Gunsmith was about the only thing that was really done right in Future Soldier. I think that it was done overall pretty well but there were some really irritating things about it.
1.) I shouldn't need to swap out a freaking trigger group to change my ROF.
2.) Certain attachments like the aiming laser weren't handled or portrayed realistically.
3.) The camo paint jobs really looked washed out and strange looking in terms of color.
I think this is one instance I would wish the dev team to actually pay attention to how actual attachments are handled in the military. I should, in theory, be able to fully recreate my old M4 from when I was back in 10th Mountain; PEQ-15 mounted on the top rail, Surefire tac light mounted on the left rail, generic fore grip on the bottom rail (put more toward the rear), and an ACOG w/ a rear back up sight...all properly secured with 550 cord. I also want the attachments to actually perform as they should in reality. The laser should be (primarily) used for night time in conjunction with NODs and not the video gamey way they were handled in Future Soldier and other games (reducing random muzzle spray...but not acting as a secondary point of aim/impact as it is in real life).
I like waht they did in Arma3Originally Posted by DanHibikiFanXM Go to original post
The biggest thing for me is that I hate the generic "slots" of attachment points. If you've got a full length rifle and the room to do so, why can't we put on our own combination of an EoTech and a magnified optic to co-witness. I don't just want one slot that allows me to pick a co-witnessing sight lineup, let me pick each one individually.
Or the underbarrel stuff, why should I pick between a foregrip and a bipod if there's room for both. What I would love to see is that each attachment has a length and your number of available attachment points is determined by the length of you picitiny (sp?) rails. You can alter where you want your attachments positioned and are only limited by the amount of space you have to attach items. You can put whatever you want on your weapon but it will increase weight which would be a penalty for how steady you can hold your weapon for a period of time.
Basically this: https://www.youtube.com/watch?v=Uir8B51h6i0
Yeah I made a video on the ArmA 3 customization system to show the developers of GRW what they should strive towards when it comes to customization:
Obviously the ArmA system combines weapon and character customization into one system... I don't see that being required for Wildlands, but if they're going to have character and weapon customization in a gunsmith style, I don't see why they shouldn't do it that way. Gunsmith goes a little more in detail than the ArmA system, so maybe in Wildlands when you select your "weapon slot" it zooms in on the weapon and does the exploded view thing it did in GRFS.
That'd be neat if they implemented a system like that.
Originally Posted by DanHibikiFanXM Go to original postOriginally Posted by Dieinthedark Go to original post
+1
Ground Branch's weapon customization seems nice. I'd want Gunsmith to follow real world rules and chuck the gamey artificial restrictions.
Grips where you want them seems like a lot of extra animation work for very little gain besides cosmetic appearance to me.Originally Posted by AI BLUEFOX Go to original post
Different ammo grades as in grains of bullets? Amount of powder in the casing?
Gunsmith had different rounds didn't it? I specifically remember certain guns had magazines with different colors tape on them to denote different round types.
Most firearms with selectable gas settings only let you adjust between 3-5 different levels anyway. Typically they're actually only used to adjust the rifle so that it effectively cycles the ammunition you are using. Specifically, it's normally found on platforms that can be suppressed since sub-sonic ammunition naturally has less gas pressure and that needs to be compensated for... Otherwise your semi- or full-auto quickly becomes a single-shot bolt action.
I like the idea of a sliding scale system for the weight of the platform though, that controls handling of the weapon after it's configured... And I definitely agree about folding stocks, selector switches, and suppressors being option things that you can quickly adjust while playing.
I think hes talking about choosing like match grade ammo haha. We don't even get that option in real life so that is pretty unnecessary IMO.Originally Posted by Cortexian Go to original post
I am of this mindset as well. Which seems weird that as a AAA game I don't care if animation is spot on but I truly don't. It's not game breaking by any means, but i could see how some would think it would be if all the other animations are spot on. But then again if we are primarily in third person when navigating we wouldn't be seeing the left hand supporting the rifle, nor would we when we ADS. So perhaps do able. I guess if I had to compromise I wouldn't mind necessarily if i couldn't pick the exact position of an attachment if and only if we aren't locked to generic "slots". No single optic slot, no single underbarrel slot etc...Moving a grip forward to get more control and back to get manoeuvrability. I don't really mind if the position is animated or not, just that the control parameters have an effect that gives the player a feeling of customisation.
Personally character customization isn't something I care much if at all about in GR. It was kinda fun in RB6V(2) but that's not what's got me excited about GRW. Our weapons are our baby, let us trick those out til our hearts content and I'm happy.