Still don't know why you went with the M9 over the 1911. The 1911 fits the art style. The M9 doesn't.
Still don't know why you went with the M9 over the 1911. The 1911 fits the art style. The M9 doesn't.
Yeah pure black rarely happens in nature. It's why night camouflage is actually usually a grey with a specific pattern placed on it. If you wear all black at night, you will actually stand out and the human eye will pick up on it more than if you had simply worn standard forest print camo.
This is especially true in a room with an actual light source. The fact that all objects reflect light to varying degrees means that no shadows in such a room will be completely devoid of light.
On the other hand, the character is wielding a 1911. Therefore all is forgiven. Appropriate magazine size too for a modern 1911.
Meh the TDI vector (Real name for the gun. Kriss only refers to the tech behind the gun.) uses .45 ACP. A fantastic pistol round, I have more than one pistol chambered in it, but low velocity and is pretty much never going to be effective past 100 meters, and even then it won't be terribly accurate. so his description is correct.
Though it should hit like a truck and basically spray ammo without muzzle climb.
So you have the option to fix the USP match by replacing it with another model.
And the model you choose is the USP match?
Match. As in match shooting. It isn't a combat pistol. It never will be. It hasn't even been produced for several years because it wasn't even a good match pistol. It isn't futuristic, it's just poor research and bad sci-fi on the part of valve.
The mod is great, I just wish you'd spend time on other sections of the mod. But hey, just my 2 cents. No worries.
Here is this thing:
Guns either look normal, or they don't work.
Once you get significant rust or scarring on the firearm, chances are the internal components are even worse. The gun will no longer feed properly or cycle reliably.
There should definitely be some holster wear, or perhaps a scratch or two, but the firearm shouldn't be rusted in any notable fashion.
Good god this is impressive.
Like, suspiciously impressive.
The most awesome firearm in the history of firearms.
Oh god, multiplayer?
And having an alien singleplayer campaign?
I know it is pointless to say this, but I feel obligated to at least point it out:
X-Com and similar games don't have multiplayer for reasons beyond tech limitations of the time. If you create multiplayer you also must create balance. And that was the thing, there never was any remote form of balance. The humans won because of their wits and advanced training. By handing over control of the alien faction to a human you effectively destroy the dynamic that made the original X-com what it was.
This is why Laser Squad Nemesis and X-Com weren't the same thing.
Oh wait, Tactics already had A1's. Totally skipped over the comment there somehow. Forgot that tactics had them to begin with.
My mistake, my apologies, carry on being awesome. ^_^
I really don't feel like the A1 would have survived the apocalypse very well. It was about as finicky as rifles get.
Not to be nit picky, as the mod looks fantastic, but the crosshairs shouldn't be visible on the EOtech sight in the picture at the top.
Since you can't see where the rifle is actually aiming from that angle through the scope, then you can't see the crosshairs. I own an EOtech and they are a bit of a mind **** that way.
They also usually fail miserably in the process of using guerrilla tactics against them.
At best they generally can detread one. And then you have a very large, very angry, and very powerful wounded animal. :-P
I'm mildly curious how you managed to integrate the Abrams tank into this and maintain any semblance of balance.
Or perhaps you didn't make any attempt at it and instead put in the full power, nigh unstoppable, main battle tank that is the Abrams.
In which case I applaud your willingness to sacrifice game balance in the name of realism.
Good, it would be a shame to see it go.
I'm also be curious to see if rank and command structure would play any part. Obviously the RTS format doesn't lend itself quite as well to the RPG stats surrounding each soldier, but it would be a shame to see such a neat system no longer used.
Especially the command structure. I don't know how familiar you are with the original (Hell it may even be common knowledge or in the manual, I've long since forgotten), but it would establish a command structure based on how many soldiers you had in your employ. A feature I always found highly amusing and have been sad to not see it used since. Even X-com clones rarely use the system.
I imagine you are still pretty early in production so perhaps you are unsure, but are you still planning on keeping the meta game in? (Base construction, R&D, interceptor deployment, etc...)
Why did you do this? Either go with the SPAS 12 or if you want a magazine fed SPAS, go for the SPAS 15
Wow, I love Fallout tactics, this looks like it could breathe life back into a fantastic old game.
In terms of suggestions, I'd say track down more short stroke gas piston type long guns (one of the two sources of the AK-47's extreme durability), as, if anything, those would survive the wastes the best.
I've not played in many years, and don't recall the weapons in game already, so if I'm being redundant here, forgive me, but here is a list off the top of my head which use it:
Robinson Arms XCR:
En.wikipedia.org
H&K 416:
En.wikipedia.org
(And the G36, but you already have that)
FN FAL:
En.wikipedia.org
M14:
En.wikipedia.org
RPK Light MG:
En.wikipedia.org
AKM:
En.wikipedia.org
AK-74:
En.wikipedia.org
Pretty much anything from the AK100 series:
En.wikipedia.org
AN-94
En.wikipedia.org
These are totally just some suggestions if you were stuck on something to add weapon-wise. Use them or don't, I don't mind either way. :-)
Looking forward to seeing this.
Ah, I appreciate the explanation. Sounds perfect ^_^
Very much looking forward to this.
Looks fantastic.
Though looking at the number of units under your control in the screenshots, I'm concerned.
Faces of war just isn't designed for you to control more than about 6-8 soldiers. More than that and it becomes a serious pain. I'd rather have a small group of valuable soldiers and perhaps 1-2 high value vehicles than massive squads to deal with. Huge groups of soldiers are extremely unwieldy and a pain to keep supplied with ammo from the ground.
GunFox
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