Here it is! Version 2.0
This took me many hours of research, tweaking, and testing. I hope that everyone likes it. Let me know what you think. Read more for details.
Version 2.0
– The recoil of each weapon is now based on its recoil energy. This is related to the weight and power of the round as well as the weight of the gun. The original game had recoil based on weapon type. Weapons with built in grips also have slightly less recoil than their counterparts without grips. Recoil animation has been tweaked as well. Let me know your thoughts on this.
- Looking around with a weapon has also been updated. Heavier longer weapons will move slower and less steady than lighter smaller weapons. It is much easier to loose control of a light machine gun now than a submachine gun. When using a longer weapon your character will now lead more with the weapon into a turn, like you would in real life. (I would like to adjust steadiness of the weapon when not moving or firing, but the reticule and scopes seem to be fixed to the camera. This also makes movement steadiness with scopes impossible because the gun will move but the scope won’t, as if they are not attached to each other. Any input on this would be appreciated.)
- Blind fire accuracy is now based on the length, weight, and power of the gun. Pistols and submachine guns are now much more accurate in blind fire than light machine guns. Guns with grips also have slightly better blind and normal accuracy than their counterparts without grips.
- Sound range is now dependant on the round being fired and the gun firing them. Supersonic rounds can now be heard anywhere on the board. No more dying from silent bullets. Subsonic rounds can be heard within their range of lethality. Silenced weapons are now quieter making silenced pistols and submachine guns more useful. Reload, equip, fire mode change, and no ammo sound ranges are now based on their respective weapon. The no ammo sound range was ridiculous in the original game. Did you ever notice in terrorist hunt how there were suddenly a lot of people shooting at you when you ran out of bullets? I toned this down to be proportional to the other sounds. This makes the “Oops my pistol ran out of bullets, now come and get me suckers!” strategy less useful. Enemies respond differently now and you will have to change tactics, and use more varied tactics to stay alive.<!--[if gte mso 9]><xml>
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hey i tried the mod its great but what happend to the silencer on the ak-47?
Glad you liked the mod mason!
I took away the silencer for the AK-47 because it uses a supersonic round. The silencer would reduce the muzzle flash and sound of the gun firing, but the bullet, being supersonic, would still make a crack and the enemy would be aware of your presence. This is not reflected in the game so I removed the silencer option to maintain realism.
Thanks for the post. To read about similar questions and my responses, check out the comments on the "summery" page.
Sounds great. I´ll test it. Are the firemodes and the ammo per magazine changed too? Because I was always wondering why they didn´t give the G3KA4 only automatic and semi-automatic. It should also have burst fire mode, shouldn´t it? And it should have 20 rounds per magazine not 30. I think I´m talking about the G3SG1 but I don´t think the G3KA4 really has 30 roudns per magazine.
Thanks for making and sharing this mod :)
EDIT: Oups. The description already said that you changed the weapon select feature^^ Sorry :D
Tested it. Good but it needs work. The sounds must be adjusted to the reloadspeed of some weapons. And PLEASE make the pistols stronger again. I had to shoot an enemy 8 times with the usp 40 to kill him. Thats unreal. And the Desert Eagle is too weak to. Maybe you have used the .49 desert eagle stats? The one in the game is a .50 and it would easily penetrate your armor and kill you by one hit. So I prefer the original settings.
The rest is nice:) Hope you don´t blame me for my comment. See it as constructibe feedback^^ I haven´t tested the SMGs yet. But I´m sure... Less damage than in the original version is not a good idea... I don´t like the SMG´s in the original because you need 5 hits or so to kill someone without a headshot. And I guess we all know... After 2 hits in the chest you surely will die! Even if the bullet is slowed down by the armor so it will stay inside your body (but then it´s even worse for you^^).
I hope you understood (my english is not perfect).
That's actually pretty realistic with the USP 40. Level III body armor will stop everything up to 44 mag. A lot of the characters in this game are wearing Level IV body armor. That would be the most likely reason you were having trouble with the Desert Eagle. Level IV body armor is designed to withstand 4 hits from a 7.62 rifle round. The .500 S&W has a bit more energy than that and will typically kill with 2 or 3 shots against an enemy with L4 armor and it's considerably more powerful than the .50 AE. Most of the sub-machine guns shoot 9mm, which is easily stopped by Level II armor. And I've heard enough cop stories to know that it usually takes more than two shots with 9mm to take someone down who is intent on killing you. But with a high rate of fire, ease of movement, decent accuracy, and a lot of capacity, a SMG is a good option for those with some skill. Since it's been a while since your post, I encourage you to check out version 2.4.2! I think it's much more refined and that you'll enjoy it. The weaknesses of any one weapon are pretty well balanced with strengths in other areas. Thanks for the feedback!