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Comment History
MegaBurn
MegaBurn - - 11 comments @ Remington 700 "wooden stock"

That brings back some memories, and a twinge in my shoulder. I learned to shoot with a .270 variant, bastard kicked like a mule (I was ~12). It was less worn, smaller front sight, had a rear sight (looks missing/removed in the screenshot), scope was slightly different with flip up lens covers, stock was similarly scuffed up but darker (wood polish to hide scratches), and a leather sling.

Looks good, nice early game rifle for snipers.

Good karma+1 vote
MegaBurn
MegaBurn - - 11 comments @ Mossberg M590 variants

That's been in my Amazon "saved for later cart" for a couple years. Reviews say the heavier recoil (vs 5.56) will break the handle on cheaper knives, so they fall off, or fly off with the next shot. Good knives are too expensive for something I'd probably never use. Might get one used...you know, in case of zombies...

In game usage, starting fights (vs point blank head shot), larger dog packs, nearly any knife usage scenario, especially cases where a slightly longer range would help. Really, sharpened shovel but not a bayonet?

On implementation, what about the grenade launcher slot? A knife is basically a gun with a meter range, unlimited ammo, and melee animation. Couldn't the same be applied for bayonets?

Good karma+3 votes
MegaBurn
MegaBurn - - 11 comments @ Mossberg M590 variants

I have a Mossberg 590A1, seeing that in game would be surreal.

Good karma+2 votes
MegaBurn
MegaBurn - - 11 comments @ Icarus 37

For v3, I hope they replace the class system with a more flexible character system, probably via Open X-ray, and get rid of that jumbled mess of class config files. Something like the upgrade system, RPG-lite, no allocating skill points, but definite personalization similar to armor and weapons. Then recreate the classes as predefined roles, used by NPC's and available to the player, just like customized weapons.
...
Always good to see more shotguns.

Good karma+2 votes
MegaBurn
MegaBurn - - 11 comments @ Remington 870 Express

Nah, better slugs, darts from SoC/CS, or similar heavy AP/AM sabot type, and an expanding soft-point heavy anti-mutant type. Grenades and dragon's breath would be nice too.

Good karma+1 vote
MegaBurn
MegaBurn - - 11 comments @ Remington 870 Express

Nice, looking forward to the tactical variant, and some new ammo types to go with it.

Good karma+1 vote
MegaBurn
MegaBurn - - 11 comments @ Incoming

...or Molot Bekas, a Russian clone. Might consider extending the magazine to full length.

Good karma+1 vote
MegaBurn
MegaBurn - - 11 comments @ Incoming

Hard to guess, that's a common layout, could be anything from an antique Winchester, common Remington 870 variant, Mossburg 500 series, or similar clone. Looks good though.

Good karma+1 vote
MegaBurn
MegaBurn - - 11 comments @ First Recon Helmet

Looks alright to me. There's tons of freely usable mod resources available on Nexus, makes sense to port some over. I'd bet the people who don't want to see Fallout stuff in STALKER wouldn't recognize most of it, so don't tell them, then people can enjoy the "new stuff" without the whining.

Good karma+2 votes
MegaBurn
MegaBurn - - 11 comments @ Ammunition overhaul

Wanted to add:...

On sabot #2, i.e. #2 can be magazine fed, #1 & #3 cannot. e.g. 12ga-7.62-AP would have similar performance to a 7.62x54R-AP. Its an odd niche though.

On sabot #3, length could be well over 3in, even 5 or 6 overall, again, like a tank sabot round with a rod sticking out the tip.

On sabot #4, HEAP as in AP only, no splash, no grenade logic, just an impact effect that suggests a small shape charge blast, performance similar to .50BMG-HEAP.

On shotgun grenades (its been a few years, I may confuse SoC vs CS vs CoP details): Its a bit fugly, there are two choices, use the overly simplistic damage radius value for explosive ammo types -or- convert all shotguns to use grenade launcher logic. With gun logic, bullets cannot spawn bullets/shrapnel, only grenades can do that. Not sure if the damage radius is a gradient or flat value, pretty sure it carries the same damage modifiers, doesn't make much sense for AP, but is passable for concussive HE (no-frag, no-AP). Grenade launcher logic treats the grenade as a second weapon type, that adds a lot of options but (iirc) looses some of the normal gun behavior, limits weapon upgrades (some modifiers don't work), and doesn't support suppressors. Overall, if you have 40mm shot working as smoothly as 12ga shot on a larger scale, then go ahead and switch shotguns to grenade logic, as that opens up the other huge benefit, under-mounted shotguns on rifles (iirc that has its own set of problems too...).

On dragon's breath: Might try a flame jet effect for the muzzle flash, same as used elsewhere, probably not as-is, but it seems like that graphics data is in there, just needs to be copied 'n converted to a muzzle flash. Seems like damage distribution would be an issue too with normal gun logic (iirc), it wasn't intended to be a flame thrower, might use an extra-wide very-slow invisible-shot cone as a damage carrier. Maybe a flame jet would work as a grenade, directly as-is.

btw, my account is working again.

Good karma+1 vote
MegaBurn
MegaBurn - - 11 comments @ The Sten Gun

Deployable tripod? That's a lot of weight and poor accuracy firing from the shoulder, kind of defeats the purpose... Maybe drop-spawn logic could be used to deploy a tripod'ed version, similar to fuel cans, IED's, sleeping bags, etc. I can't remember if there are any mounted/fixed machine guns in CoP to use for reference, there were in CS (Cordon, guard tower). Just something to give it higher accuracy and low/no felt recoil (low/no muzzle climb) during full auto fire, at the cost of no mobility and risk of loosing the weapon to incoming grenades (i.e. can jump/run away fast, leaving the gun, but slow to pack/pickup the gun).

I would love to see the Aliens smart gun iteration of the MG42, on an exo suit with some extra armor chest plates.

btw, my account is working again.

Good karma+1 vote