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PostPosted: Wed Feb 28, 2007 3:51 pm 
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More weapons:
Accuracy International L96
Luger
M1897 Trench Gun
Nagant Revolver

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PostPosted: Wed Feb 28, 2007 4:06 pm 
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Sox34 wrote:
More weapons:
Accuracy International L96
Luger
M1897 Trench Gun
Nagant Revolver
sweet luger i was waiting for that 8-)

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PostPosted: Wed Feb 28, 2007 5:02 pm 
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Hurray for the 1895!!!

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PostPosted: Wed Feb 28, 2007 7:17 pm 
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which Luger?


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PostPosted: Wed Feb 28, 2007 9:36 pm 
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I'm guessing P08, since it was the most widely used.

Huzzah for M87!!!! Twenty-two inch bayonet here I come :D

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PostPosted: Wed Feb 28, 2007 11:07 pm 
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Thanks for the update Sox.:)


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PostPosted: Sat Mar 10, 2007 4:24 pm 
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hum.. in the trailer with the gun rack.. you can see an shoulder fired AT weapon next to it an Stgw.44/mp44 (not in the confirmt list as far as i notist).

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PostPosted: Mon May 14, 2007 5:58 am 
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Have made a fansite and a list with the confirmed weapons.

Visit : http://www.campwars.com


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PostPosted: Mon May 14, 2007 12:52 pm 
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Will the Carl Gustav recoilless rifle be shown in game ?

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PostPosted: Mon May 14, 2007 10:26 pm 
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sweet the 1897 trench shotgun , ive been wanting a realistic form of that shotgun for the last long time.

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PostPosted: Sat Aug 06, 2011 12:40 am 
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Well, had been WAY, WAY too long, so I wanted to confirm a few more weapons for you all.

FN 57
G43/K43
M21

It really is wonderful to once again be looking at weapon meshes and coding ballistics equations.
:)

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PostPosted: Sat Aug 06, 2011 11:44 am 
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AllianceEric wrote:
Well, had been WAY, WAY too long, so I wanted to confirm a few more weapons for you all.

FN 57
G43/K43
M21

It really is wonderful to once again be looking at weapon meshes and coding ballistics equations.
:)


I love you for adding the K43 :D

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PostPosted: Sat Aug 06, 2011 2:29 pm 
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The K43 looks like a sniper if I ever saw one. Will the scopes for each time period be different (that is if there are in fact differences)? :)

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PostPosted: Sat Aug 06, 2011 3:54 pm 
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#//neostyles.CD wrote:
The K43 looks like a sniper if I ever saw one. Will the scopes for each time period be different (that is if there are in fact differences)? :)

Yes and yes. There are many differences in scopes from back then as compared to modern scopes. We plan on capturing those differences to the most precise degree that we can.

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PostPosted: Sat Aug 06, 2011 4:43 pm 
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#//neostyles.CD wrote:
The K43 looks like a sniper if I ever saw one. Will the scopes for each time period be different (that is if there are in fact differences)? :)

Wasn't designed to be a "sniper rifle" bolt action > semi automatic

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PostPosted: Sat Aug 06, 2011 7:23 pm 
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Bigdaddy wrote:
#//neostyles.CD wrote:
The K43 looks like a sniper if I ever saw one. Will the scopes for each time period be different (that is if there are in fact differences)? :)

Wasn't designed to be a "sniper rifle" bolt action > semi automatic

Actually, even though what he said is wrong, the G43 was designed with a quick attach scope mount built into the receiver. It was designed as a battle rifle, but it was meant to serve as a sniper rifle as well.

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PostPosted: Sun Aug 07, 2011 9:48 am 
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I wish that I could comment in more depth about the guns but unfortunately I am not as knowledgeable about weaponry as you guys :P
So I'll just say that I love all the work the team is putting into implementing so many weapons from so many time periods and nationalities.

I know that somebody probably asked this but are there any plans in implementing bayonets?

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PostPosted: Sun Aug 07, 2011 11:00 am 
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Rumbler07 wrote:
I wish that I could comment in more depth about the guns but unfortunately I am not as knowledgeable about weaponry as you guys :P
So I'll just say that I love all the work the team is putting into implementing so many weapons from so many time periods and nationalities.

I know that somebody probably asked this but are there any plans in implementing bayonets?

Yep. And I will say this- insta-hit functionality (think knifing in most FPSes) will almost certainly be done via your weapon. That means pistol whipping, butt stock smacking, bayoneting, etc. Basically, whatever is quickest and at hand.

The idea that you could switch to a knife, effectively stab someone, and have your rifle back up all within less than a second is completely ludicrous. So we are absolutely going with weapon-based hits.

And, that said, there's no way in hell it's going to be one-hit-one-kill. Who doesn't love the absurdity of some of these games where you can shoot the person point blank with a 308 and do 40% damage, but a stab to his leg with your knife is an insta-kill!

No, no, no. We are going to have it all be relative. Relative to gun weight, relative to implement (stock, bayonet?), relative to location hit. Bludgeoning and stabbing are clumsy, messy affairs. There's no reason they should work like some sort of golden gun!

Standalone knives will of course be available, but will be discrete selectable items like anything else.

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PostPosted: Sun Aug 07, 2011 3:39 pm 
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Well it's about time someone realized that a pistol weighs less than an M16! Melee I think has been one of the biggest weak points of today's fps games. It's wierd how everything is a one hit kill regardless of what you are using. Personally, I think there should be some sort of physics to melee too. Something I have always wanted to see in a game would be (for example) knocking someone over if they were already sprinting when you meleed them, assuming that you hit them above their center of gravity. Meleeing in the feet might be another way to tip someone over. I've always wanted to see melee that has a physical affect on other players (as opposed to just damage.) I mean, it's kind of hard to accept that someone wouldn't budge at all when being hit with a 10 pound object, as if their feet are bolted into the ground.

Just my thoughts. Carry on!

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Yes and yes. There are many differences in scopes from back then as compared to modern scopes. We plan on capturing those differences to the most precise degree that we can.

This is great news. Im probably not alone in this when I say that most games give you very limited options for weapon optics. Not all aimpoints are equal for instance
http://www.semperfiarms.com/store/optic ... sights.php

Something like this where you can attach it behind your aimpoint to add magnification would be very cool
http://www.semperfiarms.com/store/produ ... 3X-MAG.php

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PostPosted: Tue Aug 09, 2011 3:29 am 
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#//neostyles.CD wrote:
Well it's about time someone realized that a pistol weighs less than an M16! Melee I think has been one of the biggest weak points of today's fps games. It's wierd how everything is a one hit kill regardless of what you are using. Personally, I think there should be some sort of physics to melee too. Something I have always wanted to see in a game would be (for example) knocking someone over if they were already sprinting when you meleed them, assuming that you hit them above their center of gravity. Meleeing in the feet might be another way to tip someone over. I've always wanted to see melee that has a physical affect on other players (as opposed to just damage.) I mean, it's kind of hard to accept that someone wouldn't budge at all when being hit with a 10 pound object, as if their feet are bolted into the ground.

Just my thoughts. Carry on!

Quote:
Yes and yes. There are many differences in scopes from back then as compared to modern scopes. We plan on capturing those differences to the most precise degree that we can.

This is great news. Im probably not alone in this when I say that most games give you very limited options for weapon optics. Not all aimpoints are equal for instance
http://www.semperfiarms.com/store/optic ... sights.php

Something like this where you can attach it behind your aimpoint to add magnification would be very cool
http://www.semperfiarms.com/store/produ ... 3X-MAG.php


Thats an interesting idea, I like the melee while sprinting bit. The feet thing might be a bit hard to create though. Imo a 100% physics based melee system would be hard to do, an easier option may be to (assuming theres many kinds of melee in the game, knives bayonets stocks fists) logically look at what would physically knock a person over (rendering them mostly incapacitated) and what would mortally wound them (leaving them virtually incapacitated, ie no vision, fade to black)
I'm not in favor of a "last stand" type deal a la cod4 so this would have to be implemented carefully but I think it would add another level of immersion to bayonet attacks or whathaveyou, having to stick your enemy one last time to finish em off. If something like this is to be included, it should be a rare event (meaning 98% dmg is fatal 9/10 times for instance). Perhaps near-miss grenade explosions (instead of doing nothing in most games) force you to either take a knee for a brief moment or get completely bowled over.
One game with a stance system I liked was Metal Gear Solid 4's. While primarily a 3rd person game, you could opt to play in 1st. Whenever an explosion or attacking enemy landed a hit it would knock the player over. On the ground it was pretty fluid to either roll to cover or flip over and shoot ones attacker. To be fair it was all controller based and was based on a sort of 'rock paper scissors' system per say. Obviously this all worked so well cause it was in 3rd person but I think what really stood out was the fluidity of it all and the games visual effects.

I definitely hope ordinance and heavy weapons toss people around realistically in Alliance ;D

That being said I dont want to risk getting off topic any more lol




Those detachable magnification scopes rule! They would make a great addition! Maybe as another tiered level of customization? Nearly any weapon can receive the modifications to mount the additional part so perhaps advanced players would have the extra option?

It would be great to also see extra addons for sniper rifles like night vision, suppressors and muzzle breaks.
I for one want to see this in there as a goodie http://www.anzioironworks.com/MAG-FED-20MM-RIFLE.htm

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