STEAM-GRUPP
Sernix Coop Insurgency SCINS
STEAM-GRUPP
Sernix Coop Insurgency SCINS
35
SPELAR
340
ONLINE
Grundades
29 januari 2015
Språk
Engelska
Plats
United States 
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8
Player / Enemy models
7
Raining grenades
66
MOAR WEAPONS!!one!eleven!!!!
Ursprungligen skrivet av Daimyo:
So with help of LUA, I'm able to get weapons over easier but still takes time to test, attachments, balance etc.

Ive been working on LMGs and here's what Im thinking:

m249 still the same, gets a nice desert/tan skin.

mk46: Since its lighter, made for special forces mainly, it gets slight recoil increase, slightly increase bullet spread due to shorter barrel. 150 round magazine (maybe less like 100 rounds) if we want it to be just a lighter more mobile version of m249.

mk48: higher caliber, heavier, maybe slight less recoil, 100 round magazine, other balances. 100 round magazine.

The mk48 world model is a little jacked but not a big deal.
I will list some initial stats I think would be a good starting point. This site is a great resource[world.guns.ru] and I will use the info from that site and the current M249 as a base:

MK46 - 5.56x45, 100 round mag, 80% weight of M249, 75% firerate of M249, 5 spare mags with Ammo Rig II, almost as controllable as RPK74 when not deployed or at least a little better than the M249. Intended role is CQB so no OTM rounds, STD and AP only, to emphasize its mobile support role.

MK48 - 7.62x51, 100 round mag, 120% weight of M249, 67% firerate of M249, 3 spare mags with Ammo Rig II, virtually impossible to control when not deployed like the SCAR H. Intended role is medium to long range suppressing fire so while it is amazing when deployed it will be a liability while traveling between objectives.

Crazy ideas: Adjustable firerate. IRL the M249 and M240 can adjust their firerate. Granted, I don't think M249 with regular 30 round magazines would be a good idea. However, on the M240 it is simply a gas setting. So to really make these new LMGs unique, even though it technically is contrary to reality, a simple tap of the fire mode button swap their RPM to a higher one. They won't have animations for the change but no one minds this on the M93R so I doubt anyone will care. Assuming of course modding in a different full auto firerate is doable since, currently, the only other options are burst and semi.


Ursprungligen skrivet av Daimyo:
Yeah I'll definitely need feedback when they are released to get feedback because they need to be distinguished. I also may consider removing m16/mk18 from support. What you think?
Heh with the new LMGs on the server how will I find time to eat or sleep let alone give feedback? :steammocking: Anyway, I would split them off into other classes. In the support role with drum mags, Galil does a better job than M16 and AKM is better than M4/MK18.
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Day of Infamy sernix server?
I started a thread about this already but I should have worded the title better. Oh well, copy-paste time.
Ursprungligen skrivet av Choppah:
Day of Infamy will be an excellent game for a Sernix server (or 2) upon release. On sale, until 08/04/2016, for $16.14 if you already have Insurgency (get the New World Collection, it doesn't charge you for a second copy of INS).

Pros:
  • Uses source engine so setup shouldn't be any harder than INS.
  • Gameplay is similar to INS so it should be easy for vets to hop right in and enjoy.
  • Levels are way more vertical and connected. No more gates and blocked paths for coop.
  • Improvements to the AI.
  • Artillery and radioman systems. Artillery is called in by an officer standing near a radioman to drop HE or smoke on an area. Players with radios equipped can cap points faster.
  • Currently Brits and Americans vs Germans, but I imagine the workshop will explode once the game releases. Hopefully modding could allow for Russians and Italians.
  • Alternate spawn system. There is one defensive coop mode that requires a player to go back to the initial spawn to revive dead players. Other modes work like checkpoint.
  • Ability to play Germans in coop.
  • Dat DoD vibe.

Cons:
  • Currently in early access so a lot of stuff is changing. Seeing as how NWI breaks INS mods all the time, it may be too early to bother with any modding until much closer to release.
  • Armor was almost nonexistent in this time period. Fatal mechanics and the respawn system might need a complete rework.
  • Limited weapon customization which is a good thing IMO, but others may scoff when coming from the modern day setting of INS.
0
DOI is awesome
Day of Infamy will be an excellent game for a Sernix server (or 2) upon release. On sale, until 08/04/2016, for $16.14 if you already have Insurgency (get the New World Collection, it doesn't charge you for a second copy of INS).

Pros:
  • Uses source engine so setup shouldn't be any harder than INS.
  • Gameplay is similar to INS so it should be easy for vets to hop right in and enjoy.
  • Levels are way more vertical and connected. No more gates and blocked paths for coop.
  • Improvements to the AI.
  • Artillery and radioman systems. Artillery is called in by an officer standing near a radioman to drop HE or smoke on an area. Players with radios equipped can cap points faster.
  • Currently Brits and Americans vs Germans, but I imagine the workshop will explode once the game releases. Hopefully modding could allow for Russians and Italians.
  • Alternate spawn system. There is one defensive coop mode that requires a player to go back to the initial spawn to revive dead players. Other modes work like checkpoint.
  • Ability to play Germans in coop.
  • Dat DoD vibe.

Cons:
  • Currently in early access so a lot of stuff is changing. Seeing as how NWI breaks INS mods all the time, it may be too early to bother with any modding until much closer to release.
  • Armor was almost nonexistent in this time period. Fatal mechanics and the respawn system might need a complete rework.
  • Limited weapon customization which is a good thing IMO, but others may scoff when coming from the modern day setting of INS.

If you bought DOI, post your thoughts on which features would be best used and modded for Sernix.
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Some suggestions for significantly improving the playability and viability of the conquer game-mode.
7
Mag count keeps breaking.
66
MOAR WEAPONS!!one!eleven!!!!
Found some more interesting weapons to add to the list of candidates.

HK 417 - 20 rounder 7.62 NATO with underbarrel GL (this uses M16 animations so the GL will work). Could only imagine the weight this combo would eat up, but we already have AKM with drum and GL so why not? I would request the medics not get this rifle as they need to move around and only fire smoke nades, so the extra weight wouldn't be worth it for them.

DSA58 OSW - A short 7.62 NATO full auto as a secondary. Aim low or the recoil will break your back. Suggested weight of mid 30's HG. Maybe restrict to marksman/spotter only? That way they can have a bolt action primary and a really powerful backup rifle.

Scorpion EVO - Might be kind of redundant, since both the MP5k and MP5 with stock are already ingame. I think this smg could weigh inbetween MP5 and MP5k but with a rpm of 1100 so out of those 3 there is still a choice between light weight (MP5K), controlability (MP5), firepower (EVO is still 9mm but at 1100 rpm it is a hallway clearer). Due to its high rate of fire, maybe make this a primary weapon so it will have plenty of ammo?

OTs-33 - 27 round magazines of 9mm with a stock. I imagine this would be almost as heavy as the deagle. At 900 rpm, the stock will keep this pistol under control, main downside compared to smgs would be damage at range.

Glock 18 Custom - Like the OTS-33 but lighter weight, faster firing, 33 round mags, and tons more recoil. At 1200 rpm, I see this as the ultimate pistol for the accessory slot to get yourself out of a pinch.

There are other weapons on the workshop I have run across like the KAC PDW, CZ805, and SCAR L but I can't think of a role those would fill since we already have enough primary slot MK18 clones.
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Suggestion about medic's role
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