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Everything posted by Chaingunfighter
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Toadie's SmallArms and Animations for Arma3
Chaingunfighter replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So that's why we missed out on the KSG & XM25. I was really excited for those and also very sad when they didn't make it in the end (though the UTS-15 and XM-25 mods out there accomplish the same thing pretty nicely.) Still, if anyone were to suggest shotguns there's always slugs, HE, and other types of ammunition that aren't all wonky, and that's assuming any get made before Tanoa comes out. -
Toadie's SmallArms and Animations for Arma3
Chaingunfighter replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I don't think shotguns would be a problem; remember that most of the weapons on that list are requests, so I'm sure if you became a patron you could put some on there. Spartan could probably tell you whether or not the ballistics of shotgun pellets and slugs would be an issue, but toadie made a god damn handheld DShK, animated and all, so I don't think there are many problems beyond that. Also, seeing as how the voting has gone the next actual AR-15 variants that get made will be M16s, so I think a standard shooting posture is in order for those. The CMMG MK47s/KAC SR-47s are higher up on the list, and AFAIK the MK47 is actually meant to be used in the posture you suggested, but those aren't true AR-15s. I'm not on the team though so take none of what I say to be word of god. -
M16A4s can mount suppressors just as pretty much any other military grade AR-15 rifle can, so long as it has a threaded barrel (which it does.) You just don't ever see it happening because M16s are only really used by general troops that have no need for suppressors, and special troops that do use suppressors prefer shorter carbines like the M4A1 or MK18.
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Toadie's SmallArms and Animations for Arma3
Chaingunfighter replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If they had designed it as more of a support weapon and allowed parts to easily swap out, it would've been much more effective. I think that's the problem with all of these programs the US military keeps developing to 'replace' the M16 series; they really want to move away from the platform altogether, but the programs they develop take way too long and the general opinion on what soldiers want/need changes faster than the programs can keep up with, hence why it's usually decided to continue using them. But "impractical" is a lot less meaningful in ArmA 3 because it's a game, so an XM29 would be far more fun to play around with here. (Though Toadie actually does take a lot of factors into account - his FN Minimis/M249s and M60s have a proper lengthy reload time rather than the generic 3 second one that most A3 guns use.) - That and a GE M134, because let's be honest; who doesn't want to recreate that jungle shooting scene from Predator on Tanoa when it comes out? [i'm still wondering whether I should put that or a Colt SAA on the list when I acquire currency and become a backer :P] -
Toadie's SmallArms and Animations for Arma3
Chaingunfighter replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I mean, that's basically how practicality is concerned. The XM29 fully loaded weighs more than the PKM and M249 SAW, almost three times an M4 Carbine. The 20x85mm grenade launcher is cool, but proprietary ammunition would've meant that all 40x46mm grenade rounds used in the M79/M203/M320/MK19 would probably need a replacement, or costs would have to be adjusted so that both are continued purchases. All of the optics it has are pretty neat, but they're built into the gun, unlike picatinny rail attachments, so if the optics on the gun break at all you have no way to aim. With an M4/MK18 even if your combat sights break or malfunction, you can still just flip up your MBUIS or swap it out for a new one on the go. And that's the other thing; the platform was not highly customizable like US forces like having now. The XM29 was designed to be an end-all replacement for the AR-15 platform in the entire US Army (and probably the rest of the military, too), but what use would second line combat engineers have for a thermal/NVG optic or laser designator? Practically none. We've found that it's just a lot easier to ship SOPMOD kits for already existing rifles to allow the troops to decide what they want on their own, and because it can be changed on the fly it becomes far, far more practical. Granted the OICW and its derivatives (like the XM25) are pretty damn cool and seeing them in ArmA 3, especially with toadie's quality would be cool, but they really aren't practical (at least, not for what they were intended for.) -
Toadie's SmallArms and Animations for Arma3
Chaingunfighter replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Become a patreon backer and you can definitely make it one. -
Toadie's SmallArms and Animations for Arma3
Chaingunfighter replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Someone should probably go in there and clean it up if that's the case, because it'll inevitably affect what people vote for. If Toadie was going to include every HK416 type rifle when they finally get voted to the top, then it might never get made despite being a more popular option simply because everyone is voting for different options. (That's just an example - I'm sure the 416s will make it up top eventually, but a bunch of other platforms may not.) -
Toadie's SmallArms and Animations for Arma3
Chaingunfighter replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ah Also, I noticed on the worklist that the KAC SR-47 is on there twice; once closer to the top along with the CMMG MK47 MUTANT and also down towards the bottom by itself. The first one has an "and/or" disclaimer so it might make sense to have separate entries, but the CMMG one doesn't have its own, so I presume that it's just an accidental double entry (rather than the implication that he'd do two AK/AR hybrid packs.) edit: The AWM is also listed on there again, even though that pack has been released already. -
Toadie's SmallArms and Animations for Arma3
Chaingunfighter replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What variants of the SIG 510 are going to be included? I've seen the Stgw.57 and 510-Commando, but which others; the 510-1/2/3/4, 510-3 (Finnish 7.62x39 one), 510 Carbine, AM-55, AMT, PE 57? -
Toadie's SmallArms and Animations for Arma3
Chaingunfighter replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Both of them have been accepted to service - HK has a ton of failed projects; the CAWS, G11, XM8, and XM29, and all are pretty bad when you look at them in hindsight. The Mark 23 met all of the qualifications for what SOCOM asked for when they ordered it, the problem is that it's big and heavy and those are detrimental features considering handguns are not used often. It made a lot more sense in the 90's when an operator's M727 or M4 Carbine would've been too long in many environments and you need a reliable backup for close quarters. Nowadays with MK18s and 10' HK416s being the norm and "high speed, low drag" an unspoken rule in most special forces, the Mark 23 is a liability to carry. In principal it's still a pretty good niche weapon - reliable, accurate, and very nice with big handed shooters. SOCOM still holds onto their MK23s despite limited use for a reason, y'know. Also, what is the "Browning M1913 MMG" listed in the worklist? I'm assuming that's meant to be the M1919, but if it's not, I couldn't find anything about an "M1913" other than picatinny rails (and some random internet thread where some guy called a Browning 1919 an M1913) -
Toadie's SmallArms and Animations for Arma3
Chaingunfighter replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
In the Soviet Union/Russia, yeah, but NATO actually does classify the original Type 1, 2, and 3 7.62x39mm rifles predating the AKM as the "AK-47", so it's not really wrong in a sense. -
Toadie's SmallArms and Animations for Arma3
Chaingunfighter replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm not too worried about what generic variants are used, but how about an HK SL8 and stockless G36K with dual mags like in Terminator 3? Unique variants are always cool (and the SL8 is just an interesting rifle with an interesting story.) -
[WIP] Halo Covenant
Chaingunfighter replied to drakedaeron's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Ah, I was just wondering, because on the main page Brutes were listed under the "Maybe but not sure if can/will be done category." I was assuming that if they weren't made at some point then it'd still be worth adding their plasma rifle because it wouldn't be a lot of work (compared to adding the spiker, mauler, bruteshot, gravity hammer, etc.) -
[WIP] Halo Covenant
Chaingunfighter replied to drakedaeron's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Any plans for the Brute Plasma Rifle (Type-25 Directed Energy Rifle/Jiralhanae)? http://halo.wikia.com/wiki/Type-25_Directed_Energy_Rifle/Jiralhanae_variant Seems like it would be a simple enough retexture of the current plasma rifle and would be cool to have even if the brutes never get made, because it shoots faster at the cost of having a lower power bolt. -
[WIP] Blood Trench 1914-1918(Looking for help)
Chaingunfighter replied to hellceaser's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Is it possible we'll see Russia, Serbia, the US, and ANZAC later on? All of them were fairly significant to the conflict and even though it seems like you've included Australia under the British Empire they were independent by that point. -
[WIP] Halo Covenant
Chaingunfighter replied to drakedaeron's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
The stretched hexagons are actually somewhat a feature of a lot of Covenant weapons in the game series as well - and personally I think he should keep them somewhat warped if possible. It gives it more of a textured feel and actually makes it seem rounded off rather than just a flat, pressed one across the entire object. -
Survey/Poll: IceBreakr's maps - what would you like to see first in A3?
Chaingunfighter replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I was almost going to hit Jade Groove, one of my favorite all-time ArmA 2 maps, until I saw Keystone. A map in Pennsylvania, where I live... well, of course I'm going to vote for it! Not to mention there are surprisingly few well-done renditions of North America in any BIS game (save for Take on Helicopters). This is due to it being rather overdone, but ArmA is just one of those games that should have it but don't. Any information about where, specifically, you plan for the map to be? Eastern, Western, Central? I mean, all you'd really have to do is throw a ton of thick forests with "No Trespassing" signs pasted everywhere to really capture the entire state, but seeing what specifically is planned would be epic. -
The Unsung Vietnam War Mod v2.6 Released !!!
Chaingunfighter replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just noticed a small issue - the AI fire M1 Carbines way too fast (and probably the M2, too), faster than even the M2 Carbine can. Their unique firemodes should probably be adjusted, because AI guys with that thing are a death machine in CQB. -
The Unsung Vietnam War Mod v2.6 Released !!!
Chaingunfighter replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
They mainly used original AK-47s, Type 56s, and SA Vz.58s, but actual AKMs were super limited until the 1970s. Not complaining, the NVA and VC did have them, and variety is the spice of life, just an observation. -
The Unsung Vietnam War Mod v2.6 Released !!!
Chaingunfighter replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I'm loving the update, but aside for variety, why are the NVA using the AKM so much? I thought that the AKM only existed in extremely limited numbers for the entirety of the war, and they only became commonplace once the US left. -
The Unsung Vietnam War Mod v2.6 Released !!!
Chaingunfighter replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I don't see why it would, so long as you had the required version of the game. You may have to download it manually, though. -
The Unsung Vietnam War Mod v2.6 Released !!!
Chaingunfighter replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Water Buffalo? Seriously, THE best feature in any video game mod, ever. -
VILAS addons release thread
Chaingunfighter replied to vilas's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Then it'll probably never be updated. There's no way to actually know whether people are going to keep stealing the models, or not. And if the case has to come forward that all of the mods and un-authorized uses of models be banned, then again, it's impossible. -
ArmAgeddon
Chaingunfighter replied to super-truite's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - MULTIPLAYER GAME MODE
I thought all mods had to be publicly released in order to win? Even then, what creator would spend so much time creating and submitting something only to not let anyone play with it. -
Vietnam: The Experience
Chaingunfighter replied to Snake Man's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
If you get Loki's Lost Key you can see the classnames for all of the vehicles and weapons as well as their icon next to them.