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bludmarine

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Everything posted by bludmarine

  1. What antistar said regarding using the slide lock or slingshot release is accurate. It really comes down to what you're used to doing when reloading. Personally, I use the slide, or bolt, release rather than pulling the slide or charging handle. Different people use different things. Of course I have a new rifle that doesn't lock the bolt to the rear after the last round so I'll have to get used to slingshotting the bolt using the charging handle. One benefit to using the slide release on either a pistol or rifle is that you can keep the gun pointed at the target during the reload which is always a good thing in a combat situation.
  2. Either of these may be what you're looing for: https://www.nexusmods.com/fallout4/mods/18262 https://www.nexusmods.com/fallout4/mods/11734
  3. Also, if you look closely at the back you can see the eletric solenoid which makes it an M3P rather than the M2 model. The M3P is mounted on vehicles without a turret and can be fired remotely.
  4. To circle back to the 50 cal quick, I just saw this pop up :https://www.nexusmods.com/fallout4/images/158181
  5. I was going to comment that it has a reciprocating barrel but as I thought about firing it more, it does move but not much. I'd suggest if antistar wanted to incorporate it as a heavy weapon, that he start with the M3P variant tht was remotely fired as a starting point. The butterfly trigger from the base M2 doesn't lend itself well to a man portable version.
  6. MF discussion All of that being said, thanks for your patience Antistar. I, for one, am keeping an eye on this because its such an ambitious project.
  7. Agreed on the 1911 point. If I'm not mistaken, its on his list of possible includes.
  8. With gunslinger, I think of someone dual wielding pistols but that may be because of WH40K.
  9. I agree that separating by action, in general, makes a lot of sense. Just a thought on this though, what if you include pump shotguns in the list of supported rifleman weapons? These and lever action weapons seem to make the most sense in this category, to me at least.
  10. I love the support that this site gives back to the community.
  11. The main thing I'm wondering about is weapon mods that can be detached from one weapon and then attached to another, different type of weapon. I.e. the same loose mod (and omod) used by more than one weapon. Actually... I don't know if Modern Firearms does this, but it occurs to me that if different omods across different weapons that are ostensibly for the same thing (e.g. a Railway Reflex Sight) all used the same misc item as their sole crafting component, that could get around the problem of not being able to use the same loose mod across different omods. The big problem with that is that then you're not crafting those omods from the usual scrap components (steel, aluminium, etc); you'd have to obtain a "pre-made" Railway Sight or what-have-you some other way beforehand. Not something I'm keen on, but worth keeping in mind, I guess. So MF has separate crafting components that they've implemented to craft some of the attachments. What comes to mind is some lens glass and buffer springs. I know there's a bunch more but I can't think of them at the moment. The implementation of the components is where I think their system excels. You can buy components from a custom vending machine or scrap another weapon which doesn't quite return the same number of materials that were put into the crafting. For the vending machine, since the components are Pre-War, it requires Pre-War Money. In the end, I'll have a definitive answer this weekend on how they implemented the components across different platforms and get back to you either in this thread or via PM if you prefer.
  12. I also submit for beta testing. I may have misspoke slightly when I said cross-platform attachments. They've incorporated the same attachments across a few different weapons all called the same thing. I think I'll boot it up tomorrow and experiment a bit to see if they were able to actually incorporate it across weapon types, ie AR foregrip on an AK.
  13. I've been following WARS for a while now but wanted to post a comment as I've been using a stripped down version of Modern Firearms in my games. The current version is pretty expansive but has a few features that I absolutely love and a few that I loathe. On the plus side: their weapons that IRL have a selective fire function actually allow you to switch between single shot and rapid fire, the cross platform attachments, the abilty to remove and replace a suppressor on the fly, and the ability to swap between a red dot sight and a magnifier. On the down side, in my opinion: the total replacement of weapons. It goes beyond swapping their weapons for the assault rifle and combat rifle and encompasses every ballistic weapon in the game. I shouldn't be exiting the vault and nearly dying to the first raider I run into. The next problem is that modifications for all of their weapons require level 2, or 3 I honestly can't remember right now, of Gun nut. Not a huge problem with console commands but still a pain when you find an AR but can't swap from a 8x scope to a red dot. All of the above being said, I'm really looking forward to the final release of WARS.
  14. Well that sucks. And here I had bookmarked his stuff for when I finally finish my new computer...
  15. I'm having the same issue. You might want to run BOSS and TES5Edit to see if it shows any issues.
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