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Nitronik

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Posts posted by Nitronik


  1. These are two of the hardest hitting pistols at the moment and they benefit from 40m effective range
    There's a reason the RFP-9 is called the Pocket OBIR , and the .45 is accurate enough to make full use of its drop off range

    Reduce their effective range to 35m (from 40m)

    • Like 4

  2. 4 hours ago, iTzBlackout said:

    It's a great suggestion. I really would like to see some unique vehicles for our missions.
    [...]
    It would be great if each mission car would have something unique, that you cannot copy it 100%.
    But we also have to keep in mind that the cars should be lore friendly.

    Unique models / mesh reworks for cars are a bit out of the scope of this suggestion, but it's still something worth considering

  3. Just now, MartinPL said:


    Realistically speaking, is there any downside to this idea?

    More work for the developers & I don't know how the game handles spawning cars

    I remember hearing we couldn't get more traffic variants because there's only a set amount of types of cars that can be spawned on the map. This might interfere with it

  4. Some missions in the game require you to hijack a variety of cars - among which are included the Kurai, the Moirai, the Vegas G20 and the Fresno

    Objective vehicles in general should look visually unique - in the case of cars like the Sentinel, the Varzuga or the Cosenza, you could have them use an uncommon paintjob and maybe some custom rims, while the above cars could be remodeled to include some of the unique kits they have (Vegas Mercury, Fresno Fastline, Moirai FormXtend etc...)

    This will make it even easier to tell these cars apart in traffic, especially if you are out-of-mission - no more breathing a sigh of relief upon sighting a lone car in the street - only to see Not Usable at the bottom of your screen.

    • Like 6

  5. It should get either a range or damage nerf, I don't see why it should stay as-is . All the tryhards are either using the .45 (which at least has some inherent downsides) or this


  6. Description : The hitbox for arrested criminals is too tall and does not match the character model's stance

    Steps to reproduce:
    1. Stun a criminal
    2, Proceed to arrest them
    3. Notice how your crosshair turns red if you aim above the character model. Shooting will results in the hit registering on the arrested player

    How many times have you recreated this bug: 3/3

    oUEhQJu.jpg

  7. On 9/9/2018 at 8:37 PM, CookiePuss said:
    I like the idea of a mod to reduce recoil, though maybe a unique mod to the hazardous (maybe not quite a 30% recoil reduction) would be better ?
    Then again... the normal m1922 could do with a bit less recoil as well... Hmmmm.
    @Kewlin thoughts?
    We can actually ask our friend Real Life for some help here!
    Tommyguns had a pretty popular compensator made for them

    It would also allow the Hazardous tommygun to actually look unique, due to the muzzle extension
    cutts-compensator---Thompson.jpg
    • Like 1

  8. 10 minutes ago, Rikard86 said:
    they lowered the multiplier on consecutive pellets meaning you now have to land more to kill AND increased the TTK across all shotguns (DOW and NFAS excluded).

    on paper it works, however when I tried the JG on Test A it wasn't that much different, at least until 7m
    TTK nerf should make pump shotguns a lot less grating to go up against

  9. 4 hours ago, Dopefish said:
    NFAS have 10-20m drop-off range.
       a smaller spread also makes it less forgiving up close.
     
    ☝️☝️☝️☝️
    I'm actually pretty dumb for completely glossing over this, that's also a really important point to consider

    I guarantee had I posted this at a different time it wouldn't have gotten as much hate 😂
    4 hours ago, Dopefish said:

    People are just a bit sensitive about shotguns right now.

  10. 13 hours ago, BXNNXD said:

    this would essentially allow shotguns to have a longer range while circumventing the downsides of improved rifling, not sure i like the idea

    The thing worth considering is the piss poor damage they end up doing - the new drop off ranges are really short and HB gets rid of most of their overkill

    It's why I'd like to see this effect tested on OTW

    -10 / 20 / 30% Accuracy loss
    -5 / 10 / 15% RaySpread reduction  (a far cry from the DOW's 35%)
    -5 / 10 / 15% weapon damage

  11. 13 hours ago, BXNNXD said:
    tbh i have no idea

    maybe draw the fov back a little more (i think equivalent 12 degrees would be too much) and remove marksman crosshair, or replace the marksman crosshair with something that obstructs you from precise aiming in marksmanship (think old anubis crosshair but more solid/larger)

    Here's an idea : force minimum zoom possible in marksmanship mode, replace crosshair with the center dot both when hipfiring and in marskmanship (just need to track them foos), then same effects on accuracy as RS3



     

  12. 2 hours ago, BXNNXD said:
    both should have 3slot variants available
      opinions on making all EOL grenades explode on contact but keeping the windup timer?
    I'd keep a bit of safe range just to avoid kamikazes and cheeky lobs right outside the blast radius (right now doing the latter with a kickback rewards you with a near instant explosion anyways)

  13. 52 minutes ago, neophobia said:
    bird's eye view - be even further away from your char? 
    nah really, i'm too limited to even think how that'd work out, like sure you could do rs3 but stronger but... that's also not how hms is (some absolute value) and it'd be quite... well tbf hms is also weird on most weapons that isnt made for.

    fun fact in the german translation
    hunting sight was called nearsighted
    and
    reflex sight was called eagles eye

    i guess they mixed that up?
    That's a carry-over from the Real Time World days. The joke is pretty much self explanatory - you can't see shit so you need a magnifying glass to aim down range

  14. 8 hours ago, Noob_Guardian said:


    2. Strife, I'm unsure what to make of the change I didn't notice too much of a difference, however, it wasn't exactly too strong before imo, especially since it's high ttk kept it in check. So while I'm not against the rework it's not something I feel was needed. The strife itself isn't used very often in general because most other shotguns are better choices in most, if not all situations due to its ttk, so having a high Overkill for it isn't something I'm against.

     

    The point of the Strife is to have insane overkill damage - to the point where it 1shots fragile users.

    Live version would barely do that only with a perfect hit AFAIK, so it's a good thing for it to get a nice little buff
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