Hodekin leapt into the air, snatching the casing from the man's hands with a squeak of triumph. He spun it over between his fingers several times, eyes bulging madly, before casually flicking the brass shell into his mouth. The diminutive criminal swallowed audibly. ".45 ACP. Not Tokarev."

Comment History  (0 - 30 of 95)
FAS_Naota
FAS_Naota - - 95 comments @ Firearms: Source

Damage is pretty much always in flux, as up until a few weeks from release the game was so lethal that you could die from peeking around the wrong corner. Currently it's a bit too far in the other direction for Medium and Heavy armour classes. 5-6 shots to the torso to kill a full health player sounds about right, but headshots and hits from frontloaded weapons (snipers, shotguns, explosives) aren't quite as meaty as they should be.

Next update should scale back on the armour absorption a little, so stay tuned. If it's just damage/health that concerns you, that's a pretty simple change to make.

Good karma+1 vote
FAS_Naota
FAS_Naota - - 95 comments @ Firearms: Source

They are now that the 2.0 Alpha is out :). News should hit here shortly, but until then you can download it yourself at our site (http://www.firearms-source.com).

Good karma+1 vote
FAS_Naota
FAS_Naota - - 95 comments @ Firearms: Source

We're actually already Steamworks approved from long before, so it's not necessary. We'll be releasing 2.0 right on Steam after we suss things out with the open beta and squash any major bugs/issues.

Good karma+1 vote
FAS_Naota
FAS_Naota - - 95 comments @ Status Update, FAS2.0 Feature List, & More!

There's a significant amount of recoil on the weapons depending on what you're using, though modulated by your stance and movement. The recoil on a 9mm while prone is basically negligible, but start firing an M60 while running and you'll go straight off target within two or three shots.

This should be a lot more apparent in future videos, since this one was mostly M24 footage with a bit of crouched-5.56-carbine-with-Marksmanship-II at the very end. There's a lot more kick to the 7.62's and especially the big battle rifles like the G3A3.

Good karma+3 votes
FAS_Naota
FAS_Naota - - 95 comments @ Firearms: Source

No need - we're already Steam approved. We'll be releasing 2.0 on Steam after the open beta lets us rid the game of any major bugs/balance issues that become apparent in large-scale regular gameplay.

Good karma+9 votes
FAS_Naota
FAS_Naota - - 95 comments @ Firearms: Source

Your command is our wish: Firearms-source.com

Also, yes, a Greenlight vote isn't necessary as we already have approval for Steamworks. FAS 2.0 should be shipping out just like any other title in the Steam store, only free of charge.

Good karma+3 votes
FAS_Naota
FAS_Naota - - 95 comments @ Firearms: Source

Grenade markers are presently only for allied grenades and claymores - that way you don't run into them and accidentally grief both yourself and your team :P.

Good karma+3 votes
FAS_Naota
FAS_Naota - - 95 comments @ Firearms: Source

Your wish is our time-defying retroactive command:
Media.moddb.com

Good karma+6 votes
FAS_Naota
FAS_Naota - - 95 comments @ Medic & Bizon Showcase

It sorta depends on your definition of "arcade". FAS is nowhere near the level of games like Quake, TF2, or Brink in terms of arcade-like features, but it's certainly not a combat sim either. I would say we're similar to a game like DoD:S or CSS in feel, but both of those have much simpler mechanics.

Good karma+4 votes
FAS_Naota
FAS_Naota - - 95 comments @ Medic & Bizon Showcase

The hit registration in 2.0 is actually much better than in 1.0F, though melee attacks do occasionally seem to hit you from further than the enemy appears to be (this is much better than the alternative though, which is having them randomly miss when you're right next to somebody).

What you're seeing is probably the demo interpolation not matching up with the game it was recorded from. Demos are recorded as strings of instructions for the engine to follow, so sometimes there are false positive and false negative hits if a shot was taken during the half-second between entries in the file.

While the interpolation obviously isn't 100% perfect in game, it should be a lot better than it appears in recorded demos.

Good karma+3 votes
FAS_Naota
FAS_Naota - - 95 comments @ Firearms: Source

I hear that. I also hate having to download a full copy of a mod on every patch day just as much, but thankfully Steam integration for 2.0 solves both of our problems at once :D.

Even better, updates will likely be completely automatic to boot.

Good karma+1 vote
FAS_Naota
FAS_Naota - - 95 comments @ Firearms: Source

Maybe try running the game with mat_queue_mode 2 on? It gives a substantial FPS boost for me, though it can make the game a bit unstable in places because it's not fully supported.

Good karma+1 vote
FAS_Naota
FAS_Naota - - 95 comments @ Marksmanship 2.0 & KS-23 Showcase

The targeting is on a fairly narrow line, so you have to basically be looking at someone to hit them with it. Being quite the stealth enthusiast myself, I find that most of the time I'm not being seen to be marked in the first place if I'm doing things right.

With a bit of forethought the upcoming Recon perk should also make it easier to sneak into areas without blundering into unexpected enemies as well.

Good karma+1 vote
FAS_Naota
FAS_Naota - - 95 comments @ Firearms: Source

Every version of the original Firearms I've ever played had weapon selection just like FAS, so you must be confused: Img847.imageshack.us

There were preset equipment loadouts, which is something we hope to bring back, but FA has always been about freedom of choice over predefined things like classes.

Good karma+3 votes
FAS_Naota
FAS_Naota - - 95 comments @ Firearms: Source

We have Steamworks support for version 2.0 as mentioned in the update before last, so when it releases players will be able to simply download it off of the Steam platform. The only thing in the way of seeing FAS on Steam is the time before 2.0 is complete. Once it's content-complete, tested, polished, and ready to play, it will be there.

A notification from the store when it's available for download like Insurgency got (was it Insurgency? I certainly recall at least one other Steamworks mod getting this sort of coverage) would be awesome too, but that's up to Valve.

Good karma+2 votes
FAS_Naota
FAS_Naota - - 95 comments @ Firearms: Source

The M14's aimpoint was removed from the actual weapon prior to release because it was an old model/texture from an earlier stage in development, not set up to use the new system we settled on. It stayed in the loadout menu probably through sheer oversight.

However, the good news is that with the attachment system we're including for version 2.0 you'll almost certainly be able to drop a few credits on an aimpoint for the M14 should you want it, as with most other weapons and their respective attachments.

Good karma+6 votes
FAS_Naota
FAS_Naota - - 95 comments @ Raging Bull on TC_Hangar

You would be nearly correct in that, my good sir. If knowledge serves I think we're actually going for a .500 magnum round in our Raging Bull, making it quite literally the largest caliber of production revolver currently in existence.

Good karma+1 vote
FAS_Naota
FAS_Naota - - 95 comments @ Firearms: Source 2.0 Previews

This would be a Benelli M3 Super 90, which is a semi-auto shotgun with a pump for specific types of ammo (eg. LTL rubber pellets) too weak to operate the mechanism.

The particular optic you see on it here might not be available for the gun in 2.0 however, since the added weight may actually stop it from correctly cycling rounds in much the same way. Locking the weapon into pump-action only when you buy an attachment like an aimpoint could also work, of course.

Good karma+1 vote
FAS_Naota
FAS_Naota - - 95 comments @ Firearms: Source 2.0 Previews

It's an M24 (simply an original M24, not the A1 or A2 version) with a Leupold Mk IV scope and Harris bipod attached.

Good karma+2 votes
FAS_Naota
FAS_Naota - - 95 comments @ Firearms: Source

That is very peculiar indeed. Do you think you could get a screenshot and post it as a topic in the support section of our forums? (http://forums.firearms-source.com)

The skills menu bug where you can't press "done" if you change your resolution and then immediately join a game is well-known, but I've never heard of the loadout showing up the way you describe.

Good karma+1 vote
FAS_Naota
FAS_Naota - - 95 comments @ Firearms: Source

Sounds like an issue with resolution support in the FAS menu code. What resolution are you running at when this happens, and does it still occur if you run the game at a different one?

Just a quick heads up: if you change your resolution in-game, there's a good chance you may not be able to use the skill menu. All it takes to fix this is a restart of the game.

The whole loadout UI has been completely overhauled for 2.0, but it always helps to know in case a bug like this pops up in the new version.

Good karma+1 vote
FAS_Naota
FAS_Naota - - 95 comments @ Firearms: Source

Depending on the time of day there's usually at least one server running with a decent number of players, but at the moment I wouldn't expect a wide variety of them. Here's hoping 2.0 and Steamworks will bring in a lot more.

Good karma+2 votes
FAS_Naota
FAS_Naota - - 95 comments @ Firearms: Source

Any version of Source should be sufficient. If you can download the "Source SDK Base 2007" under the Tools tab in Steam, you should be able to install FAS.

Good karma+1 vote
FAS_Naota
FAS_Naota - - 95 comments @ Firearms: Source

As far as I know this is an engine issue which happens when you alter your resolution from the menu and play a game immediately after. If you change your resolution in config.cfg, or just use the menu and restart the game afterwards, it should function fine. Annoying, I know, but at least you only really need to do it once.

Good karma+1 vote
FAS_Naota
FAS_Naota - - 95 comments @ Firearms: Source

We're working on this for 2.0, and should end up with a much cleaner alternative than what's there now.

Help prompts and pre-configured classes sound like great ideas as well, though I'm not sure if the former can be implemented in Source's VGUI panels without a lot of additional tomfoolery. Then again, I'm not entirely sure if FAS even uses VGUI panels any more...

Good karma+1 vote
FAS_Naota
FAS_Naota - - 95 comments @ Firearms: Source

Depending on what you think of CSS, I don't really consider that such a bad thing to be billed as. I mean, inasmuch as it's a Source engine FPS about guys with modern guns that isn't a cover shooter with regenerating health, you could draw some parallels.

The main difference is depth: CSS has little more than run/jump/crouch/shoot/reload as its base mechanics. FAS has skills, customized loadouts, prone, stamina/sprinting, bleeding/bandages, a magazine ammo system (merge in the field or at ammo boxes), locational armour, bipods, artillery, medics, and soon attachments. There's a LOT more going on in a game of FAS than there is in CSS, both in terms of what you can do and in what you have to watch out for.

Good karma+2 votes
FAS_Naota
FAS_Naota - - 95 comments @ Firearms: Source

I'd say it's about halfway between the incredibly limited range of most normal games and the totally realistic ones from Insurgency. You're quite capable of wearing down targets at a fair range without having to be right on top of them when using the Remington 870 for instance.

I wouldn't expect 40-50 metres, since that's often larger than the sight lines of a small map, but you certainly won't be restricted to near-melee range like in most FPS's (eg. CSS, TF2).

Good karma+2 votes
FAS_Naota
FAS_Naota - - 95 comments @ Winter Media & Job Openings

There's a slight zoom effect that comes with all iron sights, more with optics, and using an aimpoint actually gives you an accuracy bonus while active (especially for weapons like SMG's, more accuracy is always good).

Also, I think it's a matter of personal preference - some people just want to use iron sights rather than crosshairs even if they aren't forced to.

Good karma+1 vote
FAS_Naota
FAS_Naota - - 95 comments @ Firearms: Source

"Realistic" is a fairly fluid and subjective term... technically no game will ever be fully realistic, as if it was then by definition it would cease to be a game.

As far as FAS is concerned, we try to keep our art assets and animations as close to their real-life counterparts as possible, but don't sacrifice gameplay for realism (eg. instantly fatal or near-fatal gunshot wounds). Think of it like a good war film - it doesn't break rules or put style over substance like an action movie would, but it's still dramatized and fictional unlike a pure documentary.

Good karma+2 votes
FAS_Naota
FAS_Naota - - 95 comments @ Firearms: Source

The debate on sights is interesting, because the original FA met both sides halfway and had miniature "ironsights" AS crosshairs. I always thought that would be a nice feature to bring back, although it would be optional as some sights were phenominally more difficult to use than a normal crosshair.

If you just like aiming with ironsights better than crosshairs and don't care about how ironsight-centric the actual gameplay is (think DoD Source, where you can do fine without ever using the rifle sights if you prefer the crosshair), I don't think it would hurt us any to implement them either.

Of course, I still can't fathom why anyone would willingly choose to aim with some of the ironsight designs out there over a crosshair.

Good karma+3 votes