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Comment History
infiniteMotion
infiniteMotion - - 29 comments @ Information on firearms

Well.... Damn. :O

Good karma+2 votes
infiniteMotion
infiniteMotion - - 29 comments @ Lоnerboner

Hooray! My first friend. :D Thanks dude, that is awesome of you.

Good karma+5 votes
infiniteMotion
infiniteMotion - - 29 comments @ MISERY

I am friggin' stoked. Curiously enough, even though I only played as the Assaulter and Recon in 1.0 and 1.2, I may find myself picking the Sniper as a class when 2.0 comes out even though I very rarely use sniper rifles. This time I'm planning on playing "myself," using an M4A1 and TT-33 for pretty much the entire game, so the whole 'huntsman' concept fits me pretty well.

Good karma+1 vote
infiniteMotion
infiniteMotion - - 29 comments @ MISERY

A quick question -

Is there any music in the MISERY soundtrack that is clear for third-party use? I'm working on a S.T.A.L.K.E.R. inspired short film about a group of American Stalkers and I was wondering what to use for music. I remember reading that you guys had added some (I have all the music turned off in my game).

Good karma+1 vote
infiniteMotion
infiniteMotion - - 29 comments @ MISERY

I think one of my very favorite things about the MISERY team is how responsive you guys are to feedback and testing data. I'm sad to see that the release of the mod was pushed back another month but these things definitely happen. I have witnessed many 'release date' hijinx and even a very special 'Hour One Patch' in the games industry.

God, I wish I could Beta test Misery 2, but then I'd probably never stop bothering you guys with silly firearms-related nitpicks. Haha!

Good karma+1 vote
infiniteMotion
infiniteMotion - - 29 comments @ MISERY

Ah, negative. It went Mosin Nagant -> SKS -> AK. Once the AK went into production the SKS was pretty much phased out, and its last use was in the hands of noncombat personnel. While they're chambered for the same round the SKS and AK do not have interchangeable magazines which is important for a squad designated marksman for the same reason as it's important for the squad's automatic rifleman. Granted this isn't always the case (you see a lot of DMR-converted M14s in Iraq and Afghanistan) but gar.

Good karma+3 votes
infiniteMotion
infiniteMotion - - 29 comments @ MISERY

When the SKS was in service 'assault' wasn't really a thing. Combat engagements were fought between distinct lines rather than small squads moving around an open area shooting at each other. It wasn't until the later Cold War era that NATO and the Soviet Bloc both conducted their trials that resulted in the evolution of the modern assault rifle, so you're totally right on that note.

Good karma+2 votes
infiniteMotion
infiniteMotion - - 29 comments @ Military LMG

Ah, no, I didn't say all machine guns are belt-fed. Many modern squad automatic weapons such as the MG36 and M27 IAR are magazine-fed, and the M249 SAW/FN Minimi can in fact feed STANAG magazines instead of a belt. But for an application like 'defending a static position,' you would never take a magazine-fed weapon over a belt-fed one because the latter typically comes with a much heavier barrel and can fire off long strings of suppressive fire.

The BAR fed from a 20-round magazine, not a clip (as with the M1 service rifle of the time).

Good karma+2 votes
infiniteMotion
infiniteMotion - - 29 comments @ Military LMG

A Submachine Gun very different from a Light Machine Gun, although their principles of operation are similar. The two evolved separately (the SMG evolved sometime during the WW2 era and was replaced by the Assault Rifle at large later on), but their roles in combat are similar but in different capacities. A Submachine Gun is a very lightweight, short, automatic weapon which typically fires pistol cartridges. Much like a LMG its role is to provide a high volume of very accurate fire, but for a very different purpose - indoors, a burst of automatic fire has a much more noticeable effect than at typical engagement distances for military firefights. Therefore, you could think of a submachine as fulfulling vaguely the same sort of role as a shotgun (fire saturation), but with the option of firing semi-automatic and with a much larger magazine.

Hope that helps!

Good karma+3 votes
infiniteMotion
infiniteMotion - - 29 comments @ Military LMG

A basic rundown -

Technically speaking, all assault rifles are machine guns. A machine gun is just a weapon that fires in a fully automatic mode. However, modern militaries (the U.S. military, at least) make the following distinctions -

A Light Machine Gun (LMG) is a lightweight, man-portable weapon designed for use in the Automatic Rifleman position of a squad. This light machine gun serves as a force multiplier, able to fire long bursts of accurized fire from a heavy platform (less susceptible to recoil) to suppress enemy advances and allow the team's riflemen to maneuver. It usually fires the same cartridge as the riflemen's weapons and can often take the same magazines [typically using an optional feed mechanism] as the riflemen's weapons.

A Medium Machine Gun is man-portable, but typically employed in long-range suppression or overwatch (semi-static; "move into position and stay there") roles. It fires a higher-caliber cartridge (typically 7.62x51mm for NATO weaponry [M240G, etc.] or 7.62x54R for Soviet weaponry [PKM, etc.] which gives it much more capability of penetrating structures and causing massively lethal damage to a human target (the .308 WIN, which is roughly equivalent to 7.62x51mm, but with a different necking in the cartridge, was designed to kill 800-pound animals. Imagine what it can do to a human).

A Heavy Machine Gun is typically very heavy and not at all designed for human portability. It's just too damn heavy to be effective at all in a squad role unless you can dedicate an ENTIRE squad to carrying the machine gun, its barrels, ammunition, the tripod, etc. You frequently see these weapons mounted on vehicles and tanks. These typically fire very high caliber .50 caliber (12.7mm) rounds and can effectively defeat light vehicle armor, concrete fortifications, and other hard targets. Against human targets they have a tendency to quite literally blast limbs off, they're that powerful.

Good karma+7 votes
infiniteMotion
infiniteMotion - - 29 comments @ Military LMG

I think the idea of corroded, crappy looking weaponry being a staple in the Zone is more in keeping with the game's lore. The real world, with 9-5 jobs and pop stars and food shortages and scientific breakthroughs, still exists outside, but to everyone else in that world the zone is "under control." So there's no pressing need to be importing weapons or food or supplies there; I think most people think the Zone is just some big empty place with nobody in it. They don't know that people actually live there who aren't soldiers or scientists or researchers.

I feel like this is in keeping with why ammo and food are so expensive, etc. etc.

Good karma+3 votes
infiniteMotion
infiniteMotion - - 29 comments @ Military LMG

Oh, er- Also the PK fires 7.62x54R (the 'R' stands for Russian). 7.62x51mm is the NATO cartridge.

Good karma+3 votes
infiniteMotion
infiniteMotion - - 29 comments @ Military LMG

But Setaaaaa, I just said all that! Not quite as eloquently, but... >points up< XD

Good karma+2 votes
infiniteMotion
infiniteMotion - - 29 comments @ Military LMG

Oh, errr. I'm not talking about the customization of the weapon itself. I just mean that a machine gun intended for an emplaced position wouldn't really have any reason to field a grenade launcher or suppressor. Like, at all. XD

Good karma+2 votes
infiniteMotion
infiniteMotion - - 29 comments @ Military LMG

That's what I'm saying, for an emplaced position you want a weapon capable of high volumes of sustained fire in order to suppress enemy advances and assaults over a long duration of time. If you absolutely MUST use a magazine-fed weapon, at least make it a drum magazine.

Also, I wasn't comparing the RPK (LMG) and AKM (Infantry rifle), I was comparing the RPK-74 with the PK machine gun. Granted, the PK uses a different round from the standard infantry weapon, but that's not typically a concern in a static position where you can simply stockpile ammunition for whatever weapon is being fielded. Ammunition compatibility between machine guns and assault rifles is primarily beneficial in the squad element, where the whole squad can march out into the middle of effing nowhere and their automatic rifleman is much less likely to run out of ammunition because his weapon can take any 'loaner' magazines his squadmates happen to have leftover.

All I'm saying is, you could absolutely use an RPK-74 at a defensive position, that's fine and dandy. But it wouldn't be my first choice. :P It doesn't have any actual effect on the M.I.S.E.R.Y. crew or that they want to put the weapon in the game or that it's gonna be crazy awesome to sprint around with on my USS Assaulter. I'm just being nitpicky over silly little unimportant details. Haha. XD

Good karma+2 votes
infiniteMotion
infiniteMotion - - 29 comments @ Military LMG

Cool looking weapon, but yeah. A machine gun intended for an entrenched position would A) not have a grenade launcher at all, B) not have a suppressor [you'd burn the suppressor's baffles out in a hurry anyways], and C) would probably be a belt-fed and not magazine-fed weapon. Take for example the Pecheneg: En.wikipedia.org

In either case, I am absolutely LOVING the new models of weapons for 2.0. They're SO cleanly textured and finely detailed it blows my mind. I'd love to learn a thing or two from your modeling crew. :O

Good karma+5 votes
infiniteMotion
infiniteMotion - - 29 comments @ MISERY

After tooling around with the RPG-7's stats a bit (never knew you could modify this stuff before!), I've set on a bullet_speed value of 140 and launch_speed value of 125. Give it a try, it actually makes the weapon fairly spectacular in combat so long as you don't mind lugging around ridiculous weight (my Recon is very unhappy). :P

Good karma+4 votes
infiniteMotion
infiniteMotion - - 29 comments @ MISERY

Ack. Looks like MODDb ate my response!

No need to apologize, I'm just being a pain in the ***. :P I totally understand what you mean. Given the limitations of modern game engines and modern home computer technology it would be pretty much impossible to realistically replicate gunfights at such distances - and on top of that engagements at that kind of range are really boring compared to 'Oh god, there are guys RIGHT THERE.'

Even though I said all that, I totally use sniper rifles ALL the time because close-range gunfights in M.I.S.E.R.Y. are terrifying and frequently fatal. Hahaha.

Good karma+1 vote
infiniteMotion
infiniteMotion - - 29 comments @ MISERY

In real life, it serves the same role as any heavy weapon: it is a force multiplier. Meaning, an infantry unit with an RPG in tow is as effective as an infantry unit with (x) more guys with rifles, because a guy with an RPG can kill (y) more guys on initial contact than an infantry unit with (x) more guys with rifles. This principle of force multiplication applies to automatic weapons, hand grenades, accurized (DMR) rifles, machine guns, etc. Anything that lets you kill more dudes is better.

The RPG-7's HEAT warhead, which was not designed for use against infantry, is still ridiculously effective in combat because as time has proven no one likes 1) being on fire, 2) being reduced to chunks by an explosion, or 3) being turned into swiss cheese by exploded fragments of stone/brick/concrete/metal/etc. Also, explosions are amazingly terrifying and disorienting.

At 15 pounds for just the launcher unit it's not exactly economical for one guy to tote around... But then again, in real life, you would NEVER tote a sniper rifle for a sub-400 meter engagement unless you had a death wish. So what's the point of sniper rifles in the game if not to sit in one place, not moving, for many hours before engaging a target at 700 meters or more? ;P

EDIT: Preferably, if you equip a sniper rifle, you sit unmoving for many hours, radio information back to the Skadovsk, and then are called back without firing a shot or even taking your weapon from its drag bag... That's pretty much how things are for many real sniper units. :P

Good karma+4 votes
infiniteMotion
infiniteMotion - - 29 comments @ MISERY

Looks like my plan to abort my USS Recon game and start a new USS Assaulter game with the release of M.I.S.E.R.Y. 2.0 is going quite well. ;) Recon is a great class, and I really appreciate just how different each class' playstyle is (at first I thought, "How different can they really be?"). USS Assaulter is just me.

Thank you guys.

Good karma+2 votes
infiniteMotion
infiniteMotion - - 29 comments @ MISERY

Ah! Wow, thank you so much! I have to say, I'm absolutely astonished to receive such a reply. Many mod projects are executed under the core philosophy of completing a pre-existing goal which leaves little room for contribution or feedback. I applaud all of you and your efforts in creating this work of absolute art.

The RPG-7 has several warheads available for use; the PG-7V is just one of several; it is a generic High Explosive, Anti-Tank warhead designed with a penetrative charge designed to A) penetrate vehicle armor and B) focus the power of its explosive charge through the hole created, blasting the interior crew [presumably in a sealed environment] with immense heat and flame, concussive force strong enough to smash people's limbs off, and a spall of molten metal from the penetrated armor. It was expressly designed to defeat armored vehicles and fortifications, and is not designed for high effect against infantry.

The OG-7V is a fragmentation (antipersonnel) warhead, meaning that its intended purpose is to produce maximum casualties against enemy personnel by explosive distribution of high-velocity fragments (from the metal casing). It was pretty much designed to be fired into bunkers and into the midst of gatherings of enemy troops (camps, etc.) to produce maximum casualties at great distance.

Aesthetically, and the reason why SetaKat and I pointed out the significance of the error, the PG-7V has the widely recognized 'RPG' shape ("diamond on a stick" shape), whereas the OG-7V is shaped rather like a pencil (the payload is not wider than the warhead tube).

Good karma+2 votes
infiniteMotion
infiniteMotion - - 29 comments @ MISERY

W-wuah, no way! I haven't yet had a chance to respond yet to trojanuch's thanks for my annoying rambling about the RPG-7. I think you guys are absolutely amazing for responding to feedback so quickly and so significantly!

As I said in my post, I would be absolutely elated to provide any and all assistance I possibly can to your team. I have 24 years of experience with firearms, a decade and a half of researching military technology (and many many friends who are overseas U.S. veterans), and many years of interest in survival tactics, nutrition, mental preparedness, and other crap that has all come together to make Call of Pripyat + M.I.S.E.R.Y. my #1 favorite game of all time.

Keep up the good work, guys.

Good karma+3 votes
infiniteMotion
infiniteMotion - - 29 comments @ MISERY

Utilized at normal engagement ranges for modern infantry combat (400 meters or less), RPGs can be a tremendous force multiplier for anyone that has access to them and can afford the burden of lugging them around; an upscaled grenade launcher with a variable warhead carrying a huge explosive payload. If you can gain the element of surprise your ability to produce casualties on initial engagement becomes enormous.

This, of course, is assuming you can bang off the warhead and have your rifle ready before the enemy is able to properly react/is still disoriented by the blast. As it stands now in-game, by the time the warhead touches down guys have already waltzed out of your intended kill zone and are shooting back at you; you're better off just carrying a sniper rifle instead. It's a reality vs. video games thing, I guess.

Good karma+1 vote
infiniteMotion
infiniteMotion - - 29 comments @ MISERY

... Sigh. And I'm really dumb and need to look closer before I cite things! The second video is a SABOT round fired from a tank (you can see the body is cylindrical, rather than tapered like an RPG warhead). THIS video shows an RPG in slow motion: Youtube.com

Good karma+1 vote
infiniteMotion
infiniteMotion - - 29 comments @ MISERY

... Okay, I feel like I'm being a jerk, but a video to illustrate:

Youtube.com - just the first few seconds of this one. Immediately, you can hear that the RPG-7 does not make a 'PSHEWWWWW' sound when it fires. I noticed this also with some weapons mounted with an M203; it does not go 'KACHUNK,' it goes 'POP' (the FAR-15 is currently closest to correct). I hope my silly use of onomatopoeia is understandable. XD

Youtube.com - in this video, you can see the principle of the RPG-7 which is not "a rocket with an engine that pushes it out from the tube and sends it a long." (The long-form 'Rocket Propelled Grenade' is an English-language invention; the original Russian "Ручной Противотанковый Гранатомёт" stands for 'man-portable anti-tank grenade launcher.') For the same reason as the M203 above, think of it more like a huge-bore rifle that blasts off a propellant charge to shoot a projectile. Note that there is no trail of smoke or flames behind the warhead as it travels.

tl;dr - Silly nitpicking about the 'correctness' of GFX and SFX for explosive weaponry in M.I.S.E.R.Y.

Keep up the good work, guys! You have no idea how excited I am for 2.0!

Good karma+2 votes
infiniteMotion
infiniteMotion - - 29 comments @ MISERY

I don't suppose you guys could use a new "gun expert" by any chance? Haha!

Seriously though, I just wanted to touch on something. The RPG-7 in the current M.I.S.E.R.Y. build is like a cartoon/video game/television/movie rocket launcher. First off, the RPG-7's optical sight is only 2.5x power. I'm not sure if it's everything going black around the optic or if the zoom factor is just enormous on the one currently implemented.

Second, and the reason I referred to the cartoonish quality of the weapon, is that when fired the warhead has a muzzle velocity of 115m/s and an effective range of 200m. That means it crosses its entire effective range in LESS THAN 2 SECONDS. You don't really see them traveling very often, especially not at the engagement ranges we see in M.I.S.E.R.Y. due to the limitations of draw distance.

Er, I hope this doesn't sound overly critical. I am a game designer myself and you can tell just by looking at and playing this mod the sheer number of man hours you guys have put in. I just wanted to point that out, 'cause I've been stocking up on PGs (it's not an OG-7V, by the way, at least by the way it appears) and I wanna use them. :x

Good karma+2 votes
infiniteMotion
infiniteMotion - - 29 comments @ MISERY

To address Item 4: Sniper rifles in the real world are highly specialized weapons. You would not take a proper military sniping weapon along with you for a hike in the woods. To use a sniper rifle successfully in real life requires a lot of training in fieldcraft and weapon maintenance, as well as ballistics, weather conditions, etc. etc. Now, if we got some /hunting/ rifles, such as a wood-stocked Remington 700 with a ****** deer scope on it, that I could see people running around with because, well, that's what people take hunting all the time. They're not super mega sub-1 MOA accurate, but gar.

Good karma+3 votes
infiniteMotion
infiniteMotion - - 29 comments @ MISERY

I'm not sure if this has been brought up before, but why is the M4A1 so heavy? An M4A1, fully loaded with a thirty-round STANAG magazine and with a mounted M203 grenade launcher carrying an M386 HE round weighs 4.69kg, whereas the unique weapon found in M.I.S.E.R.Y. weighs 6.36. Going purely off the appearance of the weapon in the inventory as well as when carried and on the ground, the SOPMOD stock definitely doesn't add that much weight, unless Major Degtyarev is hiding some gold bullion in its storage compartment. :x

Also, my god, why can't I make these ads shut up?!

Good karma+2 votes
infiniteMotion
infiniteMotion - - 29 comments @ MISERY

I am absolutely freaking in love with this mod. I love everything about it, with very few, very small exceptions. I have two questions: 1) I accidentally sold off some unique weapons, then later on learned that they're unique and I'll never find them again. Is there any way to reclaim them, either via console codes or.. Whatever? :x 2) What're the odds you guys might add a Ruger Mini-14/AC-556 into M.I.S.E.R.Y. sometime? I only ask because I own one IRL and I'd love to run around in the Zone with it pretending that Maj. Degtyarev is a Russian-speaking me. Hahaha.

Good karma+3 votes