This member has provided no bio about themself...
A lot of the flags require multiple people to capture them. That might be the problem.
Why shouldn't they take pride? If you're talking about them taking pride in a weapon made by them, they should be - it really was a great SMG. It would help if your comment was less obtuse.
Yeah, I'd love to see a standalone version, but maybe it's for the best being a mod? Games nowadays tend to have short lives (and far less free content updates) and often are dumbed down for casual audiences (see Red Orchestra 2). Still, I'd like to be able to throw my money at the FH2 devs somehow!
Fair enough - I thought I'd ask just in case there was one. I'm excited for it, whenever it is :D
Do you guys have a release date for this update? I'm guessing July 12/13 (judging by the last two releases)?
Anyway, great mod - I'm really looking forward to the next update :)
Would you mind uploading a minimod of your changed stats when/if you do? I really don't like the sound of this ammo system. They make it sound like pistols will be more effective against unarmored targets than rifles. If this were the case, CQC weapons like the M4 would be almost useless, when most enemy combatants nowadays are unarmored and soldiers could simply carry handguns for "stopping power" up close and use longer rifles like the M16 for long range.
The "power" of a round is not solely determined by the diameter of the bullet - the velocity and weight of the bullet is also important. Hard-hitting "manstoppers" like .308/7.62x51 are obviously smaller in diameter than even handgun rounds typically derided as "weak", such as the .32 ACP. The reason these rifle rounds are regarded as much better at quickly putting someone down is their velocity (and, to an extent, their weight). I won't go into the pseudoscience that is modern terminal ballistics (hydrostatic shock, temporary cavity size, etc), but it is clear that high velocity "small" (relative to handgun bullet diameter) bullets are much better at stopping people from fighting back when shot, than are handgun bullets.
This is also completely ignoring that 7.62x51, 7.62x54R and many other military calibers typically do not come with steel cores or other 'armor piercing' materials - and that all other rifle calibers also have common lead-core FMJ (and hollowpoint) variants.
Truthfully, handguns don't serve much of a purpose in an outdoor setting (other than personal carry in peacetime). Indoors, they are often superior to longer weapons simply because of their maneuverability.
So, if someone could make a quick mini-mod to fix it so that pistols aren't magical all-powerful weapons (or worse - rifles being weak weapons) when this new update comes out, I would be really appreciative.
Wow, this looks amazing. You guys seem to be adding all sorts of new functionality to the game, which is awesome.
Any chance you plan to increase the weapon slot limit of 4? People have said it's hardcoded, but people have found ways around hardcoding (like Warband Script Enhancer). Is there any chance that this would be possible?
Thanks very much :)
The main one I'm looking for is the pack you're using for Balmora: the textures in your video look true to the game, but much higher definition.
Wow, this looks amazing! Great work :D
Also, I've tried a few texture packs, but can't find the one you're using. Any chance you'd want to make a list of the mods you're using, so we can get our games looking like yours does in the video?
I think you could learn from this; lower the price of your game! I bought Minecraft because it cost me about $13; yours costs $25. It's a great idea to give people a second copy for a friend, but $25 is still a big ask for what really is just another obscure indie title (no offense intended). No demo means I don't know if I'll like it, and there's nothing to get me hooked and make me want more. I think I would like it, but I'm not going to spend $25 to see if I do, especially when there are other games out there that have demos and are cheaper - they are more likely to make me want to spend my limited money. So, my suggestions to you; make the beta open, but limited for non-paying players (and unlimited for those who've bought the game of course), and drop the price to a more accessible point. I could buy a 2-year old AAA title for $25; the reason I buy indie isn't just because of the originality, it's also because I'm a cheapskate! :P