[0.1] released! Equipment designations, interface changes, MK23 handgun. Read more for the changelog.
[0.1]
UI
- Deactivated intros
- Tweaked weapons had their ingame information changed to match new stats
- Handguns
- MK23
- Modified menus text
- Start screen
- 'PRESS ANY KEY TO BEGIN' to 'GAME LOADED'
- Main menu
- 'SPECIAL FEAUTURES' to 'EXTRAS'
- Coop screen
- 'HOST A COOP MATCH' to 'HOST COOP'
- 'HOST A COOP MATCH' to 'JOIN COOP'
- Modified in-game text (1)
- HUD
- Removed RELOAD and LOW AMMO messages
- '%name% IS DOWN' to '%name DOWN'
- 'YOU MUST SAVE HIM' to 'AID HIM'
- Tactical map
- 'TERRORIST' to 'TANGO'
- 'FALLEN TEAMMATE' to 'RAINBOW DOWN'
- 'MAN DOWN' to 'RAINBOW DOWN'
- Orders
- 'INTERACT BUSY' to 'INTERACT (BUSY)'
- Removed all 'TEAM' ocurrences
- Removed all '' charachters surrounding verbs
- Corrected equipment names
- Category
- 'PISTOLS' to 'HANDGUNS'
- 'ASSAULT RIFLES' to 'CARBINES'
- Handguns
- 'DESERT EAGLE' to 'DESERT EAGLE MK XIX'
- 'GLOCK 18' to 'G18'
- 'MK.23' to 'MK23'
- Submachine Guns
- 'MAC 11' to 'M11A1'
- 'P90' to 'P90 TR'
- 'Type 05' to ' 'QCW 05'
- Carbines
- '552 COMMANDO' to 'SG 552-2P'
- 'AK-47' to 'AK 47'
- 'AKS-74U' to 'AKS 74U'
- 'L85A2' to 'L85A1'
- 'M8' to 'XM8C'
- Light Machine Guns
- '21E' to 'HK21E'
- 'MK46' to 'MK46 MOD 0'
- Sniper Rifles
- 'L96 ARCTIC WARFARE' to 'L96'
- 'SR-25 SD' to 'MK 11 MOD 0'
- 'SV-98' to 'SV98'
- Shotguns
- '500 TACTICAL' to 'MOSSBERG 500'
- 'XM-26 LSS' to 'XM 26 MASS'
- Other
- 'RPG-7 ROCKET LAUNCHER' to 'RPG 7'
- Gadgets
- 'FRAGMENTATION GRENADE' to 'V40 MINI'
- 'FLASHBANG' to 'M84 FLASHBANG'
- 'SMOKE' to 'M18 SMOKE'
- 'BREACH. CHARGE' to 'BREACH CHARGE'
- 'SNAKE CAM' to 'OPTIC CABLE'
- 'GPS DEVICE' to 'HEAT DEVICE'
- Attachments
- 'SOUND SUPPRESSOR' to 'SUPPRESSOR'
- 'LASER SIGHT' to 'LASER'
- 'REFLEX SIGHT' to 'RED DOT'
- 'ACOG SCOPE' to 'ACOG'
- 'RIFLE SCOPE' to '6X SCOPE'
- 'HIGH-CAPACITY MAG' to 'EXTENDED MAG'
AUDIO
- Increased maximum audio channels
GRAPHICS
- Forced Anisotropy Level to 16X
- Increased shadow quality
GAMEPLAY
- Tweaked amount of gadgets carried by the player (2)
- 2 Frags
- 2 Incendiary
- 3 Flashbangs
- 3 Smoke Grenades
- 3 Tear Gas
- 2 C4 Packs
- 2 Breach Charges
- Tweaked grenades timings
- AI and Player grenades now have the same fuse (3)
- Frag grenades explode sooner than before
- Minor adjustments to the other grenades
- Handguns (MK23 done) (4)
- Removed unlimited ammo
- Player now brings only 3 extra mags (5)
- Ammo is now shown as critical when 2/3 of the mag is depleted
- Suppressors don't lower damage anymore
- Recoil while ADSing is now the same as 1st/3rd person recoil (6)
- Corrected laser and moving accuracy bug (7)
- MK23 (8)
- 2 HK within 5 meters
- 3 HK within 20 meters
- 5 HK within 50 meters
- 10 HK at more than 50 meters
- Reduced fire rate to 180 RPM
- Reduced base precision
- Removed Extended Mags
(1) The new strings should give a more military and less colloquial feel than before.
(2) General rule is to have 2 lethal grenades and 3 non lethal grenades: this will force the player to think through every situation and not abuse grenades.
(3) Previously grenades used by AI had longer fuse times than the player, making it easier to escape their blast radius for the player than it was for the AI. New values make it harder for the player, not the AI.
(4) Now handguns are pretty efficient only within a 5 meters range, becoming a clearly inferior choice at longer distances. This makes them effective only on already wounded enemies or at very short ranges: realistically, don't expect to win a firefight against multiple automatic weapons.
(5) This forces the use of handguns exclusively as backup weapons, to be used only in CQC or emergency situations.
(6) It was prevously reduced by a fixed factor to make it easier for the player to control the gun while ADSing.
(7) A bug in the engine was introduced with the port from R6 Vegas, where using the laser and/or staying still would make the gun less accurate than having the laser off and/or moving.
(8) These are .40 or .45 handguns and thus have a higher punch than the 9mm counterparts: what they gain in damage is lost in fire rate.
This comment is currently awaiting admin approval, join now to view.
This comment is currently awaiting admin approval, join now to view.
some things i'd like to learn how to mod with this: 1) remove the overlay for the vision modes so i can use the nvgs on the starter helmet without the screen changing. 2) be able to use the gas masks from mp in sp 3) add multiple attachments to weapons. hope you can help! thx
This comment is currently awaiting admin approval, join now to view.