Its great and all but it could be better (Community WeaponPack1)

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What should be fixed

  • Fix the Priority bugs

    Votes: 22 73.3%
  • take off the "safety” Animation for the M4A1

    Votes: 5 16.7%
  • Match the Reflex sight on the M4 with the M16

    Votes: 5 16.7%
  • Change the ROF animation forthe M4A1, its too exagerated.

    Votes: 6 20.0%
  • Change the sounds for the Mag-7, Especially long range sound

    Votes: 11 36.7%
  • Change the sounds for the M93R, sounds like flak

    Votes: 8 26.7%
  • Reskin the M93R, black preferably

    Votes: 10 33.3%

  • Total voters
    30

NTKB

Banned
Aug 25, 2001
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1> Most significant bug but now fixed. Thanks crowze!

2>Although its annoying its the 1 thing that sorta brings an unintended balance to this gun...

3>I like the difference.

4>Huh?

5>Argh... another big one for me although not a big deal. The pump sound is sorta old school sounding, like it came from a playstation game, and the far off sound :eek: These changes would merely be an asthetic one.

6>I like the sound of the M93R but I dont like the inconsistancy with its sound and the Uzi. They fire the same type of round and both look about the same size but sound radically different. I will have to trust Bushwack when he told me its due to different barrel sizes etc etc but it still doesnt seem right...

7> :con:

All in all I think in the end its perfectly fine weapons pack and they did an outstanding job. I hope they dont take small criticism wrong since its usually driven by love. We make these remarks because we love the new weapons so much it drives us to notice things we personally felt should be different. If we didnt like it or didnt care we wouldnt say nothing. Great work team!
 
Apr 2, 2001
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I agree that everything but the prio stuff is hardly worth mentioning.

You guys really did an excellent job and people tend to rush complaining after a short 'thanx' much too quick IMO.

The only - lets say unfullfilled dream - ;) is the MAG 7:

I always though INF could use a 'clip-based' shotgun and I was ready to fall in love with that 'beauty' (;)) but I found that I suck bad with it :(

It's got what it takes: quick reload, short barrel, low bulk, nice spread for CQB but it falls short in terms of firepower (at least to be competitive to the AR's).

I was hardly ever able to kill a bot in a single shot and I hardly ever got a second one, due to long 'pump-time'. Once I needed 4 shots from below 5m distance to finish a bot off (might be related to his instant proning), and my aim was pretty much on target...

It's a pitty but the gun is too much a handycap for myself to make me use it often :( But maybe the look of it is scary enough to defend myself ;)
 

ecale3

Sniper - May be harmful to your health.
Jul 13, 2001
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NT take into account that the Micro Uzi has a very very high rate of fire too. That'll make a difference in its sounds as well. For example the long "ripping" sound the micro uzi has as opposed to the M93R which is more of a "pop pop pop".
 
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ecale3

Sniper - May be harmful to your health.
Jul 13, 2001
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yes, the red dot is a common complaint on the reflex. We apologize. At the time of skinning we thought the dot was red. As it is i believe the dot is supposed to be amber. The only way to adjust this is to change the skin.
 

GenoOfTheCrayon

l33t 14 year old with an iron sight RC50
Sep 30, 2001
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In INF, if anyone switches away from their primary weapon, it's usually to do one of two things - Get a sidearm out when you run out of ammo, or throw a frag.

For the frag throwing thing, soldiers are trained to throw the grenade with their gun hipped, not put away with the safety on.

As for the sidearm, usually when I run out of ammo and I'm face to face with an enemy I can't ask him to wait while I make sure my gun is safe while I take my pistol out. The "fix" to this, in my opinion, would be to skip the safety animation as long as you are using the quick action menu to switch weapons. That's what quick action is for, whenever you're in a "Shit, I'm about to die!" situation.
 

Vega-don

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Mar 17, 2003
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GenoOfTheCrayon said:
In INF, if anyone switches away from their primary weapon, it's usually to do one of two things - Get a sidearm out when you run out of ammo, or throw a frag.

For the frag throwing thing, soldiers are trained to throw the grenade with their gun hipped, not put away with the safety on.

As for the sidearm, usually when I run out of ammo and I'm face to face with an enemy I can't ask him to wait while I make sure my gun is safe while I take my pistol out. The "fix" to this, in my opinion, would be to skip the safety animation as long as you are using the quick action menu to switch weapons. That's what quick action is for, whenever you're in a "Shit, I'm about to die!" situation.

if i face an ennemy and my m4 is empty , i would just throw the m4 to the guy face and then take my sidearm..
so you can throw the m4 :)
 

GenoOfTheCrayon

l33t 14 year old with an iron sight RC50
Sep 30, 2001
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My throw weapon key is no where near any place I can use it in a hurry. With all the other binds I have, the only place for it is quite a ways away from my movement keys, where my hand is usually at.

Secondly, if realism is the reason we have safety, then throwing the weapon like that isn't realistic, as you would need to go throw all the trouble of taking the sling off, which you don't have time for. Besides, even if it weren't for the sling, just dropping the gun and taking the pistol out would be faster than throwing it. And I doubt any military encourages that their soldiers throw such a valuable piece of equipment.

And there's still my point about the grenades.

I have no problem with the safety feature, but I'm saying there are circumstances where a soldier would NOT use them.
 

NTKB

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Aug 25, 2001
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ecale3 said:
NT take into account that the Micro Uzi has a very very high rate of fire too. That'll make a difference in its sounds as well. For example the long "ripping" sound the micro uzi has as opposed to the M93R which is more of a "pop pop pop".


I understand but the Microuzi still has a "lower" softer sound
 

geogob

Koohii o nomimasu ka?
Cleeus[JgKdo] said:
well, its red - on green background
Haha

There are lots of colorblind males.

True about color blindness... Guess why reflex sights don't use red reticles...

http://www.trijicon-inc.com/pdfs/reflex.pdf

Furthermore, according to the MOA rating for the relfex sights' reticles, both the m4a1 and m16a4 reflexes are too big. So watch out if you want it fixed to be as real as it gets! There's a limitation problem due to the FOV in-game. Unless we start using 3D simulated virtual realit, there no way to fix it since it's directly linked to the concept and perception of first person shooter games.

And, if you check the information again correctly, you'll see tha the the standard (So for the m16a4) reflex sight has a 6.5 MOA round amber reticle and the reflex custom built for the M4A1 used by the US Army special forces is a 4.3 MOA. I don't know if this is the reflex sight modeled on the M4A1 our team released (the ones working on it and Bushwack could confirm), butif that's the case, it's actually supposed to be smaller. Also, the custom M4A1 reflex has a polarising filter. Because of this, the light comming through the sight will be reduced (especially daylight and light comming direclty from the sky, which is considerably polarised).

It's funny how the spec sheet from the company who produces the things are usefull sometimes.
 

Rostam

PSN: Rostam_
May 1, 2001
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I'm supposed to be colourblind and not see the difference between red and green, but I can always could have. The world is strange...

Anyway I agree with Geno. In fact, I think his idea is great. Espescially with the uzi, a weapon that tends to run out of ammo fast (thats why I use it :p) not being able to whip out a hk69 to take out an enemy behind cover fast or take out an m9 is the biggest draw-back.