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G'day everybody For a while I have thought that the SVCh Chukavin rifle would make a great addition to WW3, and thought I should probably use @Dunabar's format for this because it is so good. If there is anything that I haven't edited correctly apologies. Contents of this post Section 1 - The SVCh - Real life information behind the SVCh Section 2 - Favored Playstyle & Stat Comparisons - Comparing stats between current in-game battle rifles, sniper rifles and the SVCh. Section 3 - Special Features - Special features I think the SVCh should have and things that make it different Section 4 - Customization - Customization options for the SVCh ---- Section 1 - The SVCh Videos of the SVCh in action: https://en.kalashnikov.media/video/weapons/snayperskaya-vintovka-chukavina Extra Information sources. https://www.popularmechanics.com/military/weapons/a25426528/meet-the-chukavin-russias-new-sniper-rifle/ There doesn't seem to be much info publicly available that I can find. The SVCh is a modern marksman rifle designed to replace the ageing SVD in the Russian military and for export worldwide. The rifle fires in semi automatic, and can fire the 7.62*54 and 7.62*51 rifle rounds (some sources say it can also be fired in .338 Lapua Magnum if the receiver is changed, but I haven't found any evidence of this yet). As the SVCh is replacing the SVD, it will soon be found throughout the Russian military, and is likely to be found in the hands of nations and militias that already use SVD rifles as they have magazine commonality. For the purposes of an in game weapon, the SVCh is difficult to categorise. Although it certainly isn't a bolt action sniper rifle, it also can't utilise the automatic fire found on all other battle rifles thus far. Regardless, I think the SVCh should probably be classed as a BR, as this would increase the diversity of those rifles with a weapon in 7.62*54 as well as avoid the possibility of a semi-auto Tochnost. ---- Section 2 - Favored Playstyle & Stat Comparisons The SVCh is a long range rifle and should favour players using tap fire to take out targets that may otherwise be hard to hit. I suggest that for the game it should be chambered in 7.62*54, as we will soon have 3 battle rifles chambered in .308. Now for stat comparison. As much of this is copied from a template, I will avoid replacing all that is unnecessary to change. Green - The gun is better compared to this weapon's stats on the list. Yellow - The gun is equal or competitive compared to this weapon's stats on the list. Red - The gun is worse compared to this weapon's stats on the list. Please note: I cannot test these stats to confirm balance, so think of these as more of a proposed starting place for testing on the PTE, and I'm comparing the stats of the weapons from a stock design against another stock design without taking customization into consideration. This is primarily to help keep the post small and avoid making a massive amount of variables to take into consideration. For this comparison, I will also include the Pecheneg Bullpup LMG and Tochnost sniper rifle to give a better idea of how it fits into the game. SVCh proposed and compared stats. SVCh Effective ranges: 120m (56 damage) decreases to 38 damage at 135m SCAR-H: 105m (40 damage) decreases at 105m-120m to 32 M417: 105m (40 damage) decreases at 105m-120m to 32 Pecheneg Bullpup: 120m (46 damage) decreases to 27 damage at 135m Tochnost: 45m (125 damage.) Damage decreases at 46m - 90m (110 damage) and bottoms out at 80 EDIT: There is a bug where damage numbers show up incorrectly when switching between weapons in the customise screen. I will write on this later. SVCh Weight: 14 SCAR-H: 16.4 M417: 17.1 Pecheneg Bullpup: 16.6 Tochnost: 15.11 SVCh Recoil: 2.0 SCAR-H: 0.92 M417: 0.95 Pecheneg Bullpup: 0.78 Tochnost: 4.5 SVCh Spread: 0.12 SCAR-H: 0.2 M417: 0.14 Pecheneg Bullpup: 0.35 Tochnost: 0.1 SVCh Reload time: 3.0 Seconds SCAR-H: 4.0 Seconds M417: 1.0 Seconds Pecheneg Bullpup: 8.7 Seconds Tochnost: 3.0 Seconds SVCh Rate of Fire: 300 (semi auto) SCAR-H: 525 M417: 430 Pecheneg Bullpup: 550 Tochnost: 65 SVCh Caliber: 7.62*54R SCAR-H: 7.62*51 M417: 7.62*51 Pecheneg Bullpup: 7.62*54R Tochnost: 7.62*51 SVCh Muzzle Velocity: 1000 m/s SCAR-H: 714 m/s M417: 817 m/s Pecheneg Bullpup: 900 m/s Tochnost: 1293 m/s SVCh Bullets to Kill: HDPE: 2 / PTLN: 3 / Cer: 4 / STL: 4 SCAR-H: HDPE: 3 / PTLN: 4 / CER: 4 / STL: 5 M417: HDPE: 3 / PTLN: 4 / CER: 4 / STL: 5 Pecheneg Bullpup: HDPE: 3 / PTLN: 3 / CER: 4 / STL: 5 Tochnost: HDPE: 1 / PTLN: 1 / CER: 1 / STL: 2 Next, we go to special features. ---- Section 3 - Special Features The main special feature about the SVCh that differentiates it from other firearms in game is its use of the 7.62*54R cartridge in a semi-automatic rifle design. With this in mind, the SVCh could function as a rifle that can fight against sniper rifles without the one shot capability. The SVCh could perhaps function with a one shot headshot mechanic, however this is all up for debate. The other main special feature I would have is scope displacement. Automatic weapons usually displace in a semi-random pattern that goes upwards. As we don't want the SVCh to be a death laser where the player with the fastest finger dominates the game, I propose that each shot taken displaces the reticle upwards and to the right, with a small random component that doesn't make the recoil entirely predictable. Players can either wait for the scope to automatically come back on target or move it manually, similar to how it works in PUBG. This will mean that while the SVCh remains a very dangerous weapon, it requires a considerable amount of practice to be able to use it most effectively. ---- Section 4 - Customization I will try and do what I can to fill in all relevant info, however due to the scarcity of publicly available info on the SVCh not all can be put down. Primary Sights All Sights optional Secondary Sights All Sights optional Barrels Medium barrel Long barrel (there seem to be two barrel lengths mentioned in the reading I've done but I can't find any picture that compares the two Muzzles All Muzzles optional. It looks like the SVCh uses a muzzle brake similar to the PKM muzzle brake in game. Lower All Lowers optional. As far as I can see the SVCh does not have a bespoke bipod. Side All side mounts optional Magazines SVCh 5 round magazine SVCh 10 round magazine Ammunition All (Gun) Ammunition Types optional As for bodyparts, it seems like the only body part changes available are pistol grips and stocks, which look to be AK compatible. Thanks for reading everyone, and I wanted to again give credit to @Dunabar for all his posts that inspired me to write this.
I think that this game is amazing, however the weapon variety seems slightly to limited. DMR's would be a great weapon category to dominate the medium to long range having slightly more range than a AR, but slightly less than a sniper rifle. The DMR's would consist of accurate semi automatic rifles with moderate damage and high recoil, weapons such as the M14 and MK-12 SPR.
Weapon Suggestion: HK 417 As of now, the game doesn't have any semi-automatic rifle of any kind. I think this game need some gun diversity, so I make the suggestion of this gun. Presentation: Source: specshop.pl/eng_pl_Umarex-VFC-Heckler-Koch-HK417-2-5945X-10887_1.jpg (Actually, it's an airsoft version, but what matter here is the look of the gun). Some weapon data: Weapon category: Battle Rifle (Can be used as a Designated Marskman Rifle, or "DMR") Cartridge: 7.62x51mm Fire Selector: Safe - Semi - Full auto Fire rate (automatic): 600 Round Per minute (10 round per seconds) Lenght: Between 824 - 1082 mm (depending on barrel lenght and stock) Magazine Size: 10 or 20 rounds box mags, or 50 rounds drum mags Why adding this gun ? The first purpose of such an addition would be to give the player the ability to have a gun that fill the role between an assault rifle and a Bolt Action rifle, giving more accuracy and overall gun control at the cost of reduced damage compared to a sniper rifle. The gun itself have a lot of possible modifications, allowing every player to mod it as they like (with different stock, barrels, etc...). I think the gun should be in semi-automatic only, so it won't be used as an high recoil high damage assault rifle. Also, the 50 rounds drum mag would be inbalanced, so not including it in the game is (to my opinion) important. It would give to EU armed groups their first DMR (as they use mostly Germans guns in game already). Potential Balancing Issues and way to overcome them: -> The DMR class should be filled with guns offering overall more damage than assault rifle but less than Bolt Action Rifles. Their damage models should be more similar to sniper rifles to restrict them in a large distance fight instead of close quarter use. Overall, changing their damage and damage increase/decrease over distance is the easiest way to balance them. -> Semi-auto rate of fire should be capped for each gun to balance them, to avoid use of double click or others way to increase the numbers of click per seconds. -> Bullet velocity should be lower in average than sniper rifles, so the DMR won't be too versatile and replace Bolt Action Rifles. If you guys have more suggestions, thanks to expose them down below ! And, sorry about my english level, i'm not native, i hope your eyes are still healthy after all that.