Firearms: Source is a team based first person shooter, rooted in the traditions of the Firearms mod for Half-Life. Firearms: Source brings the best aspects of Firearms to the Source engine, and then takes them a step further. You'll see a host of familiar weapons and maps, but you'll find the streamlined game play to be faster, focusing on aggressive, skilled play. From nearly the moment you spawn you can expect to be engaged in furious action.

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The number one question on all of your minds is, undoubtedly, "When will we be able to play Firearms: Source 2.0?" - the answer?

Posted by Super_Joe on Jan 23rd, 2012

The number one question on all of your minds is, undoubtedly, "When will we be able to play Firearms: Source 2.0?" - the answer? Well, at this time we honestly can't give a proper estimate of when the game will be thoroughly tested, balanced, and 100% content-complete for a Steam release. However, what's certain today is that a closed beta for FAS 2.0 will be launched either late this month or in early February. We're not giving an exact date as a contingency for any last-minute issues which may arise, but we will definitely be putting out a playable beta version within that time frame.

The number two question you have is probably something to do with what Firearms 2.0 has in terms of new content. Now that is a question I can answer! How does a new game mode, new weapons, significant map changes, weapon attachments, and a completely rebalanced arsenal sound? Oh, and we're also working a new user interface for the game as well as improving upon the in-game ranking system.

Since the last version FAS 1.0, we've temporarily removed the Search and Destroy gametype - why? In its current state we feel that even though the basic concept is sound, it isn't done justice by the existing maps and mechanics. For the time being we've stripped it out of FAS 2.0's official levels until a later update when we can dedicate time and resources to developing it to the same standards as our other gameplay modes. This allows us to focus on other objectives such as the new Assault levels in the mean time, bringing you the best experience possible on release day. If you missed last year's update and are interested in learning more about Assault mode, you can read all about it here.

As Firearms is naturally all about the guns, it's only fitting that we stick to them and bring you even more of what you like. Version 2.0 will add no less than fourteen new weapons to the arsenal. Featuring everything from pistols to sniper rifles, come release day you'll be able to play with the following new additions:

-Raging Bull
-PP19 "Bizon"
-L2A3 Sterling
-Dragunov SVD

But that isn't all! You may know from a previous blog post that we're adding weapon attachments to the game, so not only will there be a wide variety of weapons to choose from, but also you'll be able to customize them to fit your unique playstyle. 2.0's system will include suppressors and aimpoints for all firearms which can accept them as well as tritium sights available for certain weapons, with many more options planned for future patches.

Without going into absolute specifics, there are some big changes happening to our roster of levels in terms of both visual quality and design. These reworked (sometimes almost completely recreated) levels aim to bring you improved, fluid combat as well as a wider range of engagement distances to accommodate all styles of play. We want every weapon and every strategy to be covered; we believe every option should have a proper and challenging role to fill in each level.

Finally - the ranking system. We've received comments lately in relation to the score system looking 'CoD-esque'. The truth of the matter is that mechanically FAS's ranking system has remained largely unchanged from version 1.0, with the only major alteration being an exponential curve to the points required for each consecutive rank. This means that new skills are easier to obtain at the beginning of a match but more difficult by the end as you amass more of them, with each increase in rank requiring more points than the last. As this naturally requires larger numbers than 1.0's linear "score" value to function properly, we've replaced it with a more flexible three-digit field labelled "exp".

Though the way our new heads up display shows XP gains may appear similar to a modern shooter's progression system, that's where the similarity ends. The only progression of power in Firearms: Source takes place inside of each individual game, as is the Firearms way.

I think I've sufficiently tickled your taste buds for now - feel free to let us know what you think on our forums, and as always you can PM me there too with any queries you might have. Don't forget to check out our Facebook page, as we make fairly regular posts there as well.

Post comment Comments
Hitelf Jan 23 2012 says:

I've been waiting for news like this for this mod quite some time now. And man IM HAPPY TO SEE THIS!
This mod has my full respect.

I wish you all good luck with the development of the mod and the team. :)

+4 votes     reply to comment
slayersarge Jan 23 2012 says:

The only thing they are missing now is a Mosin Nagant :P.

+2 votes     reply to comment
Shaleesh Jan 23 2012 replied:

I think I suggested this in the forums but it would be redundant as the the M24 would fill its role as a bolt action sniper, and the KS-23 is a slug firing shotgun that acts as an unscoped sniper rifle.

+3 votes     reply to comment
thefox61 Jan 24 2012 says:

I would like to say this mod has my absolute support and admiration, i'd like to say that some videos (for 2.0 on youtube) show iron sights that when the gun is aimed the gun is moved to the position, it doesnt just appear there, my congradlations (yes, i spelt it wrong) to that. ood luck on the mod

+2 votes     reply to comment
frostwyrm333 Jan 25 2012 says:

nice, 2.0 FTW

+1 vote     reply to comment
Kapee Jan 25 2012 says:

Id love to see Sako 95 with 95 front sight, now it looks more like RK62 :< And all the jibjab on the weapon should be removed IMO!

+1 vote     reply to comment
Shaleesh Jan 25 2012 replied:

That has already been done, the team got a lot of complaints about the fore end, however I'm not sure if they have done anything to the front sight though.

+1 vote     reply to comment
Lone_Soldier Jan 26 2012 says:

14 new weapons with a single pach: that's why I love this mod! <3 <3 <3

+1 vote     reply to comment
strikers_alliance Jan 27 2012 says:

*sound of head exploding*

+1 vote     reply to comment
Kapee Jan 28 2012 says:

You can see the front shight here what i mean!

+1 vote     reply to comment
loanstar744 Feb 2 2012 says:

I really cannot wait for this, but I do have to ask; will the Weapon selection be any different this time around?
Because in Firearms 1.0f the selection system is rather confusing, I think being able to change your weapon setups before a match might prove to be more effective as in COD's Custom Classes or maybe something more user friendly such as CSS were you change your weapons at the start of each life and have four quick save slots for each faction. That's my only concern as I've seen the screens and videos and this looks absolutely fantastic, I've been waiting forever to see a game like this on Source that isn't a war simulator such as Insurgency and not to mention without all the bugs. Just good old fashioned Arcade FPS action with some added features.

+1 vote     reply to comment
Vunsunta Creator
Vunsunta Feb 3 2012 replied:

The entire User Interface is in the process of being completely redesigned, and will function with intuitive ease.

+1 vote   reply to comment
loanstar744 Feb 3 2012 replied:

Well that's nice to hear, will you guys be posting any screens of it when it's further along?

+1 vote     reply to comment
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