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SkittyM

SPCT
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Everything posted by SkittyM

  1. Exact same gun so the change should just apply anyways. Didn't actually get a chance to test it.
  2. You must not have noticed that Reloaded gave the OCA an actual buff that nobody asked for. Resulting in it becoming the sole close quarters meta. It's nerf is needed as many people have asked for it.
  3. There's already a version with heavy barrel 1 on it, not sure why you want to combine a bunch of them since secondaries only have one mod normally. That was to do with open slot weapons since the UI simply can not support it. You can otherwise put up to 3 mods on any pistol just like normal, just has to be done under the hood.
  4. Min Damage Range is correct though. 25 > 15m just refers to the distance between dropoff start/end.
  5. What? There's an ACT 44 with HS3, an ACT 44 with CJ3, FR0G Kokoe with 3PS3, N-FA 9 with 3PS3, and an RFP-9 with EM3. Also a S-AS PDW with mobsling and an RSA with HMS. The problem isn't Tier 3 mods on secondaries but more what mod you put on what gun. IR3 on something like the RFP-9 is hilariously strong since it already has range and lacks a notable downside.
  6. the Fang doesn't need anything. Its exactly the same as the RFP-9. Changes to the RFP-9 affect all variants of the RFP. (And in this case, the RFP-9 SD is getting the same stats so all variants of the RFP will be the same).
  7. If you read the post, you'd notice Matt is proposing using HS3 instead of IR3. IR3 being the only reason the Fang is so good. All upside with next to no downside.
  8. First! Also so glad the LY change is going to live. Also, for some people, "Min Damage range" is where the gun goes from max damage to min damage. This just means the gun will hit min damage at 55m instead of 65m.
  9. Honestly i think this is a mix of multiple issues. The pellet change didn't do much of anything but there's been a pre-existing issue where the hit boxes aren't exactly where they should be. Also a thing where you think you should've hit but in reality you straight missed. Had to learn that one out by doing a frame by frame of some recordings.
  10. The files, not the devs. Also note that since the OSCAR uses curves, its damage could very well carry over past 40m will still achieving min ttk.
  11. Unlikely to be possible as no weapon mod has dynamic modifiers.
  12. Probably reel back the zoom level a bit, maybe 5 degrees, and probably add a laser of sorts to it so you know when you're clipping a corner or not, idk.
  13. This is because most harnesses can't be worn over jackets and hoodies are considered over shirts, not jackets. It's not about it making sense but about what the game can/can't support, and generally the jackets all break with a harness on.
  14. They wouldn't need to be. They'll be directly updated so there's nothing to distribute at all. Anyone who bought the pack or items will just get the updates to it. This is generally how clothing works.
  15. It does but it WILL clip with the Armored vest rather badly.
  16. It was done back with they cared more about it, aka when the old team was around.
  17. They actually did. but they never released it cause it never looked right and was probably difficult to balance.
  18. It was talked about else where but literally no idea what it will be until the pack is put up.
  19. Weapon skins kinda make that difficult, but ima also ask you to shut yo face.
  20. Can't wait for those harnesses and pray to lord the pack isn't $20.
  21. They're called Fire Axes but are literally the size of larger hatchets? The reason they were scaled down so much was because of clipping and fitment issues but they are so tiny they cant classify as Fire Axes.
  22. I had informed them regarding the fire axes early on but i guess they forgot or just didn't deem it much of a priority. These should be customizable however so it shouldn't be that big of a deal visually.
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