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earl

Modern usmc weapons

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Just my opinion but I would rather wait until earl is done and happy with the rifles. I know that Suchey and earl have both but in countless hours and these things are looking good.  I think earl is on the right track by making his own even if they have been release by some one else, this way they all will have the same in-game feel. We should be happy the guys ares putting this much time into a what will be a great addon.

Well keep up the great work guys, Im sure the addon will be be amazing

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Weapons and Player Characters will be released together...we wouldnt want a band of unarmed Marines roaming around now would we biggrin.gif

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the marines use, for all meu and infantry the M9 berreta, however many spec ops capable units like the 4thmeu and the 22,23, 26, 31, use the glock 17 sub compact due to its simple safty, unlike the M9, where there are enough safetys so that an army man wont shoot himself in the foot smile.gif, seriously thats why they dont use the M9 in MEUs, too many safetys. my dad and my mom and my bro and sis are marines and so will i soon enough, so i know what im talking about smile.gif, (not meant to be mean) just for the info.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (earl @ Feb. 03 2003,03:49)</td></tr><tr><td id="QUOTE">Anybody know what sidearm Force Recon is using now?  From an article at at www.forcerecon.com they don't seem to like the M9, but are they still using the MEU(SOC) version of the 1911?<span id='postcolor'>

The following quotes apply to Force Recon (specifically the 1st Force Recon Company)...(from an article on ForceRecon.org biggrin.gif )

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">While the standard USMC pistol is the M9, those in the operational platoons use the MEU (SOC) pistol.

...

There are 60 MEU (SOC) pistols in the Company. They are authorized 110. They should have 300.<span id='postcolor'>

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Pistol, Semiautomatic 9mm M9 (NSN 1005-01-118-2640)

The M9 is used by those not currently assigned to the operational platoons and whose duties preclude being armed with a rifle. Though some in the outside world speak well of this pistol, it is apparent that they do not subject it to the same use as the Marines do. Large in grip circumference and utilizing a double action trigger system, it is a difficult pistol to shoot, and even more so for those with small to average size hands. Coupled with the anemic 9xl9mm cartridge, poor service life and a horrible maintenance record, few have any confidence in this pistol.

There are 60 M9 pistols in the Company.<span id='postcolor'>

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Squad Automatic Weapon, 5.56x45mm M249 (para) (NSN 1005-01-127-7510)

...

Consequently, the Company modified their M249’s to the Para SAW. Utilizing a kit from the manufacturer (Fabrique Nationale), the standard barrel is replaced with a 13.5" barrel, the fixed stock with a collapsible stock.

...

One Para SAW is carried per Recon Team. In the headquarters Team, the Corpsman will normally carry the SAW ("The best form of combat medicine is fire superiority").<span id='postcolor'>

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">While the SOPMOD Kit has a number of components, few are on the carbine at any given time (this is directly opposite the hero pictures in some of the gun rags, where everything is mounted). The Company has a system of configuration for their carbines.

   Common to all:

Compensator for the QD Suppressor.

Back Up Iron Sight.

Optical sight (mission specific)

Combat Sling.

Vertical Fore Grip (Operator Preference)

  CQB:

Aimpoint®/Reflex

Suppressor (mission specific)

VLI with JR cover

Helmet mounted ANIPVS-l4

Weapon mounted Laser aiming device (AN/PEQ-2)

  Intermediate Range (patrolling):

ACOG/Aimpoint®IReflexIANIPVS- 17

Suppressor (mission specific)

Head Mounted ANIPVS- 14

Weapon mounted laser-aiming device (ANIPEQ-2)

QDM2O3 (TL/ATL)<span id='postcolor'>

They were thinking about replacing the MEU(SOC) pistol, but decided on a PIP instead...

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">A product improved MEU (SOC) pistol is in the works. (The USSOCOM Mk23 ModO was briefly looked at. However the large size of this gun and other issues render it less than desirable as a secondary weapon). Though the basic pistol will remain the same, a new barrel and hardened drop in parts will replace those that must be hand fitted. This will permit maintenance to be performed at the company level rather than being evacuated.

Forward slide serrations and a memory bump grip safety will be added. The PWS is currently looking at a new light for the pistol. All of the new guns will have a MilStdl9l3 rail welded to the dust cover. Several new lights and Laser Aiming Modules (LAMS) are being evaluated at this time.<span id='postcolor'>

Anyway, sorry about the length of the post smile.gif just trying to help...

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (joshnolan225 @ Feb. 03 2003,23:38)</td></tr><tr><td id="QUOTE">the marines use, for all meu and infantry the M9 berreta, however many spec ops capable units like the 4thmeu and the 22,23, 26, 31, use the glock 17 sub compact due to its simple safty, unlike the M9, where there are enough safetys so that an army man wont shoot himself in the foot<span id='postcolor'>I've yet to hear any MEU guys from the units you mentioned being issued the Glock... have any links where they list the Glock as a Marine issued weapon?

And incidentally:

"Glock 17 subcompact" -- ?? Glock 17 is most definitely not "subcompact".

The Glock 19 is a compact pistol.

The Glock 26 is a subcompact pistol.

www.glock.com

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">seriously thats why they dont use the M9 in MEUs, too many safetys. my dad and my mom and my bro and sis are marines and so will i soon enough, so i know what im talking about<span id='postcolor'>?

There's only one safety on the M9...

Two, if you count leaving your finger off the trigger.

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Hold up folks, please don't turn this into a nit-picking war.  I'll gladly accept all info related to the work I'm doing, so naturally there's going to be some debate - but keep it cool.

I think my M4 SOPMOD for Force Recon will have an Aimpoint M68, PEQ-2 IR laser/illuminator (man I wish these worked in OFP, that would be unbelievable!! ) and QD suppressor, and 600M backup iron sight.

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Hey earl, I made a really good (IMO) Beretta 92F for Crime Scene. I'd be glad to rewrite the texture paths and give it to you. I just hope you don't use the BIS Beretta. I also have a couple of other guns that might be of use to you, such as the Colt Commando.

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How does the laser designator work? It has a laser (only when fired, though.)

You can add a laser designator that stays on by putting in a soldier's init field:

this addMagazine "LaserDesignatorOH"; this addWeapon "LaserDesignatorOH"

laser.jpg

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@blackdog~: The PEQ-2 isn't a laser designator for guiding ordnance, it's a personal aiming device.

It's a laser aiming module that works in the infrared spectrum, so you can only see it with night vision goggles. The PEQ-2 has an additional component which is an adjustable beam infrared flashlight - again only useful to those with NVGs.

It would make for a great lightshow at night if your team had IR lasers and flashlights.

@USMC sniper: I have a pretty nice one for GR, definitely better than BIS's. It just needs some more texture work, which I would like to do anyway.

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Yes but on the laser designator on OFP, that is what I mean. See the newly posted picture smile.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Suchey @ Feb. 03 2003,21:05)</td></tr><tr><td id="QUOTE">Weapons and Player Characters will be released together...we wouldnt want a band of unarmed Marines roaming around now would we biggrin.gif<span id='postcolor'>

The problem is that every new add-on has to come with 'new' weapons, that means that if you wish to use more than one add-on in a mission/campaign....like, your marines, and someone elses Rangers....you end up doubling up on most of the weapons, where as if the units were released seperatly from the weapons, mission makers could choose which weapons pack to use, requireing less downloading, and smaller addons, avoiding the 'cannot memory map' message...we really don't need more M4's, M249's, M240's, there are dozens of them already available, and many more still being cranked out.

Combining the weapons with the units in a single PBO, and requiring specific weapons for your units just make it a pain to use them with other add-ons for missions and campaigns.

Don't get me wrong, it sounds like a great add-on, but unless the weapons are a lot better than what's already out there, or unique in some significant way, then there's no point in including them, or making them a requirement.

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I agree, the weapon pack should be seperate. Units should come with stock BIS weapons so that mission makers can better customize their missions. However if the new BAS weapons pack is good, then even if it's not required by the BAS Spec Ops units, I think most people will still use it. Myself I was never quite satisfied with the Flipper M4 packs... they were good, but they didn't look like what I typically saw used for modern forces, plus they were a little too fat looking... not that they weren't good models and made with a lot of skill...just not what I was looking for to make missions with. However the BAS M4 models look a bit more modern I think and a little better proportioned from what I can tell. So I'm looking forward to this weapons pack ESPECIALLY if they make it where their units do not REQUIRE it in order to work.

Chris G.

aka-Miles Teg<GD>

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Miles Teg @ Feb. 04 2003,21:50)</td></tr><tr><td id="QUOTE">I agree, the weapon pack should be seperate.  Units should come with stock BIS weapons so that mission makers can better customize their missions.   However if the new BAS weapons pack is good, then even if it's not required by the BAS Spec Ops units, I think most people will still use it.  Myself I was never quite satisfied with the Flipper M4 packs... they were good, but they didn't look like what I typically saw used for modern forces, plus they were a little too fat looking... not that they weren't good models and made with a lot of skill...just not what I was looking for to make missions with.   However the BAS M4 models look a bit more modern I think and a little better proportioned from what I can tell.  So I'm looking forward to this weapons pack ESPECIALLY if they make it where their units do not REQUIRE it in order to work.

Chris G.

aka-Miles Teg<GD><span id='postcolor'>

they do require it, i think if they were made to just use BIS weapons it would alienate everyone that wasnt a mission maker, i myself cant be bothered to remember the weapon names, remember the proper code to make soldiers use them from typing in the init field, it seems like far too much work when all i want to do is have a quick game, so on one hand it may be good for mission makers not for the soldiers to require the weapons to work, for the joe bloggs gamer it is what would be wanted...

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I have to agree there...its easier for a mission editor to include the init line code to remove a weapon than it is for 'Joe OFP player' to add them in.

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I can say the same as a mission editor. It is a bitch to have to add all those weapons to soldiers... what I like about some/most modmakers though is that they name weapons like this:

kegak107

kegak107mag

sebm16a1

sebm16a1mag

sebm16a1magn

A little easier to remember... but I like the idea of having the soldiers with weapons equipped. Also you wouldn't know what kind of weapons that the particular type of soldier used, so in my opinion it would be really dumb to do it that way smile.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (blackdog~ @ Feb. 05 2003,00:42)</td></tr><tr><td id="QUOTE">pooblow...

^ not a word ^<span id='postcolor'>

What? Pooblow is so a word.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Eviscerator @ Feb. 04 2003,22:04)</td></tr><tr><td id="QUOTE">they do require it, i think if they were made to just use BIS weapons it would alienate everyone that wasnt a mission maker, i myself cant be bothered to remember the weapon names, remember the proper code to make soldiers use them from typing in the init field, it seems like far too much work when all i want to do is have a quick game, so on one hand it may be good for mission makers not for the soldiers to require the weapons to work, for the joe bloggs gamer it is what would be wanted...<span id='postcolor'>

Perhaps, but Joe Blow usually plays missions made by mission makers unless he just wants to fool around with them. Someone else suggested that it's easier for a mission maker to remove the weapons with a script then Joe Blow to stick the BAS weapons in them with a script but that ignores the basic issue that even after removing the weapons with a script, the units will not work unless the player has the BAS weapons regardless if the mission maker removed them or not.

But anyways, it's your guy's addon pack and it's probably not a big issue since the weapons in this pack look very good and I'm sure not many people will replace them unless they have serious texture or accuracy problems.

Chris G.

aka-Miles Teg<GD>

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">...BAS weapons [...] BAS weapons...<span id='postcolor'>

Who's talking about BAS? tounge.gif

Seriously though, I understand why some people would like to have them separate, or not even made at all, since it's just adding to the pile of duplicates.

However, I think the level of quality I'm aiming for will exceed most everyone's standards.

When you clear a soldier's inventory with the init field, is it a basic command that can be used for everyone, or do you have to specify the items to remove?

If it's a matter of specifying the items, I can save everyone some time (if you want to take my guns away from Suchey's marines  sad.gif  ) by including a text file with the necessary init strings for each soldier class.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (earl @ Feb. 05 2003,02:44)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">...BAS weapons [...] BAS weapons...<span id='postcolor'>

Who's talking about BAS?   tounge.gif

Seriously though, I understand why some people would like to have them separate, or not even made at all, since it's just adding to the pile of duplicates.

However, I think the level of quality I'm aiming for will exceed most everyone's standards.

When you clear a soldier's inventory with the init field, is it a basic command that can be used for everyone, or do you have to specify the items to remove?

If it's a matter of specifying the items, I can save everyone some time (if you want to take my guns away from Suchey's marines  sad.gif  ) by including a text file with the necessary init strings for each soldier class.<span id='postcolor'>

Ooops...by bad... I forgot we were talking about Suchey's Marines... sorry. But as for your weapons On Suchey's Marines, it won't matter if you have pre-made scripts in a .txt file or something for removing because as long as the addon calls for these weapons, it won't work unless your weapons are present in the addons directory... that is unless you develop some type of script that allows a mission maker to change that. But I've never seen anyone do that.

Chris G.

aka-Miles Teg<GD>

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Thats why its good to have them all together...that way if they have the marines they have the rifles too wink.gif

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