Short Rifle Attachments

Post » Sun Apr 25, 2010 7:37 am

After seeing the various footage of weapon customization, I'm sure we've all seen it. I was left wondering about short rifles and what attachments they can take.
As you may or may not no, AR's and SMG's have 4 slot's for attachments,

Front Attachment- For silencers, muzzlebreaks etc.

Bottom attachments- Gun slings, Noobtubes etc.

Top Attachments- Scopes, RDS etc.

Magazine Attachments- Pretty straight forward.

I was wondering if Short Rifle's will have access to all the same slot's, able to silence them, etc.

Also I would like to hear your thoughts on what you would like to see available for the weapon category.
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Quick draw II
 
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Post » Sun Apr 25, 2010 4:09 am

Armour piercing/high penetration rounds
or somthing like that
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Kayla Keizer
 
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Post » Sun Apr 25, 2010 9:37 am

Armour piercing/high penetration rounds
or somthing like that

Soldier ability. There are different kinds of ammo, we don't know exactly which ones.

@OP: I guess it's the same. At the very least scopes for short rifles are confirmed.
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Michael Russ
 
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Post » Sun Apr 25, 2010 8:57 am

good!
but when i say armour piercing i mean you could shoot through multiple enemies, just for a bit of fun
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Harinder Ghag
 
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Post » Sun Apr 25, 2010 12:02 pm

good!
but when i say armour piercing i mean you could shoot through multiple enemies, just for a bit of fun

No, there's no bullet penetration through objects. Which is good. I don't like to get wallbanged :) When I use cover, I expect it to cover me, not to get shot through. (It's not realistic, but it's fun)
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rheanna bruining
 
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Post » Sun Apr 25, 2010 3:44 am

I think the Armor Piercing rounds are there to counter this so called ''Kevlar Reinforcement'' perk for Soldiers, or just to deal extra damage.

About the Short Rifle (''sniper rifle'') attachments, I think we can see stuff that's on all the other weapons, after all, it is not a real sniper rifle, so it probably wont have the most unique set of attachments, but they might be the only ones with a Sniper Scope?

... I sure as hell would like to see what you can do with the Grenade Launcher weapons, and the Heavy Minigun :l
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Darlene DIllow
 
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Post » Sun Apr 25, 2010 10:38 am

No, there's no bullet penetration through objects. Which is good. I don't like to get wallbanged :) When I use cover, I expect it to cover me, not to get shot through. (It's not realistic, but it's fun)

There's also no penetration through people (or anything else people want to ask about), so lights using heavys as cover is a viable strategy in a push.

I expect the upgrade slots themselves will be largely the same for most weapons. Most weapons have a top and bottom picatinny rail, a magazine, and a barrel. Even if the slots are the same though, the upgrades will be different for each type of weapon. Putting a drum or beta magazine on a semi-auto short rifle wouldn't make much sense for balance. Shotguns will probably offer completely different upgrades all the way around, tube extensions, muzzle chokes, maybe even even the option to change stocks. Silencers are also possible to put on a shotgun, but so long that they are pretty impractical unless integrated into the weapon. Wouldn't expect to see them. With things like grenade launchers, your guess is as good as mine.
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Everardo Montano
 
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Post » Sun Apr 25, 2010 12:59 am

I would think that you might have the option to carry ammo crates for the heavier weapons but you move even slower.
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Prohibited
 
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Post » Sun Apr 25, 2010 1:19 am

Explosive rounds for area damage would be nice.
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Rachyroo
 
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Post » Sun Apr 25, 2010 1:13 pm

Explosive rounds for area damage would be nice.

Once again, ammunition types are given by the soldier's resupply skill, and not by upgrading your weapon.
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neen
 
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Post » Sun Apr 25, 2010 1:13 pm

So for example, let's say there is a ''Special Ammo'' perk for the Soldier, would 1 point in it give ex: Armor Piercing Rounds, while 2 points give Explosive Rounds, and removes the Armor Piercing effect? (if explosive does'nt have that, but greater)

That'd be nice


Also, this was really off-topic
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Prue
 
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Post » Sun Apr 25, 2010 2:55 am

So for example, let's say there is a ''Special Ammo'' perk for the Soldier, would 1 point in it give ex: Armor Piercing Rounds, while 2 points give Explosive Rounds, and removes the Armor Piercing effect? (if explosive does'nt have that, but greater)

That'd be nice


Also, this was really off-topic

Well, there's no confirmation that there are even more than one type of special ammo. The only thing we have is Richard Ham saying "Today, Jolly is handing out Armor-Piercing ammo." which implies there is more than one type of upgraded ammo.

There are two ways i can see the skills working. its possible tat there are several types of ammo with different buffs, and each is a different floating skill that soldiers can take. Or it could just be upgrades for the resupply skill, in which case, the ammo types would most likely just be +damage.

To explain with an example, there might be AP ammo that goes around damage reduction, explosive rounds that have a small AoE, and incendiary rounds that set people on fire. Or there might just be the base restock ability, put a point into it and get AP ammo for +5% dam, another point for FMJ rounds and +10% dam, a third point for TMJ rounds and +15% dam.
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Chris Ellis
 
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Post » Sun Apr 25, 2010 8:52 am

Once again, ammunition types are given by the soldier's resupply skill, and not by upgrading your weapon.


Whatever the means by which it is aquired, I would like to see this as an option.
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Lauren Denman
 
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Post » Sat Apr 24, 2010 11:17 pm

Whatever the means by which it is aquired, I would like to see this as an option.

Explosive ammo doesn't actually seem all that likely to be in the game. Putting explosives in ammunition is only practical with larger rounds, such as the .50 BMG, which is only used by snipers and machine guns. The soldier resupply skill, on the other hand, has to apply to all weapons in the game.
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Smokey
 
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Post » Sun Apr 25, 2010 12:45 am

About the Short Rifle (''sniper rifle'') attachments, I think we can see stuff that's on all the other weapons, after all, it is not a real sniper rifle, so it probably wont have the most unique set of attachments, but they might be the only ones with a Sniper Scope?

I strongly doubt short rifles will get drum magazines and grenade launcher attachments. I also am not sure that long range scopes will be exclusive to short rifles.
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SamanthaLove
 
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Post » Sun Apr 25, 2010 2:48 pm

Shotguns will probably offer completely different upgrades all the way around, tube extensions, muzzle chokes, maybe even even the option to change stocks. Silencers are also possible to put on a shotgun, but so long that they are pretty impractical unless integrated into the weapon. Wouldn't expect to see them. With things like grenade launchers, your guess is as good as mine.

Explosive ammo (single slugs) for shotguns could work, though. Giving you a slightly better range and higher damage, but no spread.

So for example, let's say there is a ''Special Ammo'' perk for the Soldier, would 1 point in it give ex: Armor Piercing Rounds, while 2 points give Explosive Rounds, and removes the Armor Piercing effect? (if explosive does'nt have that, but greater)

The first upgrade could be dumdum ammo, which causes a bleed-out effect on impact.
Then the second is armour piercing.
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Rich O'Brien
 
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Post » Sun Apr 25, 2010 1:20 am

Explosive ammo (single slugs) for shotguns could work, though. Giving you a slightly better range and higher damage, but no spread.

Possible, but like i was saying before, ammo is based on soldier abilities, and an ammo ability would have to be able to apply to all weapons, rather than just a pair of machine guns and a pair of shotguns.
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Shannon Marie Jones
 
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Post » Sun Apr 25, 2010 11:57 am

Well, all weapons with roughly the same kind of ammo would get the same effect.
But Shotguns and Grenade-Launchers could be affected in a different way; by the same skill.

I mean, this could in fact add a tactical element to this system.

When this soldier-skill is not only a simple upgrade, but makes a real difference in the usage of a weapon.
Grenade Launchers could be upgraded to shoot sticky grenades or multiple small explosives, for example.

So there would be a reason for some people not to get their weapon upgraded by the Soldier because it wouldn't fit their playstyle.
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Marcus Jordan
 
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Post » Sun Apr 25, 2010 6:30 am

I honestly like the idea, but I doubt its in the game. When medics throw you a syringe, you are given a prompt to use it, because if you didn't have a choice, you might just revive in the middle of a firefight and die again. If buffs had an effect that might be undesirable to some players, there would probably be a similar prompt.
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daniel royle
 
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Post » Sun Apr 25, 2010 3:13 am

I honestly like the idea, but I doubt its in the game. When medics throw you a syringe, you are given a prompt to use it, because if you didn't have a choice, you might just revive in the middle of a firefight and die again. If buffs had an effect that might be undesirable to some players, there would probably be a similar prompt.

That makes sense, for the genral ammo resupply. no choice (why would you say no?) For special ammo types a prompt
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Sasha Brown
 
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Post » Sun Apr 25, 2010 12:02 pm

Perhaps the "special ammo" is dynamic, and gives the appropriate effect, depending on the players weapon.
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x a million...
 
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Post » Sun Apr 25, 2010 1:08 am

all i need is an AR :biggrin:

but i would go with suppresor RDS large mag or duel mag and front grip :ninja:
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Pawel Platek
 
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Post » Sun Apr 25, 2010 1:46 pm

Aaaaaand that sounds like COD for some reason.
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Alexis Estrada
 
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Post » Sun Apr 25, 2010 1:30 am

Aaaaaand that sounds like COD for some reason.


how so?
except for the duel mag that was my loadout for MGS4 online
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Monique Cameron
 
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Post » Sun Apr 25, 2010 7:34 am

Aaaaaand that sounds like COD for some reason.

Because we all know that red dot sights, suppressors, and magazine extensions only exist in COD.
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Avril Louise
 
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