antistar Posted July 25, 2017 Author Share Posted July 25, 2017 Sweet shotgun work there. This is gonna come in handy mandatory in future adventures in Nuka world! Obligatory cartoon: https://arcaderagedotco.files.wordpress.com/2017/07/mart-virkus-how-shotguns-work-in-games1.jpg?w=660Just a word on shotguns, I found a video on them when I was looking them up for my own mod (I have fired a lot of pistols and assault rifles but have very little shotgun experience) and looks like they are pretty damn lethal even at range. Buckshot holds about 8-9 pellets, each are about as dangerous as a 9mm, maybe a .38 special. ( Id say the pellet is a bit smaller but its going 1500 FPS) Anyway, watch the video. You can get shotgun sniped by the right shotgun with the right ammo. So yes, I would see having a scope on them to pepper targets 100 yards away.A scope for a target at a hundred yards? I know an ex-PPCLI sniper, and he says that they're expected to reliably hit targets at 500 metres without a scope. Admittedly, that's for purpose-built sniper rifles, but we both know that a scope doesn't make a gun more accurate, it makes the operator more accurate. And a shotgun, while far more accurate at range than fiction would like you to believe, is still very much a medium to short range weapon, due to the unreliable ballistics of spheres. Fun fact; A twelve gauge slug is .728. That is a VERY big mass of lead.Yeah, assuming I can manage it, shotguns will be effective at somewhat longer ranges in WARS than in vanilla. I've looked at that video before actually - for the sake of WARS - but I'll probably need to have another look when the time comes (to do the stats). Speaking of shotguns, I'm getting started on the pump-action shotgun I'll be including. I'd wanted a Remington M870, but it's surprisingly difficult to find a decent resource for it - so instead it'll be a Mossberg 590. That's largely thanks to this resource by An Aggressive Napkin very helpfully including the high-poly models. I'm especially glad of that because while the model is pretty nice, its proportions are a bit off, so I'll need to massage it into shape. While I'll need to bake maps and texture it myself, this shouldn't take nearly as long as the USAS-12, since I don't need to do the high-poly from scratch this time. I'd hoped to get started on this much earlier, but those dental problems took a lot of time to deal with. (They're not over yet, either; it's just that now I have to wait a few weeks for an endodontist appointment.) Link to comment Share on other sites More sharing options...
TotallyNotToastyFresh Posted July 25, 2017 Share Posted July 25, 2017 (edited) If you ever happen to need to make hipoly models yourself again, check out this tutorial on polycount. Details a faster method than the usual turbosmooth method. May save you quite a lot of time, I know it has for my work. http://polycount.com/discussion/168610/proboolean-dynamesh-hardsurface-workflow-tutorial May also help you in general for modeling attachments etc. Edited July 25, 2017 by Toasty Fresh Link to comment Share on other sites More sharing options...
Moldy Posted July 25, 2017 Share Posted July 25, 2017 A question,regarding the game's Minigun. Are you going to fix its accuracy? The minigun has a barrel length comparable to sniper rifles. It should be a rather accurate weapon,if you're not factoring in recoil. Factoring in recoil,it shouldn't be all that monstrous,considering how the Fallout minigun was made with dismounted infantry in mind. In power armour,recoil should be even LESS of a concern,and Super Mutants are pretty much living power armour. It doesn't matter how you change the damage and armour penetration numbers on the minigun,if it still can't hit a target at any range longer than spearing distance,then it's a failed weapon. Link to comment Share on other sites More sharing options...
antistar Posted July 26, 2017 Author Share Posted July 26, 2017 If you ever happen to need to make hipoly models yourself again, check out this tutorial on polycount. Details a faster method than the usual turbosmooth method. May save you quite a lot of time, I know it has for my work. http://polycount.com/discussion/168610/proboolean-dynamesh-hardsurface-workflow-tutorial May also help you in general for modeling attachments etc. Thanks for the link. I don't have and haven't used Zbrush, so I may not be able to take full advantage of that tutorial, but the Proboolean part is interesting. I do need to improve my high-poly workflow though; it takes too long. It's just easy to get mired in a place where it's like "I could try some new workflow that may be an improvement once I spend the time to learn and get used to it... or I could spend that time just making content right now." On another note; I do still want to include your .223 Pistol, by the way - it's just that like a lot of things, it was pushed back to beyond the initial release since it's not a replacer weapon or (say) filling a pump-action-shotgun-sized hole. ;) A question,regarding the game's Minigun. Are you going to fix its accuracy? The minigun has a barrel length comparable to sniper rifles. It should be a rather accurate weapon,if you're not factoring in recoil. Factoring in recoil,it shouldn't be all that monstrous,considering how the Fallout minigun was made with dismounted infantry in mind. In power armour,recoil should be even LESS of a concern,and Super Mutants are pretty much living power armour. It doesn't matter how you change the damage and armour penetration numbers on the minigun,if it still can't hit a target at any range longer than spearing distance,then it's a failed weapon. I doubt I'll have it as accurate as a sniper rifle to account for it being more awkward to aim, but if it's super-inaccurate as-is, I'll probably tighten its spread up a bit, yeah. If I do go ahead with changing its "5mm" ammo to something like bulk .308 though, it'll have much stronger recoil. Link to comment Share on other sites More sharing options...
skyryder43 Posted July 26, 2017 Share Posted July 26, 2017 Have you considered a grenade launcher, or a GMG? The Grenade Expansion Pack 2 adds an M79 to the levelled lists, and uses a script on the unique variant to turn the bash into an ammo swap. The mod also includes a complete overhaul to chucked explosives in general. Something similar would be right at home in WARS; Maybe even adding a revolving cylinder grenade launcher for later on. Speaking of uniques; Will there be any unique variants of the new weapons added to the game, you think? The Mossberg won't be co-opting any existing weapon, after all. Link to comment Share on other sites More sharing options...
antistar Posted July 26, 2017 Author Share Posted July 26, 2017 An M79 has always been planned - it's there in the OP - and I can imagine adding support for the China Lake via patch if nothing else. Having said that, Shoeburglar was kind enough to give me permission to include the Makeshift Anti-Materiel Rifle in WARS, so maybe he wouldn't mind if I include the China Lake too. I should ask. I've had my eye on those M79 assets for a while, but it looks like they were purchased from the Unity store, so I may not be able to use them even if Sean_s happened to be okay with it. Really it's another weapon I was loosely planning to do from scratch myself - because it's not too complicated a model - but of course I need time for that. Link to comment Share on other sites More sharing options...
Cruor34 Posted July 26, 2017 Share Posted July 26, 2017 A scope is always helpful unless things are very close range. It doesn't have to be an 8X scope, even 1.5X but with a really nice sight picture helps over iron sights, at least in my opinion. I was shooting 25/40 with iron sights on the M4, was given one with an ACOG (did no personal adjustments) and shot 39/40 first try. Link to comment Share on other sites More sharing options...
4cednovel Posted July 27, 2017 Share Posted July 27, 2017 Have you considered a grenade launcher, or a GMG? The Grenade Expansion Pack 2 adds an M79 to the levelled lists, and uses a script on the unique variant to turn the bash into an ammo swap. The mod also includes a complete overhaul to chucked explosives in general. Something similar would be right at home in WARS; Maybe even adding a revolving cylinder grenade launcher for later on. Speaking of uniques; Will there be any unique variants of the new weapons added to the game, you think? The Mossberg won't be co-opting any existing weapon, after all.It might be better to include a Milkor MGL if possible, since a m79 has already been created. The pure amount of carnage that would be possible. Also, any lmg's in the works? Heavy weapons perk seems to underutilized and there are not many lmg mods compared to other weapons. Link to comment Share on other sites More sharing options...
antistar Posted July 27, 2017 Author Share Posted July 27, 2017 Speaking of uniques; Will there be any unique variants of the new weapons added to the game, you think? The Mossberg won't be co-opting any existing weapon, after all.I realised I forgot to answer this. I don't know yet, basically. Uniques can be fun though - especially with a unique appearance - so I'll see if something comes to mind. It might be better to include a Milkor MGL if possible, since a m79 has already been created. The pure amount of carnage that would be possible. Also, any lmg's in the works? Heavy weapons perk seems to underutilized and there are not many lmg mods compared to other weapons.I'm more keen on the China Lake for a multi-round grenade launcher, so a Milkor MGL is possible but a low priority for me. LMGs are complicated to model and animate, so it would probably depend on a good resource turning up. Link to comment Share on other sites More sharing options...
TheCourier13 Posted July 27, 2017 Share Posted July 27, 2017 An M79 has always been planned - it's there in the OP - and I can imagine adding support for the China Lake via patch if nothing else. Having said that, Shoeburglar was kind enough to give me permission to include the Makeshift Anti-Materiel Rifle in WARS, so maybe he wouldn't mind if I include the China Lake too. I should ask. I've had my eye on those M79 assets for a while, but it looks like they were purchased from the Unity store, so I may not be able to use them even if Sean_s happened to be okay with it. Really it's another weapon I was loosely planning to do from scratch myself - because it's not too complicated a model - but of course I need time for that.Excellent, I love the China Lake weapon mod. :cool: Link to comment Share on other sites More sharing options...
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