This member has provided no bio about themself...

Comment History
Masp1911
Masp1911 - - 10 comments @ F.E.A.R. Complete Edition

I actually have some balance ideas for this mod simply out of playing it, if the creators of the mod want to add it in or use it as reference. Here are the balance ideas i have:

Strader Mk.VII pistol
·60 damage points (DMG), to compensate for slightly low ammo capacity and small reserve pool.
·Reserve ammo of 72, being 6 magazines for single pistol and 3 for dual-wielded pistols.

VK-12 Combat Shotgun (SPAS-12)
·23 damage points (DMG) x 7 projectiles (161 damage total up-close).

MP-50 Repeating Cannon (This one is not present in the mod, only in Vanilla f.e.a.r.. Would like to see it added in the mod.)
·Fire damage and effects on impact. (The idea for these changes actually comes from the T1tan mod, and i would like it to be added here as well.)

SHO Series-3 Combat Shotgun (From the older versions of the mod)
·17 damage points (DMG) x 10 projectiles (170 damage total up-close). To compensate for lowest ammo count of all shotguns and a wide spread.

Seegert ACM46 pistol
·Reserve ammo of 108, being 6 magazines for single pistol and 3 for dual-wielded pistols.

AT-14 pistol
·Reserve ammo pool of 120, being 6 magazines for single pistol and 3 for dual-wielded pistols.

Vollmer Ultra92 Automatic Shotgun
·17 damage points (DMG) x 9 projectiles (153 damage total up-close).

Both the basic shotgun and F.E.A.R. 2´s normal one are pump shotguns, that´s why they have more damage than the semi-auto one in my balance ideas.

Good karma0 votes
Masp1911
Masp1911 - - 10 comments @ F.E.A.R. Complete Edition

I feel like it would be good to have a fourth weapon slot like F.E.A.R. 2 if more weapons and enemies are gonna be added, whether it´s the Vanilla weapons/enemies or new ones outright.

Good karma0 votes
Masp1911
Masp1911 - - 10 comments @ FEAR Complete Edition

Can the original Sub Machine-Gun seen in the E3 of the original game be restored and appear here in any way? I feel like an actual full auto without burst fire would make it unique besides from the special sight it could of had.

Good karma+1 vote
Masp1911
Masp1911 - - 10 comments @ F.E.A.R. Complete Edition v1.01

Sorry for replying so late. I only recently knew how to even make screenshots, but i couldn´t make some of the bug. It still happens, but it´s because of my laptop overheating.

Good karma+2 votes
Masp1911
Masp1911 - - 10 comments @ TemplarGFX's ACM Overhaul

Problem about that is that it replaces the ability to normally open a door in Bug Hunt. A secondary button for that cannot be made.

Good karma+1 vote
Masp1911
Masp1911 - - 10 comments @ TemplarGFX's ACM Overhaul

The MKII pulse rifle is supposed to be the controllable but less powerful one while Hudson´s PR is full auto in the overhaul and is both very damaging and fast to fire. If the MKII had the same ammo count as Hudson´s, they would not have some sort of uniqueness to them and Hudson´s would be entirely replaced by the normal one.

Good karma+1 vote
Masp1911
Masp1911 - - 10 comments @ F.E.A.R. : MMod

There´s currently a little mod for F.E.A.R. that makes the flashlight itself show dynamic shadows when looking at an object or enemy. I tried to combine that with V2, but then the Laser Rifle doesn´t appear at all or the modded flashlight does not work. Could you please update the mod so it can be compatible with that dynamic flashlight? Also, thanks to Notepad i did manage to put MModV2 working in Extraction Point but not Perseus Mandate. It´s a damn great mod.

Good karma+2 votes
Masp1911
Masp1911 - - 10 comments @ Demo Pack (13/12/2013)

Another texture mod in the Limbo? That´s just sad now, I can´t try to download the demo after seeing the installation part.

Good karma+1 vote
Masp1911
Masp1911 - - 10 comments @ F.E.A.R. Complete Edition v1.01

Some parts of the campaign have an issue with Memory Usage. It runs out of memory in the eight mission, and the enemies inside the first van sometimes have completely un-existent character skins. Can that issue be fixed?

Good karma+2 votes
Masp1911
Masp1911 - - 10 comments @ AvPGalaxy - Initial Texture Pack

Can this mod be updated to work on the latest A:CM patches? Seeing re-textured places with proper stuff would seriously help with the visual feel of the game.

Good karma+1 vote