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Post by steviemc on Jan 7, 2016 2:35:19 GMT
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Post by Silver on Jan 10, 2016 18:42:05 GMT
Improvements of the next patch: -Descriptions for all mags and boxes. -Proper unique look for boxes. -Bugfixes and stat changes for balancing. -FAMAS and F2000 location on the shop relocated to near the other bullpup weapons. Will take some time to release this one because of the boxes. Weapons: FAMAS family improvement. FAMAS Valorisé replaces the WR and Sniper versions. Non-rail FAMAS F1 and G2 will now accept M16 carry handle scopes.
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Post by Silver on Jan 10, 2016 20:48:47 GMT
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Post by RaiRai The Raichu on Jan 10, 2016 21:02:24 GMT
Hey everybody. I've been designing the ammo boxes and working with the item descriptions and names for Mercapocalypse for a couple months now, so if anyone has any artistic suggestions for the direction of any of the boxes or cases, let me know. Also, relevant to the very original post in this thread, I've been (slowly) working on some additions of my own that I may release separately later, as it would require a new game. Many things listed in the first post are planned, such as Glaser slugs, rubber ammunition for shotguns, and so on, but there will also be some additions such as impact flashbangs, LTL stinger grenades, new throwable knives and weapons, some new uniforms and gear, but the big prize planned are modular crossbows. Hoping this expands greatly on the stealthier side of gameplay and inspire some inner ninja playthroughs. Not much to really show just yet, but I guess there's a small image set of WIPs I can leak. No ETA. Things are subject to change, but when there's more to show, I'll start a new thread. So far we'll title it the "Unconventional Warfare Addon."
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Post by Silver on Jan 10, 2016 23:50:06 GMT
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Post by auspice on Jan 11, 2016 2:10:17 GMT
I don't see the value in adding glaser ammunition in particular. It's an ammo that exists, sure, but it doesn't do any practical thing in a video game besides penetrate walls less and perform worse than a hollow point on tissue. You could make glasers do some magical thing other than that, but they don't work that way in reality; their terminal performance is worse than hollow points and police only use them in situations where wall penetrations might cause serious casualties. It's sort of like adding G2 RIP rounds; they don't really do anything better than a real hollow point and are mostly just worse.
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Post by RaiRai The Raichu on Jan 11, 2016 7:21:44 GMT
I don't see the value in adding glaser ammunition in particular. It's an ammo that exists, sure, but it doesn't do any practical thing in a video game besides penetrate walls less and perform worse than a hollow point on tissue. You could make glasers do some magical thing other than that, but they don't work that way in reality; their terminal performance is worse than hollow points and police only use them in situations where wall penetrations might cause serious casualties. It's sort of like adding G2 RIP rounds; they don't really do anything better than a real hollow point and are mostly just worse. The purpose is diversity and a wide range of ammunition types. Similar to using rubber slugs - there's no LTL in this game or a need for it, but it's an option. We have anti-materiel rifles as well, but there are no tanks or any sort of vehicles, but it's an option. That's the main point. Plus, against unarmored targets, it'll give more reason to use some earlier-game weapons you may like, like .380 ACP weapons. The values will be tweaked, but they're an expensive straight upgrade to off-brand hollow points where penetration isn't needed at all (Glasers can't even go through drywall). As far as ballistic performances, I mentioned these are WIP, so these values will be tweaked as I do more research of course. Naturally I'm lurking this thread to gather ideas about what things people would like to see in game, fictional/exaggerated or not, so if you have anything you do want to see, you're welcome to let me know. Plus these are on the wishlist in the main thread, so someone out there does want them.
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Post by Slice on Jan 11, 2016 10:22:50 GMT
I really like the new ammo boxes and models/ skins. Finally a better looking Socom 16 And it's cool that RaiRai is working on some new stuff. I like the idea of having Glasers, less Penetration, more damage, perfectly for the early game where the weapons lack some stopping power. Also the more the merrier
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Post by auspice on Jan 15, 2016 12:18:24 GMT
No what I mean is, glasers suck in real life. They wouldn't be an "upgrade" to hollow points at all if they were modeled properly. In real life, glasers suck compared to hollow points, and they're only used by police/CTs in situations where barrier penetration is absolutely unacceptable.
Furthermore, even if you intended them to be a "more deadly but less pen hollowpoint," there are already issues with the way hollow points work in game; they tend to tear apart armor due to their higher base damage values. The interpretation wouldn't just be inaccurate, it'd also feel wrong because you'd have rounds that are supposed to shatter and deflect off of wood that are tearing apart level III steel plate. You can observe this reaction by shooting heavily armored enemies (like rebel soldiers) with a shotgun continuously.
I'm absolutely fine with adding in "new" stuff but it should have a purpose. Impact flashbangs are a great idea, for instance. I'm not sure it's possible to accurately create LTL rounds (even with very little damage and very high shock) but it's worth a test just to see. LTL stinger grenades would be super rad (I'd probably use them) if they can be made at all. Glasers though, they are a really bad, overhyped marketing ploy for self-defense (IRL) and they have zero purpose for the mercs in 7.62 who basically don't give a shit about anyone.
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Post by chitoryu12 on Jan 17, 2016 20:58:39 GMT
Is there any interest in adding new varieties of load-bearing gear like chest rigs? Not something as complex as detachable MOLLE pouches, but things like the SADF Pattern 83 chest rig?
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Post by Silver on Jan 18, 2016 0:20:59 GMT
The exporter i have does not seem to work on body models, so i don't plan on adding anything like that.
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Post by Tactical Virgil on Jan 19, 2016 6:48:59 GMT
Stopping by checking if there's anything new. Still perpetually amazed at the quality of the work.
Update us on your mod Raira!!
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Post by RaiRai The Raichu on Jan 24, 2016 23:01:40 GMT
No what I mean is, glasers suck in real life. They wouldn't be an "upgrade" to hollow points at all if they were modeled properly. In real life, glasers suck compared to hollow points, and they're only used by police/CTs in situations where barrier penetration is absolutely unacceptable. Furthermore, even if you intended them to be a "more deadly but less pen hollowpoint," there are already issues with the way hollow points work in game; they tend to tear apart armor due to their higher base damage values. The interpretation wouldn't just be inaccurate, it'd also feel wrong because you'd have rounds that are supposed to shatter and deflect off of wood that are tearing apart level III steel plate. You can observe this reaction by shooting heavily armored enemies (like rebel soldiers) with a shotgun continuously. I'm absolutely fine with adding in "new" stuff but it should have a purpose. Impact flashbangs are a great idea, for instance. I'm not sure it's possible to accurately create LTL rounds (even with very little damage and very high shock) but it's worth a test just to see. LTL stinger grenades would be super rad (I'd probably use them) if they can be made at all. Glasers though, they are a really bad, overhyped marketing ploy for self-defense (IRL) and they have zero purpose for the mercs in 7.62 who basically don't give a shit about anyone. I see what you mean now. I mentioned the stats are going to be adjusted as I do proper research on them, this is just to show that some of the things in the original post are being worked on. Their actual performance isn't yet determined. Same with the RIP rounds. I'm adding a whole mess of different ammunition, and some are going to invariably be worse than others. Some are, like you said, overhyped marketed ammunition types that fail to live up to expectations. But you might find some rebels carrying a box because they buy into it, or you might run out of ammunition and have to resort to what you can find. There'll be exotic end-game type ammunition that comes in less per box and more expensive to give a much-needed boost to early weapons to keep them viable if you just like the guns, but I'm not saying Glaser rounds are going to be it. I should also mention that too much realism makes for a bad video game. If the game was an exact 1-1 scale of warfare, I don't think the game would keep many people playing for long. I don't see what you mean with the hollow point issue. I tested these rounds just the other day with regular .45 ammo vs hollow points against a merc with full body armor and the hollow points did much worse against it, but better without armor. Seems working as intended on my end, and either way I can't fix a game-related issue. If hollow points are indeed bugged in some way, then there's nothing I can do about that but try to make the stats offset this issue somehow or at least minimize it. I'll keep an eye out regardless and try to avoid these issues. The LTL weapons I've been testing so far seem to work well. As far as practicality goes, that depends on the user, as with anything else in the game. Working on a sorta-not really similar idea right now. More like reskins of existing equipment (colors, camouflage patterns, and so on). But as Silver mentioned, we have no exporter supporting rigged meshes (nothing that can move.) Static meshes like weapons, attachments, and items work fine, but as for new load-bearing gear, I don't see that being a possibility even in the future as we'd need an expanded exporter and I don't think there's many willing and able to do such a thing for a game with such a small community. If someone would like to work on it, they have my full support. I'm currently swarmed with university work and some projects for other games, also some family health issues, so work slowed a bit, but the ammunition boxes and crates are coming first, then work will actually progress on the Unconventional Warfare mod. I don't want to tease too much because the tools we have to work with are extremely limited and I don't want to make promises I can't fulfill, but as people ask, I'll leak some more as time goes on. For now, there's just a few tiny, basic things that form the base for more things to come.
Starting with the bladed weapons/throwables, we have Shurikens. These are tiny versions of throwing knives that can fit into a 1x1 square. Novices might find these tricky to use, but in the hands of a professional, these can be easily grabbed from a pocket and used to dispatch an enemy quickly and silently.
And here's the extreme basics of something else sought after - rubber slug 12 gauge shotshells. Once again - highly WIP, but you can see the basics here. Poor damage and penetration, but the shock factor should knock all but the heartiest enemies out cold. Drop an enemy with one of these and finish them off later when his buddies aren't a problem anymore. Maybe put some of those shurikens to good use?
Icons aren't even done yet, but that's the general idea. For a teaser for next time, I hinted at it above, but we might see some new uniforms and vests. All different colors and patterns. Want your mercs clad in pink battle dress and red vests at the risk of blowing all practicality for stealth? You'll have that option and much more hopefully.
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Post by Slice on Jan 25, 2016 20:56:44 GMT
Sounds nice RaiRai, i'm excited to see what you got in works for new uniforms.
I updated the list, mostly with stuff from this years SHOT Show.
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Post by D.F.N. on Jan 25, 2016 23:49:15 GMT
@rrtr
Try 5g, 300m/s, 10/200, 0.0 for the 12ga rubber.
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