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[WIP] Weapon Addition and Replacement Suite (WARS)


antistar

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Hell if you're making the MP5(9MM) and the CETME (7.62x51mm NATO), you should go ahead and also add the HK33 (5.56x39). That is after all if you decide to hit that line up. Not only would the animations be easy on Hitman (since it would pretty much be the same thing), but the assets would be easy on you as mentioned above. While at the same time you could hit all three fields of a battle rifle, assault rifle, and a submachine gun.
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How modular will the m14 be? Will it have laser sights? Also will you add some sort of a tactical flashlight as a attachment for m14 and m4 ?

Oh also will you add some sort of a rail system? You know what i mean... so we can place laser sight on any of the rails...

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I was thinking about the L85's place in game balance for this mod earlier, and I think maybe its main characteristics could be having good range (as bullpup designs have long barrels), the ability to mount a SUSAT scope, ability to swap fire modes, and good stock bash (because of where the gun's weight is focused). However, it's also got poor damage for a 5.56, the reloads by Hitman look slow, the gun is a bit heavy, and the gun also lacks reliability. It could be found at low levels, before the AR-15 or Mini-14 (along with whatever else you add later) become more common, maybe? A "lore" justification for being common low-level is that groups like the Gunners find and/or produce more advanced firearms, leading to the supply of existing L85 rifles finding new owners with farmers and bandit gangs. I don't know how well any of this would fit in with the rest of the mod, or how easy it would be to do, but I figured I'd say it as a sort of "food for thought" kind of thing.

Edited by protatato
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Hell if you're making the MP5(9MM) and the CETME (7.62x51mm NATO), you should go ahead and also add the HK33 (5.56x39). That is after all if you decide to hit that line up. Not only would the animations be easy on Hitman (since it would pretty much be the same thing), but the assets would be easy on you as mentioned above. While at the same time you could hit all three fields of a battle rifle, assault rifle, and a submachine gun.

 

Oh yeah, an HK33 too; that may work. Makes me think of Jagged Alliance: Back In Action. I just played through that again recently, actually.

 

 

How modular will the m14 be? Will it have laser sights? Also will you add some sort of a tactical flashlight as a attachment for m14 and m4 ?

Oh also will you add some sort of a rail system? You know what i mean... so we can place laser sight on any of the rails...

 

I don't know if the M14 will be very modular; I'll see when I get there. Probably at least a full stock and sawn-off stock, standard and short barrels, a few muzzle devices and a variety of optics - likely on rails, yes. At this point I think I'd like to put laser sights on everything if I can, so chances are good there. ;)

 

I would like to add tac-lights. Hitman has also let it be known that he would like it if I added tac-lights. ;) I just need good meshes/textures for them, space on whichever weapon/s, and time to do it.

 

On rail systems; I don't think I'll be doing anything like adding quad-rails to everything along with a freeform "choose from left/right/top/bottom attach points" sort of thing. I generally want/need things in a particular place. But hey, we'll see.

 

 

I was thinking about the L85's place in game balance for this mod earlier, and I think maybe its main characteristics could be having good range (as bullpup designs have long barrels), the ability to mount a SUSAT scope, ability to swap fire modes, and good stock bash (because of where the gun's weight is focused). However, it's also got poor damage for a 5.56, the reloads by Hitman look slow, the gun is a bit heavy, and the gun also lacks reliability. It could be found at low levels, before the AR-15 or Mini-14 (along with whatever else you add later) become more common, maybe? A "lore" justification for being common low-level is that groups like the Gunners find and/or produce more advanced firearms, leading to the supply of existing L85 rifles finding new owners with farmers and bandit gangs. I don't know how well any of this would fit in with the rest of the mod, or how easy it would be to do, but I figured I'd say it as a sort of "food for thought" kind of thing.

 

Ah, the L85; I'm working on that right now, actually - so that Hitman has what he needs to do the rest of the animations for it. Even just doing placeholders for animations takes a surprising amount of work and research. I've gotta get it right at this stage though; don't want to be asking Hitman to redo anims because I messed something up.

 

Speaking of research, even though the L85 shows up in FO2, it is quite British. Yes that's a photo of the Queen test-firing an assault rifle, what of it?

 

Anyway, as for balancing the L85 (or SA80 as it may end up being called generally, due to the different attachments planned), it'll likely have similar accuracy to any AR-15 with a similar length barrel, but have more recoil than the AR-15 since all the weight is in the back. Somewhat less modular than the AR-15 as well, since at this stage I'm not sure if it will have any grip/stock mods. It may also not get a bayonet. I mean there is a pretty odd-looking bayonet for the L85, but I don't know if I'd want to go to the trouble of modelling/texturing one myself.

 

Reliability, though. I was about to say something about how that'd be great if they hadn't dropped durability as a mechanic in FO4 (excepting power armour) - but then I remembered that I'm almost certainly switching to using AmmoTweaks as a master and that it adds condition mechanics to weapons. So yeah, probably. Ideally though it would have better durability with A2 parts, since the L85A1 was the unreliable one.

 

I probably will have the L85 show up a bit before the AR-15, yes - and maybe in smaller numbers since I think that would make more sense.

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Now, I don't know if anyone else had this problem, or if it's something you'd be willing to look into, but I noticed in my playthroughs that almost none of the vendors sold individual weapon mods in any great amount or even at all. Makes it difficult to do a play through in which one doesn't want to invest so heavily in stats for weapon and armor mod perks.
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You can buy (or find of course) weapons that have already been modified, but weapon mods themselves aren't found in loot or at vendors, no. (From what I've seen so far in the CK.)

 

Maybe they did it that way because the modified weapons are more interesting to look at (since they change visually while weapon mods themselves all look like crates or boxes of junk), or maybe they thought it would be easier for the player to understand or something - I don't know.

 

In any case, you can get the weapon mods off the pre-modified weapons, so I don't know if I'll go to the trouble of changing that.

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