Civilian hands, Law Enforcement, and in active service in other armed services outside of Chile. Through increased feedback & demand, the SAF may become a South American icon of the Submachine Gun World. So, what would the strengths, weaknesses, and stats be of the SAF if it was to be added to the game? ---- Section 2 - Strengths & Weaknesses of the SAF In this section I'm going to cover what I think the Strengths of the SAF should be, what Weaknesses it should have, and finally what I think it's basic stats should be upon entering the PTE servers for testing. In regards to the stats, I will be proposing them from a stock weapon perspective (IE: no attachments/modifications.) This is being done both to keep the post relatively on the small side & not give me a headache in the process of making it. But, lets get started. SAF Strengths .40 S&W Caliber - Finding SMGs that fire more calibers of ammunition beyond just the common 9mm is pretty tough and to have more variety in the SMG department will obviously require some non-9mm based weapons. Since 9mm & .40 S&W are not massively that different, I would suggest making the .40 S&W a little bit stronger, faster moving, and have a slightly more effective range over the 9x19mm Parabellum. But, I will ultimately leave that testing to the Developers to make the final call on. 3-Round Burst Fire Mode - Pretty straight forward; the real life SAF has 3-round burst fire, so I think the WW3 version (if added) should have it also. High Rate of Fire - With the real life SAF having a blistering 1.2k RPMs, translating that over to the game might be very rough in the balance department. But, I don't really know when too much is truly too much and when a need to scale back on the RPMs is needed. So, I'm not going to suggest a 1:1 representation of the SAFs real life RPMs and instead I'm going to suggest a very high 955 RPMs instead as I think that might be easier to manage. Ultimately it's up to the developers anyways, I'm just making the suggestion post. Integral Suppressor - There is an integral suppressed variant of the SAF simply called the SAF SD and it would be really cool to be able to make that version of the weapon in game. Of course what can make it different against the other suppressors? Well, one idea is to give it the best acoustic dispersion possible at the cost of being the heaviest suppressor for balancing reasons. There could be more possible benefits & drawbacks than that. But, I'm keeping it simple for the sake of the post. Of course I also wouldn't limit Integral Suppressors exclusively to the SAF as there are plenty of other weapons that have Integral Suppressors as well. The MP5SD, AS Val, VSS Vintorez to name a few for example sake. Special Note: If WW3 ever allows players to add or remove suppressors during a match (IE: When spawned in, not on a customization menu.) A notable benefit could be to give it greater reduced vertical recoil of say...0.6 - 0.8. The justification being that there is just a little extra added weight to the front, thus muzzle climb isn't as high because of it. Is it totally realistic? Probably not. But, neither is WW3 after all. Now we move on to weaknesses to help balance out the gun a bit more. SAF Weaknesses High Vertical Recoil - One of the main drawbacks of the .40 S&W caliber ammunition is that it causes more muzzle rise after shooting compared to 9mm. So, a good starting point of weakening the SAF can be to give it some hefty vertical recoil compared to other SMGs. Limited Magazine Options - The SAF should only have access to 20 & 30 round magazines. However, there are Steel Magazines & Polymer Magazines, so maybe some variety can be achieved there, and thus not a total drawback. Heavy for a SMG - The SAF isn't massively all that much more heavy compared to other SMGs. But, for balance reasons, I would make this thing on the heavier side to balance out the increased damage compared to other SMGs. Integral Suppressor - Pretty much like I stated above; the Integral Suppressor should add the most weight on the gun than any other Suppressor. But, at the benefit of having the best acoustic dispersion. Special Note: If WW3 ever allows players to add or remove suppressors during a match (IE: When spawned in, not on a customization menu.) A notable drawback to the Integral Suppressor can be that it's impossible to remove as the suppressor is built into the weapon itself. (Developer Discretion) Tricky Customization - One the major drawbacks of the SAF was limited customization options, it was actually only in recent years through the SAF-200 modernization (and other earlier efforts) that the SAF seems to have been able to use things like Laser Lights, Flashlights, foregrips, and stuff. So, in total truth, the SAF should ideally be a bit of a pain to customize with all the neat things we like to put on our weapons. But, while the masochist in me wouldn't be troubled by this. The game isn't being designed exclusively for me obviously. So, if the Developers would like to add the SAF to the game and maintain WW3's level of customization efforts. They will need to take some creative freedoms with some of the Bodyparts of the SAF and create some custom variants of the SAF's stock & aftermarket parts. With both Strengths & Weaknesses out of the way, I think the PTE stats for the SAF-200 should look something like this- SAF basic PTE stats proposal SAF Effective ranges: 0 - 70m (30 damage.) Damage decreases at 71m - 135m (22 damage) SAF Weight: 6.5 SAF Recoil: 0.86 SAF Spread: 0.45 SAF Reload time: 4.2 Seconds SAF Rate of Fire: 955 RPMs SAF Caliber: .40 S&W SAF Muzzle Velocity: 430 m/s SAF Bullets to Kill: HDPE: 6 / PTLN: 7 / Cer: 11 / STL: 15 ---- Section 3 - Customization Options This part will be pretty quick because I won't be covering stats, just what modifications & cosmetics the SAF should have access to.. Modifications Primary Sights All Primary Sights optional Secondary Sights All Secondary Sights optional Barrels Long Barrel Medium Barrel (Stock) Short Barrel Muzzles All Muzzles optional Integral Suppressor Lowers All Grips & Bipods optional Side All Side Mounts optional Magazines 20 Rounds (Steel Magazine) 20 Rounds (Polymer Magazine) 30 Rounds (Steel Magazine) (Stock) 30 Rounds (Polymer Magazine) Ammunition FMJ HP AP Cosmetics The SAF has a pretty decent bit of customization options, so this is going to be a pretty decent list for the most part. Upper Receiver None Rail SAF Rail - Default Rail Removed Rail - For those that want to run Basic Iron Sights (yes that means Primary & Secondary Sights cannot be equipped with this.) SAF-200 Rail Handguard SAF Handguard Could have a custom variant also called the SAF-C Handguard which is largely the same Handguard except it has the custom options for Grips, Sides, and etc. SAF Mini-Handguard - Should come with a built in grip that is roughly like the lighter weight grips currently in game. Could have a custom variant also called the SAF-Mini C Handguard which is largely the same Handguard except it has the custom options for Grips, Sides, and etc. SAF-200 Handguard - Default Handguard. Special note: By equipping this particular handguard, it should remove the option to equip different Lower Grips, this is because the SAF-200 Handguard is a Lower Grip in of itself. So, it should have it's own benefits/drawbacks like any other Grip. Could have a custom variant also called the SAF-C-200 Handguard which is largely the same Handguard except it has the custom options for Grips, Sides, and etc. Stock SAF Folding Stock - Default Stock SAF Adjustable Stock CAR-15 Stock Receiver Cover (IE: Stockless) SAF-ACR Stock (Collapsed) SAF-ACR Stock (Extended) Pistol Grip SAF Pistol grip 1 - Default Pistol Grip SAF Pistol grip 2 Magazine Funnel None ---- And with all of that out of the way, we bring this post to an end. I hope everyone likes the idea of seeing SAF added to the game, even if maybe not exactly how I proposed it. Not a lot to really say about this weapon, in the private market it's actually very rare, and overall I think it's a pretty aesthetically pleasing SMG. Plus the SAF is not limited to 9mm ammunition and the SMGs do need as much variety as they can get that isn't another spin of 9mm SMG. Besides, would be nice to see some South American weapons as well and if WW3 is...Well, indeed a World War, then it would be nice to see something/somewhere in South America make an appearance in game at some point. But, that is enough for now, the hour grows late, and I have a Shotgun to cover in the next suggestion post. Till that post comes around though... Have a good one folks!
  14. Good news, sanity is overrated. Bad news, that suppressor isn't changing any time soon. Embrace the Coke Can...or Soup Can as I first thought of it.
  15. Hey Folks Time for another Assault Rifle to get the "Weapons that could enhance WW3" spotlight and today I will be covering the RM277. A prototype 6.8mm caliber, bullpup rifle that is currently one of three next generation weapons taking part in the U.S Army's NGSW program. Of the three top runners in the current bid, the RM277 & the MCX-Spear have the best chances of succeeding in the bid to replace the M4 in the U.S Army (ignoring larger implications mind you and that this is just a Civilian's non-expert opinion.) However, of the three, it seems the RM277 has the least amount of public information available currently, so this post was a little bit of a pain to approach. After this round of weapon suggestions, I'm going to actually go back to my old posts that haven't been forwarded to the developers, update their layouts, see if any new information has been provided for them, and overall just update them. But, that is later down the road, for now- If you would like to read other suggestion posts I have made, click the link down below where I keep links to pretty much ALL of my suggestion posts I have made for WW3. Otherwise, lets get started on the RM277! ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - The RM277 - Real life information behind the Weapon Section 2 - Strengths & Weaknesses of the RM277- What the strengths & weaknesses of the Weapon should be. Section 3 - Customization Options - What customization options should be open to the Weapon. ---- Section 1 - The RM277 Country of Origin: United States Manufacturer: General Dynamics Predecessor: None Weapon type: Bullpup Rifle Weapon Caliber (Primary): 6.8mm (277 TVCM) Weapon Calibers (Alternatives): None Weight: N/A Capacity: 20+1 Operators: None - Prototype Weapon to possibly be adopted by the United States Web Sources TFB RM277 Modern Firearms RM277 Video Sources General Dynamics Ordnance and Tactical Systems (More for show than info) Task & Purpose Summary: With a few Nations in the World stepping away from Bullpup weapons to adopt more standard weapon layouts, the developers at General Dynamics have taken a bold step to submit the RM277, a 6.8mm firing Bullpup Rifle, designed to serve in both a Riflemen role & Automatic Riflemen role for the U.S Army's NGSW program designed to replace both the M4 & M249 SAW. The company developed a new 6.8mm round of ammunition that uses a combination of polymer casing along with a steel bullet, ensuring that the ammunition would be 30-40% lighter for the users that carry it around. The RM277 also features a completely 3D printed Suppressor that uses multiple material to keep it lightweight & efficient with full intention to use it on every rifle regardless if it's in the Riflemen or Automatic Riflemen configuration. Overall General Dynamics has been fairly tight lip in regards to allowing more information out to the public, though it has been slipped out apparently that the weapon only fires at around 550 RPMs. it is hard to say which Rifle the U.S Army will ultimately choose, because much like the Sig Sauer entry, the future of the RM277 of General Dynamics is uncertain at this time when it still has many hurdles to get over. So, what would the strengths, weaknesses, and stats be of the RM277 if it was to be added to the game? ---- Section 2 - Strengths & Weaknesses of the RM277 In this section I'm going to cover what I think the Strengths of the RM277 should be, what Weaknesses it should have, and finally what I think it's basic stats should be upon entering the PTE servers for testing. In regards to the stats, I will be proposing them from a stock weapon perspective (IE: no attachments/modifications.) This is being done both to keep the post relatively on the small side & not give me a headache in the process of making it. Because there is so little information provided to the public in regards to RM277, I'm largely going to be winging it from here on out. But, lets get started. RM277 Strengths Bullpup bonuses - With the RM277 obviously being a Bullpup, it should naturally get the bonuses that come with being a Bullpup. Lightweight Ammunition - The RM277's Ammunition is one of it's largest selling points of the Weapon as reduced ammo weight usually leads to soldiers being allowed to carry more ammunition. The best way I think this can be translated into WW3 is to give the RM277, 1 - 3 additional magazines than is normal for an Assault Rifle to have (I personally lean towards 2 additional Magazines.) 6.8mm Caliber - The 6.8mm caliber Ammunition on request by the U.S Army is to give Soldiers greater Lethality at longer ranges (so higher damage at range) and offers greater muzzle velocity of roughly 3000 fps or 915 m/s. Overall this means the RM277 would definitely be more of a long range bullpup rifle compared to the others currently in the game. Special Suppressor(s) - The RM277 Suppressors for both the Rifle Pattern and Automatic Rifle pattern were specially tailored for this weapon platform. Without these suppressors the weapon would be rather loud, registering sound levels within the "magnum" range apparently, and would have greater recoil than what it has currently. So, since these suppressors are tailor made to this weapon platform, I would say that the weapon should be quieter than the average assault rifle (not by a lot, maybe just a Medium rating of sound suppression), having some of the recoil trimmed off of it, and the suppressors should not be too heavy even for looking like a Soda Can on the end of the barrel. The Devs could get away with making just one Suppressor for the RM277 if they wanted to do so. But, if they choose to add two suppressors for it, then those Suppressors should have some altering effects to give players at least a little muzzle variety in the weapon's customization. Now we move on to weaknesses to help balance out the gun a bit more. RM277 Weaknesses Bullpup Drawbacks - With the RM277 obviously being a Bullpup, it should naturally get the drawbacks that come with being a Bullpup. Slow Rate of Fire - While there is very little information to back this claim, the RM277's rate of fire is estimated to be roughly 550 RPMs. If this is indeed true, the RM277 (if added to WW3) should have a rather slow rate of fire and thus really not be all that good for CQC unless the player has good aim/gets the drop on the enemy first. Limited Muzzle Options - Since the RM277 was designed around using it's special suppressors, the weapon should NOT have access to any other Muzzle options. Limited Barrel Options - The RM277 seems to currently have only two barrel lengths on offer which is Medium & Long. No 3-Round Burst Fire - The RM277 seems to not have the fire selection option for 3-Round burst. Which I see as more of a benefit for WW3 than a negative (less is more at times folks!) With both Strengths & Weaknesses out of the way, I think the PTE stats for the RM277 should look something like this- RM277 basic PTE stats proposal RM277 Effective ranges: 0 - 105m (33 damage.) Damage decreases at 106m - 135m (28 damage) RM277 Weight: 16.2 RM277 Recoil: 0.64 RM277 Spread: 0.21 RM277 Reload time: 3.4 Seconds RM277 Rate of Fire: 550 RPMs RM277 Caliber: 6.8mm TVCM RM277 Muzzle Velocity: 915 m/s RM277 Bullets to Kill: HDPE: 4 / PTLN: 4 / Cer: 5 / STL: 6 ---- Section 3 - Customization Options This part will be pretty quick because I won't be covering stats, just what modifications & cosmetics the RM277 should have access to.. Modifications Primary Sights All Primary Sights optional Secondary Sights All Secondary Sights optional Barrels Long Barrel Medium Barrel (Stock) Muzzles RM277 Suppressor(s) Lowers All Grips & Bipods optional Side All Side Mounts optional Magazines 10 Rounds 20 Rounds (Stock) Ammunition FMJ HP AP Cosmetics The RM277 is only a Prototype Bullpup Rifle at this time, so no aftermarket parts are available for it currently. That said however, I think the Devs could work some creative magic at least with the pistol grip to add some options if they desire to. ---- And with all of that out of the way, we bring this post to an end. I hope everyone likes the idea of seeing RM277 added to the game, even if maybe not exactly how I proposed it. I've now proposed two of the three NGSW Rifles currently looking to replace the M4 with the U.S Army. I have one more of them I could propose. But, I'm not sure if I want to propose it next as I've already suggested two American Assault Rifles back to back. We'll see though later down the road. For now I achieved what I really wanted; which was to propose the RM277 & MCX-Spear. They're both 6.8mm Weapons (which we don't have any), they're actually different from one another for the most part with the MCX-Spear having a standard layout vs. the RM277's Bullpup design, and overall variety is the spice of life. But, for now sleep calls for me and I have another Weapon Suggestion post to work on...I just don't know if it's going to be a Light Machine Gun, Submachine Gun, or Sniper Rifle I cover next...We'll see though! Till the next suggestion post... Have a good one folks!
  16. Hey Folks Time for the 4th round of "Weapons that could enhance WW3" after taking a suggestion break and my first weapon suggestion post of the new year. I made some changes to my general suggestion post layout, mainly because I wanted to try to streamline the posts more, make it easier for me to finish, and overall try to cut down on some of the post length however I can while still delivering what I hope is helpful information. Anyways, I may still need to tweak a few things, correct some typos, late night oversight errors, and stuff like that. But, I hope this new layout/streamlined suggestion post seems better in the long run, especially since after I complete the 4th round of "Weapons that could enhance WW3", I want to do something a bit different that I have been considering for awhile. But, that is info for later on. If you would like to read other suggestion posts I have made, click the link down below where I keep links to pretty much ALL of my suggestion posts I have made for WW3. Otherwise, lets get started on the M45A1! ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - The M45A1 - Real life information behind the Weapon Section 2 - Strengths & Weaknesses of the M45A1 - What the strengths & weaknesses of the Weapon should be. Section 3 - Customization Options - What customization options should be open to the Weapon. ---- Section 1 - The M45A1 Country of Origin: United States Manufacturer: Colt Predecessor: M45 MEUSOC & M1911(A1) Weapon type: Semi-Automatic Pistol Weapon Caliber (Primary): .45 ACP Weapon Calibers (Alternatives): None Weight: 2.5 LB or 1.13 KG Capacity: 7+1 Operators: United States Web Sources Colt M45A1 Video Sources Military Arms Video Garand Thumb Video Forgotten Weapons Video Summary: The M45A1 is the upgraded variant of the M45 MEUSOC and is basically a modern M1911(A1) in everything but name. The M45A1 takes the basic M1911 frame and expands upon it to the maximum amount that can be done without needing to make considerable changes to the weapon itself. It's most notable external features are a modified 1913 style rail which is slightly larger than most 1913 style rails that are found on some 1911 pistols, an extended beaver tail to prevent hammer bite, a rounded hammer over the classic 1911 spur hammer, 3-dot trijicon tritium sights which are fairly common pistol sights these days, and a composite laminated grip to enhance the user's hold on the weapon itself when firing. Internally the M45A1 isn't all too different from a classic M1911 except for the addition of a double recoil spring to dampen the effects of recoil when shooting. Though the weapon sees very limited service in the USMC community, the reason for it has nothing to do with general performance. The one major issue it had was in regards to the finish of the pistol that was causing some sort of problems and that has since been resolved. The main reason for it most likely not seeing a lot of use. is most likely more do to logistical problems. (IE: there isn't a lot of .45 ACP ammunition on offer to justify fielding more M45 MEUSOCs or upgrading them into A1 variants.) Costs may be another reason as well since the M45A1 is pretty much a high end custom M1911 at the end of the day. So, what would the strengths, weaknesses, and stats be of the M45A1 if it was to be added to the game? ---- Section 2 - Strengths & Weaknesses of the M45A1 In this section I'm going to cover what I think the Strengths of the M45A1 should be, what Weaknesses it should have, and finally what I think it's basic stats should be upon entering the PTE servers for testing. In regards to the stats, I will be proposing them from a stock weapon perspective (IE: no attachments/modifications.) This is being done both to keep the post relatively on the small side & not give me a headache in the process of making it. So, lets get started. M45A1 Strengths .45 ACP Ammunition - The M45A1 only fires a .45 ACP caliber round, which is obviously a bigger round than 9mm. So it should naturally do more damage against unarmored parts of a Soldier's body. But, it should have more armor penetration penalties compared to the 9mm ammunition. Very Accurate- The M45A1 should be exceptionally accurate with both low vertical recoil & spread. The M1911 is regarded as being a very accurate shooting pistol and once again the M45A1's modernization efforts have made it even more accurate than the M1911. Wider variety of extended Magazines - The M45A1 should have access to three different magazines. Standard 7 round Magazine, a 10 round Magazine, and finally a 15 round extended magazine. However, this should come at the cost of having no 60 round drum magazine like the 9mms do and this is mainly for a combination of balance & differing the weapons from each other. There are 60 round .45 ACP drum magazines for 1911s, I just view this as a "less is more" sort of case. Slightly faster reload - Because the M45A1 builds off of the exceptional ergonomics of the M1911, the M45A1 should have a slightly faster reload speed compared to the current pistols in WW3. Now we move on to weaknesses to help balance out the gun a bit more. M45A1 Weaknesses Heavier than the average Pistol - The M45A1 should be heavier than the current pistols on offer, this is mainly because of the .45 ACP round being a larger caliber of ammunition needing a heavier pistol to handle the recoil. Decreased effective range - The M45A1 should have a shorter effective range. But, not lose as much kinetic energy. Low Muzzle Velocity - The M45A1 should have a lower than average muzzle velocity. Reduced damage against Body Armor - Though .45 ACP is a heavier hitting round compared to 9mm, its a slower moving round of ammunition, and speed is one of the factors that helps determine effectiveness against certain levels of Body Armor. So, the M45A1 should have a further 25% damage reduction against all Soldier Armors which means it will take 1 extra bullet to kill a Soldier when shooting through their Armor. No 60 Round Drum Magazine - As I stated above; I just view this as a "less is more" sort of case and think the M45A1 should NOT have access to a 60 round Drum Magazine. With both Strengths & Weaknesses out of the way, I think the PTE stats for the M45A1 should look something like this- M45A1 basic PTE stats proposal M45A1 Effective ranges: 50m (36 damage.) Damage decreases at 60m - 135m (29 damage) M45A1 Weight: 2.97 M45A1 Recoil: 0.8 M45A1 Spread: 0.16 M45A1 Reload time: 2.2 Seconds M45A1 Rate of Fire: 600 M45A1 Caliber: .45 ACP M45A1 Muzzle Velocity: 253 m/s M45A1 Bullets to Kill: HDPE: 7 / PTLN: 8 / Cer: 12 / STL: 16 ---- Section 3 - Customization Options This part will be pretty quick because I won't be covering stats, just what modifications & cosmetics the M45A1 should have access to.. Modifications Primary Sights All Primary Sights optional Barrels None Muzzles All Muzzles optional Side All Side Mounts optional Magazines 7 Rounds 10 Rounds 15 Rounds Ammunition FMJ HP AP Cosmetics Because there are so many different customization efforts that have been with this 110 year old gun design, I'm going to keep this relatively simple. Allow players to change the grips on the gun. Allow players to remove the rail ahead of the trigger guard (for those that know they do not want to mount a laser, flash light, or whatever else on the pistol. Allow players to change the upper slide of the gun. Overall if a Player wants their M45A1 to look like a M45 MEUSOC or a more true to form Modern M1911(A1), then they should be able to capture that look if they want it. ---- And with all of that out of the way, we bring my first gun suggestion post of 2021 to an end. I hope you like the idea of seeing the M45A1 added to the game at some point, even if maybe not exactly how I think it should be added. I know folks are probably not going to like it because it's not the M1911 in name. But, honestly, the M45A1 is pretty much everything the M1911 is but better in pretty much every regard. Though I get how it may be hard for some to accept the M45A1, especially since the M1911 is pretty much a legendary icon of the gun world like the AK, M2 Browning, AUG, and etc...Next post coming up will be Assault Rifles and it will be another American Rifle this time around. I know it's a little American heavy for the start, but I have a reason for it I promise. Till the next suggestion post however... Have a good one folks!
  17. Hey Folks Time for the USMC (United States Marine Corps) badges as I promised. This will actually be a fairly short post as the USMC is pretty well represented in the game already and in truth they're one of, if not the smallest branch of the US Armed Forces. No shortage of cool badges with the USMC or any of the other branches, but I'm trying to keep my badge suggestions within certain parameters. So, I -might- do a US Misc Badge post waaay later down the road. If you wish to read other suggestion posts I have made after this, click the link down below. ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - Special Operations Command Badge Section 2 - USMC Division Badges Section 3 - Special Forces & Special Operations Forces ---- Section 1 - Special Operations Command Badge Much like the last post, since the USSOCOM emblem is in the game as SOC, and having already suggested the Army's emblem for their side of SOCOM. I figured I would go ahead and suggest the MARSOC emblem to go with it to keep in theme. ---- Section 2 - USMC Division Badges For the Divisions (which I know the U.S has a lot already present in the game) I wanted to find groups that had some involvement with Asia since that is where WW3's next Theater of War will be expanding into. Lucky enough for me however, there hasn't been too many places in Asia the USMC hasn't been to during war time. All of these badges/insignias are fairly colorful, but they have been made in more subdued versions I believe if the Developers rather have those over these more colorful ones. 1st Marine Division - Nicknamed "The Old Breed," the 1st Marine Division is the largest & oldest of the three active Marine Divisions in the U.S Military. The 1st Marine Division saw extensive combat throughout the 2nd World War. But, one of it's most notable battles was at the Battle of Peleliu, where a battle that was assumed to last for four days, ended up lasting two months as Imperial Japanese soldiers were prepared on the island, and well equipped to take on the advancing Marines. The Marines would have to contend with an entrenched enemy that had access to mortars, light tanks, thousands of obstacles for the American landing craft like landmines, and buried artillery shells with their fuses exposed so they would explode the moment a Vehicle crossed over them. Though the U.S would ultimately win the Battle of Peleliu, the U.S Marines would view the battle as "the bitterest battle of the war for the Marines." 2nd Marine Division - The 2nd Marine Division distinguished itself across the pacific theater in WW2, but one of their most distinguishing moments was at the Battle of Tarawa. Imperial Japanese forces had nearly a whole year to prepare their defenses for the coming attack, setting up roughly 500 pillboxes, 40 Artillery pieces scattered across the island in Fortified firing pits, coastal guns, an airfield cut straight into the center of the island through the thick bush, trenches connected to all points of the island allowed Japanese soldiers to move under cover, and were reinforced by 14 Type-95 light Tanks with all around highly experienced Officers. Though the 2nd Marine Division would ultimately carry the day with a Victory, the grueling struggle to claim the heavily fortified island would claim over 3,166 Men of the 2nd Marine Division within roughly 76 hours against an opponent who fought to nearly the last man. Every Imperial Japanese Tank was destroyed, only 17 soldiers (1 Officer and 16 Enlisted) were captured, and only 129 Korean laborers of 1,200 were captured. The failures of the Tarawa landing would eventually lead to the creation of the Underwater Demolitions Teams who were the precursor to the modern U.S Navy SEALs. 3rd Marine Division - Currently based in Okinawa, Japan. The 3rd Marine division had a distinguished service by the end of World War 2 much like the 1st & 2nd Marine Divisions. However, it is their service in Vietnam that I will be focusing on in particular as they were the first Marines to arrive in the country. For 4 years the 3rd Marine Division would see continuous combat near the North & South DMZ. But, it was during the Tet Offensive that the Division would truly experience it's trial by fire as a estimated (unconfirmed) 40,943 PAVN (North Vietnam) & VC Troops would launch attacks on every area of operation the 3rd Marine Division was active in. During the Battle of Huế, PAVN & VC Troops would engage ARVN (South Vietnam) troops in the early days, but would eventually start fighting with US Marines & Army Soldiers with Air Force support once they were able to assist the ARVN. As the Battle of Huế raged on with street to street fighting taking place, the city would be almost completely wiped out in one of the longest & bloodiest fights of the War. 4th Marine Division - The 4th Marine Division has history in WW2 just like the 1st, 2nd, & 3rd Divisions do, such as the battle of Kwajalein, battle of Saipan, battle of Tinian, and battle of Iwo Jima. But, the 4th Marine Division is actually a reserve Division meant to reinforce/assist/etc the other Divisions during conflict. However, after WW2 the 4th Marine Division went inactive till the first Gulf War (aka Desert Storm) and still remain in active service to this day in Afghanistan. But, even though the 4th Marines are primarily a Reserve division, I think with this fictional 3rd World War setting it wouldn't be any stretch to see the 4th Marine Division in active service. ---- Section 3 - Special Forces & Special Operations Forces Currently in game the two "Special Forces" like units of the USMC are already represented in game, the Marine Raiders & Force Recon. In the case of the Marine Raiders, you have the MARSOC badge in game and the mislabeled "Russian Patch" (Which I could be wrong on. I haven't researched Russian insignias, sleeve patches, and etc.) Then for Force Recon you have the technically mislabeled, USMC patch (The Skull one, not the identification one.) So there isn't really a need for more, but I wanted to at least suggest one more for Force Recon. So here it is- There are other patches for USMC groups, but I think those would be more fitting if WW3 ever gets a Ship map, Navel Warfare, or any sort of Maritime/beach assault style maps. I'm sure some would say "Now is fine, don't need to be super picky." But, I'm an odd fella, I like to suggest things that fit in the right times. ---- And with all of that out of the way we bring the post to an end. I hope everyone likes the idea of having these badges on offer in the game, I know the U.S already has a lot of representation via badges currently. But, when it comes to badges and soldier customization in general, more is simply more in my opinion. Next suggestion post will more than likely be the Navy next, then I will cover the Air Force. Both of these coming suggestion posts will be fairly small since they (unsurprisingly) don't have many Land Combat Units to begin with. Anyways! Till the next suggestion post... Have a good one!
  18. Hey Folks So I felt like doing a light suggestion post as I get ready to overhaul almost all of my older suggestion posts and I felt I would do some Soldier customization stuff. I figure this would be pretty low risk in earning some angst from People (not risk free mind you) and make some suggestions that don't actually impact gameplay beyond "Hey, I get to make my soldier look cool." Anyways, I know the United States has a lot of customization representation in the game and thus a lot of People will probably turn their nose up at these suggestions. But, I think some of these additions would be cool to see still. Sadly I couldn't find vector art for all of the emblems, so some will have some sort of background behind the emblem itself. I actually re-created this post a few times, mostly because I was trying to cut down on the length of the post. So, what I will be doing is covering the U.S Army first, then I will cover the U.S Marine Corps, and whatever branch I choose to cover after that. Once I have the United States covered, I will likely cover Italy next since I have something a little extra special I would like to do there. But, that is enough for now, lets get on with things. If you wish to read other suggestion posts I have made after this, click the link down below. ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - Army Branch Badge Section 2 - Special Operations Command Badge Section 3 - Army Division Badges Section 4 - Special Forces & Special Operations Forces ---- Section 1 - Army Branch Badge Since the United States Marine Corps & United States Navy both have their emblems in game. I think it would only be fair to include the U.S Army's Seal as well. While this may not be something a Soldier actually wears on their combat uniform, the rule of cool can still be easily applied to this video game (at least my personal bias take of rule of cool. At least I'm honest in my biasness though!) ---- Section 2 - Special Operations Command Badge Since the USSOCOM badge is in WW3 (As SOC), I thought it would be kind of cool to have the Army branch emblem of USSOCOM to go with it as part of that "my rule of cool" approach. Though if the Developers are concerned about how many Badges they can put into the game, this can be ignored. USASOC (United States Army Special Operations Command) - Founded on December 1st, 1989, USASOC is the command charged with overseeing all Special Operations Forces of the United States Army. Its mission is to organize, train, educate, man, equip, fund, administer, mobilize, deploy and sustain Army special operations forces to successfully conduct worldwide special operations. It also apparently doubles as the distinctive unit insignia for Delta Force. ---- Section 3 - Army Division Badges For the Divisions (which I know the U.S has a lot already present in the game) I wanted to find groups that had some sort of involvement in Asia as part of the coming Asia Theater of War. Here are three of the groups I found that had various degrees of involvement in that region of the World. 2nd Infantry Division - Currently based in South Korea acting as a pre-emptive defensive forces against an invasion from North Korea. One of the unique aspects of the 2nd Infantry Division is that it's the only Division made up partially by South Korean Soldiers called KATUSA (Korean Augmentation To the United States Army) that have been drafted into service by the South Korean Government. This however, is a modern day trait of the 2nd Infantry Division, not an original trait like the next Infantry Division involved in Korea. 7th Infantry Division - Though based in Tacoma Washington, the 7th Infantry Division had a rather extensive role to play at the end of WW2 as it served as a occupation force in Japan. At the start of the Korean War however, the 7th Infantry had been severely depleted due to post-war shortages of Men & Equipment. The Division would be reduced to 9,000 Men after aiding to replenish 25th Infantry Division & 1st Cavalry Division in Korea. To help replenish the ranks of the division, South Korea assigned nearly 9000 soldiers to the Division. UN Forces would also be attached to the Division from time to time in the case of the Colombian Battalions which swelled the ranks to 25,000 when they entered combat. Though for much of the war as part of the UN Forces as well, 3 successive Kagnew Battalions from Ethiopia would also fight alongside the 7th Infantry Division. 1st Armored Division - Based currently in El Paso, Texas. The 1st Armored Division is a combined arms division of the United States Army. It was the first Armored Division of the Army to see battle in WW2 and has served in every war since. They saw battle in the Korean War, Persian Gulf War, Iraq, and Afghanistan along with several other operations. The Division has earned numerous awards and recognition throughout all of the conflicts it has been involved in. ---- Section 4 - Special Forces & Special Operations Forces Nearing the end of this post I wanted to suggest the metaphorical scalpels of the United States Army, their Special Forces & Special Operations Forces. US Army Special Forces - Also known as Green Berets, the US Army Special Forces are the only Special Forces unit within the United States Army, and tends to be regularly confused with Special Operations Forces like the 75th Ranger Regiment, Delta Force, Navy SEALs, and others. When a individual passes training in Airborne operations, they earn their Airborne tab, when they complete Ranger training they earn their Ranger tab which goes above the Airborne tab, and finally when they complete Special Forces training their new Special Forces tab will go above the Ranger tab. They're regarded as the Quiet Professionals as they're typically made up of very modest, reserved individuals, and primarily take part in unconventional warfare by deploying deep behind enemy lines where they will attempt to raise an army of the local population to fight their current enemy of interest. Please note: The insignia on the right is the distinctive unit insignia of the Green Berets that is usually placed in the center of a group's Beret Flash. Depending on the group would also determine the colors of the Beret flash itself, but the insignia would look exactly as it is presented in the center of the badge. 75th Ranger Regiment - Is the premiere Light Infantry unit of the United States Army and is a Special Operations Forces unit under SOCOM. Unlike Green Berets, Rangers are typically very intense individuals as it's one of the qualities Rangers look for in them. Their missions tend to involve direct action against enemy forces, raiding enemy homes/strongholds, siezure of Air Fields, Destruction of Strategic Facilities, and more. Their motto; Rangers lead the way! Dates back to WW2 at Dog White sector of Omaha Beach, when then-Brigadier General Norman Cota, an assistant division Commander of the 29th Infantry division, informed one Major Max Schneider CO of the 5th Ranger Battalion upon discovering his Battalion were Rangers; "Well, god******, if you're Rangers, lead the way!" and from there the motto was instilled into the Regiment to this very day. Please note: The insignia on the right is the distinctive unit insignia of the 75th Ranger Regiment. Much like the Green Berets, the insignia is placed on the Beret itself. Unlike the Green Berets however, the Ranger Beret is beige. 1st Special Forces Operational Detachment-Delta - Most commonly known as Delta Force or "The Unit", this group of highly trained operators are one of three of the U.S Military's primary Tier 1 Special Missions units. Their counterparts in the Navy & Air Force are DEVGRU & 24th Special Tactics Squadron. Many aspects of Delta Force are classified from the missions they undertake to what they're looking for in recruits during selection. What is known however, is that they take part in Counter-Terrorism, Direct Action, Hostage Rescue, and Special Reconnaissance missions. Most of Delta's Operators are selected from the U.S Army Special Operations Command's elite Special Forces groups (Green Berets) and the 75th Ranger Regiment along with other Special Operations units. Please note: The insignia on the right is the distinctive unit insignia of Delta Force. Much like the Green Berets & 75th Ranger Regiment, the insignia sits in the Beret itself. As for what color the Beret is, I think that varies between individuals, and what group they were a part of prior to joining Delta Force. So If they have a Maroon beret, they were part of the U.S Airborne. If they have a Green Beret, they were part of the Green Berets. If they have a Beige Beret, they were part of the 75th Ranger Regiment. I could be wrong though as well, so keep that in mind. And with all of that out of the way we bring the post to an end. I hope everyone likes the idea of having these badges on offer in the game, I know the U.S already has a lot of representation via badges currently. But, when it comes to badges and soldier customization in general, more is simply more in my opinion. I will likely get started on the U.S Marine Corps later today, it should be a fairly small suggestion post since the Marine Corps is the 2nd or 1st smallest service branch of the United States Armed Services. I say 2nd or 1st because Space Force is the newest service Branch, but it's still considered a department of the Air Force right now even though it's suppose to be independent. Most likely a "It's still in development" sort of thing. Anyways! Till the next suggestion post... Have a good one!
  19. Hey Folks Life got extremely busy and unfortunately I wasn't able to complete this post in a timely manner that I prefer. But, better late than never (even if I never expect any of my suggestions to actually be added to the game.) Anyways, I will be covering Supplies this time around and how I think they should be utilized in the WW3 Meta game. If you haven't read my previous suggestion posts regarding the WW3 Meta game, you might want to read at least the 2nd suggestion post I made where I cover how Factions should be able to claim new territory, and from there you will see why I would love it if the Developers changed the current system in regards to the WW3 Meta game. Suggestions to Improve the WW3 Meta Game - War Map If you wish to read other Suggestion posts I have made, click the link below. Otherwise, lets get started with how things currently work with Supplies. Warning; this post is going to be fairly long. ---- Dunabar's "Master Suggestion Post Archive" ---- Content of this post Section 1 - How Supplies currently work in the WW3 Meta Game Section 2 - Regional Headquarters Section 3 - Military Assets & Militarization Meter Section 4 - Capturing regions with Military Assets built in them & Faction chat Section 5 - Requisition Supplies ---- Section 1 - How Supplies currently work in the WW3 Meta Game The way Supplies currently work in game (or at least how they did before the Meta Game was left in limbo) is that Players would invest their Supplies into three different categories in a region, these three different categories would offer certain benefits to the faction with the most supplies invested into each category, and by having the most supplies invested in each category the Faction would take control of the region. Simple and straight forward. However, I personally don't like the system in it's current shape and that is mainly because (as I established in the War Map post) this makes the meta game feel less like a World War and more into an actual Bidding War where the two factions are just trying to donate more than the other to secure a region. So, if the Developers were to change how Factions take over regions of the World in the Meta Game, what role could Supplies still play in the meta game if they no longer have a direct effect on determining who controls a region of the War Map? In my personal 2 cent opinion, I would love it if there was a light RTS game element to the War Map that utilizes the Supplies as part of influencing gameplay and by light RTS I mean really light. No seeing AI models running around the map, no sending massive waves of tanks to slaughter a enemy team during an active match, or any of that sort RTS gameplay. What I'm talking about is the following... ---- Section 2 - Regional Headquarters Starting off simple I would suggest every region that comes under control by one of the Factions automatically generates a Regional Headquarters (or simply Regional HQ) in that region. A simple icon that Players can click on that takes them to some information panels. These Information panels should in turn provide the following- Records Captured: (Insert numbers here) Controlled since: (Insert numbers here) East Victories in region: (Insert number(s) here) West Victories in region: (Insert number(s) here) East Losses in region: (Insert number(s) here) West Losses in region: (Insert number(s) here) Total Eastern Casualties: (Insert number(s) here) Total Western Casualties: (Insert number(s) here) Total Eastern Vehicles Destroyed: (Insert number(s) here) Total Western Vehicles Destroyed: (Insert number(s) here) Provide Supplies for Military Assets - Will cover in Section 3 List of all Military Assets that can still be constructed, broken down by types, and buttons to donate Supplies to the construction of those Military Assets. Constructed Military Assets in the Region List of all currently constructed Military Assets broken down by types Militarization Meter - Will cover in Section 3 A Meter showing how Militarized the region is. On-going Operations Current Operation Phase, (Insert Frontlines/Momentum of War here) Active Operation Centers - Will cover in Section 3 (Insert list of active Operations here) I think that covers all the must know information. But, I know there is information that still needs to be provided and I will cover that information in the next section below. ---- Section 3 - Military Assets & Militarization Meter. Since (ideally) Supplies would no longer dictate who controls a region on the War Map, the Supplies resource would need to go towards something different, and that something plays into that light RTS gameplay I was talking about. I would like it if Players could invest/donate their Supplies towards enhancing their own Faction's abilities, hindering the opposing Faction, and countering the efforts of the opposing Faction. I would like to see this come to life through Military Assets that are essentially regional upgrades (or "Improvements", "Buildings", etc... for that RTS-lingo) for the various regions of the War map. These Military Assets should come in different types that have different benefits for constructing them. But, they should come with a rather large Supply cost to make their construction a true Faction effort. These types of Military Assets should be- Defensive Assets Defensive Military Assets should focus primarily on hindering the opposing Faction that is attacking a region. These assets should do stuff like making the Faction's Strikes cost more Battle Points when attacking certain regions with certain Defensive Assets, reducing their Operational duration, and whatever else seems reasonably possible. An example of such a Defensive asset can be something like (Keep in mind I'm working within the current general WW3 Framework.)- Advance Air Defense Network - (THIS IS JUST A GENERAL EXAMPLE) Type: Defensive Asset Supply cost: 20,000 (Just a random number) Limit: 1 per region Effects Matches: Warzone & Breakthrough Stacking effects: None Duration: Constant unless destroyed Effects: Reduces enemy Air Support capabilities Increases Battle Point cost for Airstrikes by X. Increases Battle Points cost for Bombing Runs by X. Increases Battle Points cost for Radars by X. Increases Battle Points cost for Jammers by X. Manufacturing Assets Manufacturing Military Assets should focus on assisting the controlling Faction that is defending the region and providing some bonuses to other Military Assets. These assets should do stuff like making Player's strikes cheaper to deploy, adding additional effects to other Military Assets, and whatever else seems reasonably possible. An example of such a Manufacturing asset can be something like (Keep in mind I'm working within the current general WW3 Framework.)- Mechanized Factory - (THIS IS JUST A GENERAL EXAMPLE) Type: Manufacturing Asset Supply cost: 28,000 (Just a random number) Limit: 1 per region Effects Matches: Warzone & Breakthrough Stacking effects: None Duration: Constant unless destroyed Effects: Increases supply of Mechanized assets. Decreases base cost of AFVs Decreases base cost of MBTs Provides 1 free stock AFV at the start of a match of Warzone in this region. Provides 1 free stock MBT at the start of a match of Warzone in this region. Provides 1 free stock AFV at the start of a match of Breakthrough in this region. Provides 1 free stock MBT at the start of a match of Breakthrough in this region. (Bonus with Mechanized Operations) Provides 1 free stock AFV & MBT at the start of a match of Warzone & Breakthrough in an adjacent region for the controlling Faction. Intelligence Assets Intelligence Military Assets should focus on assisting the controlling Faction by monitoring adjacent regions controlled by the controlling Faction or gaining intelligence of current operations or construction efforts by the opposing faction in their own regions. An example of such a Intelligence asset can be something like (Keep in mind I'm working within the current general WW3 Framework.)- Surveillance Center - (THIS IS JUST A GENERAL EXAMPLE) Type: Intelligence Asset Supply cost: 18,000 (Just a random number) Limit: 1 per region Effects Matches: None Stacking effects: None Duration: 6 hours Effects: Monitors for hostile activity in nearby regions and in this region. Attempts reaval constructed Military Assets of the opposing Faction in the adjacent regions connected to this one. Chance of exact determination: 25% Chance. Chance of rough estimate: 50% Chance. Chance of poor estimate: 75% Chance. Attempts to gauge the rough Militarization makeup of the observed adjacent opposing Faction regions. Chance of exact determination: 25% Chance. Chance of rough estimate: 50% Chance. Chance of poor estimate: 75% Chance. Warns of ongoing hostile Operations being carried out in this region and adjacent friendly controlled regions. Updates gathered Intelligence once every hour. Increases success chances of Operations being carried out in this region. Operation Assets Operation Military Assets should focus primarily on disrupting or defeating the efforts of the opposing Faction in the friendly controlled region or adjacent friendly/enemy controlled regions. Operation Assets should be rather cheap to establish, but requires regular expenditure of Supplies to conduct Operations that have a chance of destroying the Military assets of the opposing Faction, countering Operations of the opposing Faction, and whatever else is reasonably possible. An example of such a Operation asset can be something like (Keep in mind I'm working within the current general WW3 Framework.)- Long-Range Artillery Operations - (THIS IS JUST A GENERAL EXAMPLE) Type: Operations Supply cost: 5,000 (Just a random number) Limit: 1 per region Effects Matches: Varies by target of interest Stacking effects: None Duration: Constant unless destroyed Effects: Attempts to destroy enemy Military Assets in adjacent regions, chances increases or decrease depending on Defensive Military Assets in region. Launch attack from (Insert controlled region here) into (insert opposing faction controlled region here) - target (insert cheap Military Asset here). Supply cost: 10,000 (Just a random number) Chance of success: 50% (Bonus) Chance of success increased by 25% with Surveillance Center Launch attack from (Insert controlled region here) into (insert opposing faction controlled region here) - target (insert expensive Military Asset here). Supply cost: 10,000 (Just a random number) Chance of success: 15% (Bonus) Chance of success increased by 25% with Surveillance Center (Insert whatever other Long-Range Artillery Operations after this) Logistics Assets Logistics Military Assets should focus primarily on aiding the controlling Faction in either defending the local region or attacking adjacent ones controlled by the opposing Faction. These assets should focus on reducing the build costs of other Military assets, providing aid to players during matches, and whatever else seems reasonably possible. An example of such a Logistics asset can be something like (Keep in mind I'm working within the current general WW3 Framework.)- Storage Depot - (THIS IS JUST A GENERAL EXAMPLE) Type: Logistics Supply cost: 10,000 (Just a random number) Limit: 1 per region Effects Matches: All match types & Operations Stacking effects: None Duration: Constant unless destroyed Effects: Stores resources in the local region for use during Operations & Matches Reduces the cost of Long-Range Artillery Operations by X Grants Players 1 additional Primary Weapon & Secondary Weapon ammunition for non-Special weapons during matches. Grants Players 1 additional Grenade during matches. (Insert whatever other benefits after this) As a Faction constructs these Military assets, they will begin to fill up what is called the Militarization Meter. This Militarization Meter is simply a way for players of the controlling Faction to see roughly just how much their Faction has invested in a region at a glance. For the opposing Faction, they should be required to use Intelligence Assets at a chance of revealing such information along with what exactly the opposing Faction has built in the region. This way it isn't exactly the best strategy to just blindly attack a region, better to get some intelligence on them first before attacking that way Players can determine the best course of action. All of this will obviously need to be balanced and that part (as usual with me) I leave to the Developers if they were to go down this path. I'm sure at this point however, you might be wondering; what if the opposing Faction takes over the region when the previous Faction had invested resources into constructing Military assets there? That spins us into section 4... ---- Section 4 - Capturing regions with Military Assets built in them & Faction Chat Now this part I will admit I'm a bit conflicted on. In one sense I think if your Faction takes on a fully militarized region & secures it, that Faction should get all the Military Assets that were previously constructed in it. However, sometimes accidents do happen in war and target locations desired for capture instead of destruction tend to either become damaged or completely destroyed. So, to make a balance of gameplay vs. realism, I would suggest giving a percentage chance of different variables happening when a Faction secures a location. General example- - (THIS IS JUST A GENERAL EXAMPLE) 25% chance of capturing the region completely intact. 50% chance of capturing the region with some damaged Military assets that require supplies to be repaired. 75% chance of capturing the region with a mixture of Military assets being heavily damaged or destroyed. Again that is just a general example, the numbers don't need to be exactly that. There could even possibly be ways for players to influence those chances through some Military Assets if the Developers want to go with that particular path. Overall I think this is the best middle ground approach between gameplay vs. realism and by adding in a chance of improving those numbers through Military Assets, you also give another incentive to players taking part in the meta game to really concern themselves with where they're putting their supplies, and maybe that can result in players within the same Faction to interact/communicate with each other more. Speaking of which...how would these two Factions achieve internal communication with their own members? This is where the Faction Chat kicks in... When players are exploring the War Map of WW3, they should have access to a Faction Chat. This Faction Chat suggestion is exactly as it sounds, it's a dedicated chat channel for players belonging to the same faction . No West Players talking with East Players and visa versa. This allows the members of the two Factions a way to organize teams, organize supply donations for Military assets, and etc. Maybe it won't be used for that, but at the very least the option would be there for them to do it if they so choose. But, to begin wrapping this post up before it gets much longer, I have one last suggestion that Players can spend their Supplies in that isn't another Military Asset in a sense. ---- Section 5 - Requisition Supplies I think there should be a tab for Players to exchange in-game Money & Supplies for temporary benefits during matches. These benefits should not do anything like...increase their health, give them extra body armor, or any "magical" perks that just seem to happen for no reason. No, rather I think what they should have is access to options like... - (THIS IS JUST A GENERAL EXAMPLE) Exchange 1000 Supplies for 500 in-game Money - Have a lot of Supplies and still need to buy stuff? Sell it for in-game Money. Exchange 1000 in-game Money for 500 Supplies - Have a lot of money and nothing to buy? Sell it for Supplies. Extra Primary Ammunition (A) Supply cost: X (B) In-game money cost: X Grants the Player 1 extra Magazine for their Primary Weapon Duration: Lasts 1 hour Extra Secondary Ammunition (A) Supply cost: X (B) In-game money cost: X Grants the Player 1 extra Magazine for their Secondary Weapon Duration: Lasts 1 hour Extra Special Ammunition (A) Supply cost: X (B) In-game money cost: X Grants the Player 1 extra Rocket or Magazine for their Special class weapons. Duration: Lasts 1 hour Extra Ammunition Supplies (A) Supply cost: X (B) In-game money cost: X Grants the Player 2 extra charges when using the Ammunition Bag gadget. Duration: Lasts 1 hour Extra Medical Supplies (A) Supply cost: X (B) In-game money cost: X Grants the Player 2 extra charges when using the Ammunition Bag gadget. Duration: Lasts 1 hour And overall you get the idea. It just takes the current system and turns it into a meta game market for players to use as they see fit. It also gives players a way to get some use out of their excess Supplies & in-game money as well, rather than just building it up endlessly. With that out of the way however, we bring this post to an end to ensure it doesn't get too much longer. ---- I know this was a rather long post, but I had a lot to cover with it. I'm sure I won't get everyone on board with this suggestion, some players just want to play the game, and think nothing else about it beyond shooting other players in a match & their loadouts. Which is why in my Suggestions to Improve the WW3 Meta Game - War Map I mentioned that I think there should be Meta game dedicated servers. This way players that don't want to take part in the WW3 Meta Game in any shape or form and not have it impact their day to day gameplay can just 100% opt out of it all together. But, for me personally, I want to see the WW3 Meta game be something a little more than just a tact on feature, I want it to be something where taking part in it actually has affects on gameplay depending on the choices that are made. Where players are not trying to outbid each other for different regions on the World map, but actually fighting a digital struggle in this fictional 3rd World War to do it. So, I hope you like the idea I put forward, even if maybe just the general idea of it. If not, well, cannot please everyone. I may do one more suggestion post for the WW3 Meta Game Seasonal Rewards, but at the moment I'm not sure how to improve on that aspect of the meta game. I do have some other ideas knocking around in my head that might be able to be tied into the Meta Game, but first I need to do some more pondering over those before I get around to posting them. So, for the time being, I will say my series of suggestion posts regarding the WW3 Meta Game are completed for the time being. Like any suggestion post I make however; I leave all of this ultimately up to the Developers. If they like the idea and want to run with it. Cool. If they don't like it and rather just not add it. Cool. I just make the suggestion posts, its up to them to do what they see fit with them. Till the next suggestion post however... Have a good one folks! PS: I will add more to this post and update it if I feel I need to. Also if something didn't seem very clear (I was burning my late night oil as usual, means I'm more prone to making mistakes), by all means point it out, and I will see how I can clear things up.
  20. Hey Folks Time to wrap up round 3 of Weapons that can enhance WW3 and today we have what almost amounts to a modern Anti-Tank Rifle (though not actually, it's closer to that of a Light Cannon than anything else.) the XM109 AMPR, or as I'm simply calling it for the sake of the post & degree of realism, the M109 AMPR. A nasty prototype weapon created from the Barrett M82 or the U.S M107 .50 BMG and is even stronger in terms of damage dealing capability than the M82/M107. But, that is enough bla bla! If you wish to read other Suggestion posts I have made, click the link below. Otherwise, lets get started with the M109 AMPR. ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - The M109 AMPR - Real life information behind the M109 AMPR. Section 2 - Favored Playstyle & Stat Comparisons - Comparing stats between current in-game Special Weapons and suggested Special Weapons with the M109 AMPR. Section 3 - Special Features - Special features I think the M109 AMPR should have. Section 4 - Customization - Customization options I think the M109 AMPR should have. ---- Section 1 - The M109 AMPR Introduction & Demonstration Videos of the M109 AMPR. - Still looking for videos over this Weapon. Extra Information sources. XM109 AMPR - TFB XM109 AMPR - Gun Wiki XM109 AMPR - Wiki The Semi-Automatic XM109 AMPR, formerly known as the Objective Sniper Weapon (OSW), is a prototype Anti-Material Rifle/Grenade Launcher created by Barrett Firearms Manufacturing (X being a marking for a weapon being a prototype in the U.S Military.) It's design was based on the battle proven M82/M107 Anti-Material Rifle, using largely the same design makeup to create the XM109 AMPR with the largest change being to the upper receiver to allow the weapon system to chamber the 25x59mm Grenade Round that it fires. The 25x59mm Grenade Rounds currently come in two primary types, High Explosive & Armor-Piercing. However, this ammunition is the same as the cancelled XM307 ACSW (Advanced Crew Served Weapon) project which was designed around creating a 25mm automatic grenade launcher that fired smart airburst munitions. This means that, in theory, the XM109 AMPR can also fire Airburst rounds as well, which when partnered up with the BORS (Barrett Optical Ranging System) ballistic computer, could mean that the XM109 AMPR can accurately place airburst attacks on target wherever the shooter needs them. But, this is a theory right now and overall the current XM109 AMPR Project is currently in a state of Unknown. The project hasn't been officially cancelled nor adopted. When last updated, Barrett was researching ways to reduce the massive recoil of the weapon as the last registry of it was considered beyond Human limitation. So, if the weapon was to be added to the game, what playstyle would the gun favor, and most importantly where exactly would it stand when compared to generally similar Special Weapons? ---- Section 2 - Favored Playstyle & Stat Comparisons If added to the game, the M109 AMPR should serve as a bridge between Precision Sniper Rifles & Special Weapons that favors Defensive players above all else. It's damage should stand somewhere between the TOR & RPG-7, though more towards the TOR above all else. Against enemy Infantry, the AMPR should be deadly on direct impact, and have a small 1.5 to 2.5 meter splash damage radius when using it's stock HEDP rounds (It is firing a grenade round larger than .50 BMG after all.) Against enemy Vehicles the damage should obviously vary between the types. But, AFVs & MBTs should only be damaged by the AMPR if the weapon hits them in the rear with HEDP rounds or if it's using AP rounds for everywhere else. To balance out this weapon it should be Heavy, one of the weaker special weapons (in terms of general damage), high recoil & modest spread to dissuade spam firing, small ammo pool, and should be treated as a AMR (Anti-Material Rifle) which requires players to go Prone before they can ADS with the weapon. In turn the Player gets what amounts to a free (BP cost wise) Light Cannon that can be suppressed, placed wherever they feel is best to take up a position in, doesn't generate a smoke trail back to them, allows some the ability to fire rounds in fairly quick succession for moderately quick multi-hits, and only needing to reload the weapon after five shots. Now, lets move on to comparing possible stats of the M109 AMPR vs. the RPG-7 and the suggested GM-94 & Spike. I made some changes to my color coding system and I think it will give a better picture than the older color coding system I was using prior to this. (S) - The weapon is one I have suggested but isn't actually in the game currently. Cyan - Suggested Weapon is at a notable advantage compared to this Weapon Green - Suggested Weapon is at a advantage compared to this Weapon Yellow - Suggested Weapon is either equal, at a marginal advantage, or at a marginal disadvantage compared to this Weapon Orange - Suggested Weapon is at a disadvantage compared to this Weapon Red - Suggested Weapon is at a notable disadvantage compared to this Weapon Please note: I cannot test these stats to confirm balance, so think of these as more of a proposed starting place for testing on the PTE, and I'm comparing the stats of the weapons from a stock design against another stock design without taking customization into consideration. This is primarily to help keep the post small and avoid making a massive amount of variables to take into consideration. AMPR proposed and compared stats. AMPR Weight: 31.00 RPG-7: 16.8 (S) GM-94: 17.50 (S) Spike: 28.00 AMPR Recoil: 0.8 RPG-7: 6.0 (S) GM-94: 3.0 (S) Spike: 0.1 AMPR Spread: 0.4 RPG-7: 1.5 (S) GM-94: 2.0 (S) Spike: 0.8 AMPR Reload time: 3.3 RPG-7: 3.3 Seconds (S) GM-94: 4.0 Seconds (S) Spike: Doesn't reload AMPR Rate of Fire: 80 RPG-7: 60 (S) GM-94: 130 (S) Spike: 1 AMPR Caliber: 25x59mm RPG-7: 40mm (S) GM-94: 43mm (S) Spike: Tandem-Charge HEAT AMPR Muzzle Velocity: 460 m/s RPG-7: 300 m/s (S) GM-94: 100 m/s (S) Spike: 150 m/s With this out of the way we move on to special features which is going to be some what short ---- Section 3 - Special Features 25x59mm Munitions - This special Grenade round is all the M109 AMPR fires and should only come in Fragmentation, High Explosive Dual Purpose, and Armor Piercing. Anti-Material Rifle - Should require players to be Prone before being able to shoot while Aiming Down Sight (ADS) just like the TOR will. Three Full Magazines - The M109 AMPR should only have three full magazines (15 rounds in Total) of either Fragmentation, HEDP, or AP. Unique Muzzle Brake & Suppressor - Because the M109 AMPR has a unique Muzzle Brake & Suppressor in real life, the AMPR in game should have them as well to offer some degree of differences. Airburst Munitions - Should the Developers add some form of Airburst munitions in the future to certain weapons, the M109 AMPR should be one of the weapons considered for the Airburst munitions as well for increased flexibility Caliber Conversion - Should the Developers add Caliber Conversion in the game, the M109 AMPR could be converted back down to a standard M82/M107 AMR (Barrett .50 for those that don't know the designations) or visa versa if they want to make the M107 instead of the M109. ---- Section 4 - Customization Now this part will be rather quick since I don't plan to go over stats or anything like that. Just a quick mention of what customization options the M109 AMPR should and should not have access to in my opinion, Primary Sights All Sights optional Secondary Sights All Sights optional Barrels Medium Barrel (Stock) Muzzles M109 Muzzle Brake (Stock) M109 Suppressor Lowers Bipods only (It's a AMR, no point in offering the other Lowers.) Side All sides optional Magazines 5 Rounds (Stock) Ammunition Fragmentation - Anti-Personnel focused rounds. High Explosive Dual Purpose - Balanced Anti-Personnel & Vehicle rounds. (Stock) Armor Piercing - Anti-Vehicle focused rounds. As for bodyparts there is nothing to add since the weapon is still a Prototype. But, the Developers can always get creative with it if they like. And with that out of the way we're done. I hope everyone likes the idea of the M109 AMPR being added to the game, even if not exactly how I suggest adding it. It's rather tricky to find a variety of weapons in this particular category just like Battle Rifles & Precision Sniper Rifles. There is only so many ways one can differ things that explode, or are used to destroy Vehicles, or lob grenades into a target area, and etc etc...Mainly because of both realistic Human limitations & Technological limitations. But, this will wrap up round 3 of Weapons that could enhance WW3. I'm going to take a little break from these posts after this, mainly to get some other suggestions squared away, wrap up my suggestions for the WW3 Metagame, and some other stuff. So, till I see you at the next suggestion post and the future 4th round of Weapons that can enhance WW3... Have a good one folks!
  21. Hey Folks Time to get one of the last weapon suggestions out of round 3 of "Weapons that could enhance WW3" and today we will cover the popular HK21. A very cool GPMG out of Germany that is more known for it's service outside of Germany, rather than it's service in Germany, and a gun that has a good bit of stuff that Players could ideally do with it if all the pieces fell into place. After this post I just have Special Weapons left to go, then I'm going to take a little break from Weapon Suggestion posts to get round 4 of "Weapons that could enhance WW3" all figured out, and cover some stuff I have been planning to cover for awhile out of the way. If you wish to read other Suggestion posts I have made, click the link below. Otherwise, lets get started with the HK21 ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - The HK21- Real life information behind the HK21. Section 2 - Favored Playstyle & Stat Comparisons - Comparing stats between current in-game LMGs and suggested LMGs with the HK21. Section 3 - Special Features - Special features I think the HK21 should have. Section 4 - Customization - Customization options I think the HK21 should have. ---- Section 1 - The HK21 (left to right) HK21 without a Belt Box and a HK21 with a Belt-Box. Introduction & Demonstration Videos of the HK21. HK21/23 - TFB TV (Warning, full auto fire at the start of the video.) HK21 - Forgotten Weapons HK23 - Machine Gun Mike Extra Information sources HK21/HK23 - Modern Firearms HK21 - Gun Wiki HK21 - Wiki Back when the G8 Battle Rifle was created, H&K wanted to a created a General Purpose Machine Gun based off of the G3's design to go along side their Battle Rifle. What would come would be the HK21 which would largely see service outside of Germany with the Nations of Portugal, Sweden, Peru, Morocco, Thailand, South Africa, Denmark, United States, and others. During the 1980s the HK21A1 would undergo a modernization alongside the HK11A1 which would result in a new modular family of Machine Guns which share a lot of commonality between each other. Outside of it's ease of ability to be converted to use different calibers, the HK21 also features a four point fire selector that allows for safe, semi-automatic, 3-round burst, and fully automatic fire which grants the shooter plenty of choices for their situational need. A rather unique feature given that most Machine Guns only have safety & fully automatic fire. Today the HK21 is still in service with several countries such as Mexico, Jordan, Bolivia, El Salvador, Malaysia, and others providing it's reliability & adaptability where it is needed for them. So, if the gun was to be added to the game, what playstyle would the gun favor and most importantly where exactly would it stand when compared to the other Machine Guns? ---- Section 2 - Favored Playstyle & Stat Comparisons In terms of playstyle, the HK21 should be able to favor all sorts of different players as a rather adaptable machine gun through customization, a sort of jack-of-all trades, but a Master of none of them at once. To balance this it should have moderately high recoil, be modestly heavy, fairly high spread, slow reload speed (it's awkward in real life), and overall be much more demanding on players by forcing them to learn when to switch between the different fire modes. In exchange the HK21 should have deeper customization than most Machine Guns, have a high rate of fire, and middle of the road muzzle velocity. Now, lets move on to comparing possible stats of the HK21 vs. the Pecheneg, UKM, MG5, and the suggested LWMMG & M68. I made some changes to my color coding system and I think it will give a better picture than the older color coding system I was using prior to this. (S) - The weapon is one I have suggested but isn't actually in the game currently. Cyan - Suggested Weapon is at a notable advantage compared to this Weapon Green - Suggested Weapon is at a advantage compared to this Weapon Yellow - Suggested Weapon is either equal, at a marginal advantage, or at a marginal disadvantage compared to this Weapon Orange - Suggested Weapon is at a disadvantage compared to this Weapon Red - Suggested Weapon is at a notable disadvantage compared to this Weapon Please note: I cannot test these stats to confirm balance, so think of these as more of a proposed starting place for testing on the PTE, and I'm comparing the stats of the weapons from a stock design against another stock design without taking customization into consideration. This is primarily to help keep the post small and avoid making a massive amount of variables to take into consideration. HK21 proposed and compared stats. HK21 Effective ranges: 0 - 105m (40 damage.) Damage decreases at 101m - 140m (30 damage) Pecheneg Bullpup: 0 - 105m (43 Damage.) Damage decreases at 120m - 135m (30 Damage) UKM: 0 - 105m (40 Damage.) Damage decreases at 106m - 135m (32 Damage) MG5: 0 - 105m (40 Damage.) Damage decreases at 106m - 135m (32 Damage) (S) LWMMG: 0 - 120m (55 damage.) Damage decreases at 121m - 140m (43 damage) (S) M68: 0 - 100m (33 damage.) Damage decreases at 101m - 140m (30 damage) HK21 Weight: 21.3 Pecheneg Bullpup: 20.2 UKM: 21.7 MG5: 30.0 (S) LWMMG: 32.9 (S) M68: 17.5 HK21 Recoil: 0.88 Pecheneg Bullpup: 0.73 UKM: 0.85 MG5: 0.9 (S) LWMMG: 0.9 (S) M68: 0.36 HK21 Spread: 0.28 Pecheneg Bullpup: 0.35 UKM: 0.3 MG5: 0,25 (S) LWMMG: 0.20 (S) M68: 0.18 HK21 Reload time: 8.4 Seconds Pecheneg Bullpup: 8.7 Seconds UKM: 7.9 Seconds MG5: 7.9 Seconds (S) LWMMG: 7.9 Seconds (S) M68: 6.8 Seconds HK21 Rate of Fire: 800 RPMs Pecheneg Bullpup: 550 RPMs UKM: 640 RPMs MG5: 720 RPMs (S) LWMMG: 400 RPMs (S) M68: 550 RPMs HK21 Caliber: 7.62x51mm Pecheneg Bullpup: 7.62x54mm UKM: 7.62x51mm MG5: 7.62x51mm (S) LWMMG: .338 Norma Magnum (S) M68: 6.8x51 Sig HK21 Muzzle Velocity: 850 m/s Pecheneg Bullpup: 900 m/s UKM: 860 m/s MG5: 785 m/s (S) LWMMG: 800 m/s (S) M68: 820 m/s HK21 Bullets to Kill: HDPE: 3 / PTLN: 4 / Cer: 4 / STL: 5 Pecheneg Bullpup: HDPE: 3 / PTLN: 3 / Cer: 4 / STL: 5 UKM: HDPE: 3 / PTLN: 4 / Cer: 4 / STL: 5 MG5: HDPE: 3 / PTLN: 4 / Cer: 4 / STL: 5 (S) LWMMG: HDPE: 2 / PTLN: 2 / Cer: 2 / STL: 3 (S) M68: HDPE: 4 / PTLN: 4 / Cer: 6 / STL: 8 With this out of the way we move on to special features. ---- Section 3 - Special Features This will be short since there isn't much that I think really needs to be mentioned at this time. Burst Fire - The HK21 should have the option to use Semi-Automatic, 3-Round Burst, and Fully Automatic fire like all Assault Rifles currently do. More Magazine options - The HK21 should have access to a 30 round magazine, 80 round Drum magazine, and 100 round Belt Box with the 100 round Belt Box being the stock option. All Barrel options - The HK21 should have access to all Barrel lengths with the medium barrel being the stock barrel. Caliber Conversion - Should WW3 allow Players to convert guns to different calibers, the HK21 should have access to 7.62x39, 5.56x45 NATO, and .308 Winchester ammunition on top of the 7.62x51 NATO. Otherwise just keep the weapon as the HK21 with the 7.62x51 NATO. ---- Section 4 - Customization Now this part will be rather quick since I don't plan to go over stats or anything. Just a quick mention of what the HK21 should & should not have access to in my opinion when it comes to customization options. Primary Sights All Sights optional Secondary Sights All Sights optional Barrels Long Barrel Medium Barrel (Stock) Short Barrel Muzzles All Muzzles optional Lower All Lowers optional Side All Side mounts optional Magazines 30 Round Magazine 80 Round Drum Magazine 100 Round Belt Box (Stock) Ammunition All (Gun) Ammunition Types optional And there doesn't seem to be any real aftermarket parts for cosmetics, so I'm either looking in the wrong place or there purely isn't anything out there. The Developers could get creative if they want of course. With all of that out of the way though, this brings the post to an end. I hope you like the idea of seeing the HK21 added to the game, even if maybe not the in the way I have suggested. This is honestly a very cool gun, not just because of visual appeal, but the idea that you can get so many different configurations out of this gun if caliber conversion becomes a thing. You can have the HK11 one moment, the HK23 in the next moment, go back to the HK21, or go with the very rare HK22 (Watch the first video I posted if I may have confused you with all this.) A nice bit of neat stuff that could be done with this weapon if all the pieces fell into place. But, for now lets wrap this up. Till the next suggestion post comes around... Have a good one folks!
  22. Hey Folks Still have a few more of these gun suggestion posts to complete for Round 3 of "Weapons that could enhance WW3" and I figured I would cover another weapon I have suggested once before to give it a chance for individual judgement like all the other weapons I have suggested. But, I wanted to go a little further and suggest a weapon that currently isn't operated by any Military or Law Enforcement groups, that could join the ranks of outsider weapons like that of the DMG Nine-Millie & Alpha (to my knowledge anyways.) So, today we will be covering the American Micro Dynamic Rifle (MDR.) If you wish to read other Suggestion posts I have made, click the link below. Otherwise, lets get started with the MDR. ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - The MDR - Real life information behind the MDR Section 2 - Favored Playstyle & Stat Comparisons - Comparing stats between current in-game BRs and suggested BR with the MDR. Section 3 - Special Features - Special features I think the MDR should have Section 4 - Customization - Customization options I think the MDR should have ---- Section 1 - The MDR The MDR (Micro Dynamic Rifle) Introduction & Demonstration Videos of the MDR. MDR - Forgotten Weapons MDR - InRangeTV MDR - Garand Thumb MDR - Military Arms Channel MDR - IraqVeteran8888 Extra Information sources MDR - Desert Tech MDR - Modern Firearms MDR - Gun Wiki The Desert Tech MDR (Micro Dynamic Rifle) is a multi-caliber, Bullpup Rifle created by the Desert Tech firearms company. First seen in 2014, but not actually officially being produced till 2017, the company's goal was to create a highly ergonomic, ambidextrous, adaptable, and compact weapon system. While these features were achieved, it was internal problems that would give the MDR a bad reputation in it's early days, requiring the company to modify or entirely re-engineer internal parts of the weapon such as the Gas System, and Extractor which was breaking at a high frequency all of which have been resolved. Original prototypes of the weapon also featured a three position fire selector to allow for the weapon to either be set to Safe, Semi, or Fully Automatic fire. But, because there has been no interest from either Military or Law Enforcement, the modern MDR has only ever come with the capability of Semi-Automatic fire in the Civilian market. Current conversion kits allow for the usage of .223 Wylde, .308 Winchester, 300 BLK, 5.56x45 NATO, and 7.62x51 NATO. So if the gun was to be added to the game, what playstyle would the gun favor, and most importantly where exactly would it stand when compared to the other Battle Rifles? ---- Section 2 - Favored Playstyle & Stat Comparisons In terms of playstyle, the MDR should largely be a medium-long range focused Battle Rifle that favors players with steady aim that like to keep the enemy at a distance or flanking their targets rather than fighting them face to face. The weapon should feature no fully automatic fire capability (to mimic that it's not a Military or Law Enforcement Weapon and add different weapon variety), have one of the highest muzzle velocities for a Battle Rifle in game using the .308 Winchester ammunition, and of course naturally have the positives & negatives that come with a being a bullpup weapon. To balance this out further however, I would suggest giving it a modestly high spread to discourage reckless spam fire, modestly long reload speed, and higher than average weight (for balance reasons not realistic reasons.) Now, lets move on to comparing possible stats of the MDR vs. the SCAR-H, M417, and the suggested BREN 2 BR & ASh-12. I made some changes to my color coding system and I think it will give a better picture than the older color coding system I was using prior to this. I'm still getting it all fine tuned as well, so I will be updating all my current weapon suggestion posts later on. (S) - The weapon is one I have suggested but isn't actually in the game currently. Cyan - Suggested Weapon is at a notable advantage compared to this Weapon Green - Suggested Weapon is at a advantage compared to this Weapon Yellow - Suggested Weapon is either equal, at a marginal advantage, or at a marginal disadvantage compared to this Weapon Orange - Suggested Weapon is at a disadvantage compared to this Weapon Red - Suggested Weapon is at a notable disadvantage compared to this Weapon Please note: Once again, I cannot test these stats to confirm balance, so think of these as more of a proposed starting place for testing on the PTE, and I'm comparing the stats of the weapons from a stock design against another stock design without taking customization into consideration. This is primarily to help keep the post small and keep what little sanity I have left in me. MDR proposed and compared stats. MDR Effective ranges: 115m (44 damage.) Damage decreases at 116m - 135m (32 damage) SCAR-H: 0 - 105m (40 damage.) Damage decreases at 106m - 135m (32 damage) M417: 0 - 105m (40 damage.) Damage decreases at 106m - 135m (32 damage) (S) BREN 2 BR: 105m (40 damage.) Damage decreases at 106m - 135m (32 damage) (S) ASh-12: 0 - 35m (55 damage.) Damage decreases at 36m - 135m (38 damage) MDR Weight: 19.0 SCAR-H: 17.6 M417: 18.3 (S) BREN 2 BR: 17.9 (S) ASh-12: 25.0 MDR Recoil: 0.66 SCAR-H: 0.92 M417: 0.95 (S) BREN 2 BR: 0.87 (S) ASh-12: 0.98 MDR Spread: 0.26 SCAR-H: 0.2 M417: 0.14 (S) BREN 2 BR: 0.22 (S) ASh-12: 0.28 MDR Reload time: 4.8 Seconds SCAR-H: 4.0 Seconds M417: 1.0 Seconds (S) BREN 2 BR: 4.8 Seconds (S) ASh-12: 4.8 Seconds MDR Rate of Fire: 620 RPMs SCAR-H: 525 RPMs M417: 430 RPMs (S) BREN 2 BR: 620 RPMs (S) ASh-12: 600 RPMs MDR Caliber: .308 Winchester SCAR-H: 7,62x51mm M417: 7,62x51mm (S) BREN 2 BR: 7,62x51mm (S) ASh-12: 12.7x55mm MDR Muzzle Velocity: 900 m/s SCAR-H: 714 m/s M417: 817 m/s (S) BREN 2 BR: 680 m/s (S) ASh-12: 290 m/s MDR Bullets to Kill: HDPE: 3 / PTLN: 4 / Cer: 4 / STL: 5 SCAR-H: HDPE: 3 / PTLN: 4 / Cer: 4 / STL: 5 M417: HDPE: 3 / PTLN: 4 / Cer: 4 / STL: 5 (S) BREN 2 BR: HDPE: 3 / PTLN: 4 / Cer: 4 / STL: 5 (S) ASh-12: HDPE: 2 / PTLN: 2 / Cer: 2 / STL: 3 With this out of the way we move on to special features. ---- Section 3 - Special Features This will actually be short since there isn't much that really needs to be said. No Fully Automatic Fire - The MDR hasn't been adopted by any Military or Law Enforcement and is strictly a Civilian weapon currently. To add more variety in weapon choices (In the sense that not all guns are the same), I would recommend keeping the MDR as a Semi-Automatic only Battle Rifle to reflect that primarily civilian owned weapon. Bullpup Weapon - The gun is a Bullpup and thus should (once again) have the benefits & drawbacks of a Bullpup weapon. .308 Winchester - While .308 Winchester & 7.62x51 NATO are not massively different from one another, the .308 Winchester ammunition has more pressure build up in it do to thicker walls (If I understood correctly in my research.) This extra pressure causes the bullet to fly faster and thus have greater impact on the target, so the caliber should do slightly higher damage than the 7.62x51 NATO ammunition, but not completely outclass it beyond effective range & muzzle velocity. Caliber Conversion - Should WW3 allow Players to convert guns to different calibers, the MDR should have access to 6.8×43 Rem SPC, 5.56x45 NATO, and ,300 Blackout. Otherwise I would just keep it as .308 Winchester. ---- Section 4 - Customization Now this part will be rather quick since I don't plan to go over stats or anything. Just a quick mention of what the BREN 2 BR should & should not have access to (in my opinion) when it comes to customization options. Primary Sights All Sights optional Secondary Sights All Sights optional Barrels All Barrels optional Muzzles All Muzzles optional Lower All Lowers optional Side All side mounts optional Magazines 10 round Magazines 20 round Magazines Ammunition All (Gun) Ammunition Types optional And there doesn't seem to be any real noticeable aftermarket parts, so I think the Developers are pretty much in the open to make their own creative designs if they would like to do so. And with that we bring this post to an end. I hope everyone likes the MDR, even if maybe not exactly in the way I have suggested it. I was going to cover the M14 EBR next since I wanted to cover a weapon I have suggested once before, one that could serve as the sort of the counter-ASh-12, where it was better for longer range engagements & terrible at close range engagements. But, I feel pretty confident that the MK14/M14 EBR/Whatever you want to call it will be coming to WW3 at some point without me further pushing my support for it. So, I figured I would cover the MDR instead to offer a Battle Rifle style weapon (In that it fires a full powered caliber of ammunition) that didn't need to necessarily be in 7.62x51 NATO, so it could be a little different from what we have currently by making it's ammunition perform a little differently, and the weapon itself be something a little more different. Sure it's not a massive difference, but every little bit helps overall. Plus we still don't have a Bullpup Battle Rifle, so that gave it another plus in my book. The Developers could also get more than one use out of this weapon because it can shoot multiple calibers and does come in a MDR-C configuration. But, for now it's time to bring this post to an end, so till the next suggestion post comes around where I will likely cover a Machine Gun next... Have a good one folks!
  23. Yeah that was the Six12 underslung. It was a fun little thing even though it didn't work right lol.
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