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2.6.1 (2.7 beta 1) - Printable Version

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RE: [Future] 2.7 - DeltaStrikeOp - 2014-04-20

So I've been thinking over and over again about the stats of the Mk. 12 SPR. I think I've finally reached a reasonable real-world reasoning as to why the Mk. 12 will have higher "perceived" recoil.

Imagine you are holding a laser pen. Now, imagine you are ever so slightly angling it up. Maybe you only angled it up by 1 degree. However, that translates to .5 cm of elevation over a horizontal distance of 30 cm (30xsin(1)=.52cm, sorry if math is off, i'm not too confident with trig after my current situation in calc).

The current M4A1 (yeah, the model is actually a M4A1, might wanna update that next release) has very controllable recoil. When you add a magnified optic to it, it will seem to be of very high recoil because, like the laser analogy, you are looking farther away (and zoomed up) compared to the standard very very small amount of zoom when you ADS (Can we even call it .1x magnification?). This would justify the ramped up recoil of the Mk 12, even if it's considerably higher than what we wanted on paper.

So we can go back to the original plan of increasing recoil to a relatively high level if we wanted to, as long as its still relatively controllable.

Rate of fire can be reduced since the gas system is longer and takes more time to cycle the bolt.

Damage can be increased and it would still be balanced due to rate of fire being nerfed and high recoil coupled with very low aimfire accuracy.

Someone correct me if my points are invalid. I always dream up of elaborate stuff, but can't seem to say it correctly. =/

RE: [Future] 2.7 - Xenon - 2014-04-20

I thinking again and maybe on this game need more than 5 weapon need 10-15

RE: [Future] 2.7 - -{ET}-xdEpicZombie - 2014-04-21

That great if You think so,its not so easy to make one,go ahead,try.No offence tho

RE: [Future] 2.7 - asmanel - 2014-04-23

Xenon, at rereading this thread, I just saw you wrote "this game need more than 5 weapon".

What do you mean, more exactly ? There already are fourteen weapons and two weapon like bonuses.

RE: [Future] 2.7 - Xenon - 2014-04-25

Primary Weapon

RE: [Future] 2.7 - asmanel - 2014-04-25

Theorically ACR 2.7 will have all the ACR 2.6 weapons.

RE: [Future] 2.7 - DeltaStrikeOp - 2014-04-25

Pretty sure all weapons will stay the same. M16A3 may get a name change to better reflect the model, which is an M4A1

@Xenon, currently yes, there are only 5 primary weapons. As I said before, there may be an addition of a new gun, the Mk. 12 Mod 0 SPR. It's stats will be similar to the current M16, but scoped.

RE: [Future] 2.7 - -{ET}-xdEpicZombie - 2014-04-26

Please make AK47 have its own shoot and reload sound!

RE: [Future] 2.7 - DeltaStrikeOp - 2014-04-26

I'm pretty sure that's easily doable. After all, originally it wasn't in the game and victor recycled the shoot sound from the MP5k. The problem of course is finding something that is open source and doesn't have any licensing conflicts.

In fact, I supported a push for realistic sounding muzzle reports. However, one con about using realistic muzzle reports (shot sounds) is that it's pretty deafening. I do have a source for muzzle reports, but I still havent been able to get a licensing deal w/ him

RE: [Future] 2.7 - Victor - 2014-06-06

2.7 is delayed again to July. Previously, it was late May to early June.

This time I'll probably be able to meet it because school will end on June 27.