Yeah because Bayonets are a must in every CQB encounter. Who hasn't seen SWAT teams knifing their way through into the building while hostages are being held inside.Originally Posted by ASAP SIPPN LEAN Go to original post
Guys forget the teargas and snipers, let's use Bayonets, sure going to be fun, casualties expected
Sadly there won't be anything expect the laser, sure there are attachments for that category but none of them will make it into the game:
- grenade launcher and under-barrel shotgun: the grenade launcher would be too op in a CQB situation, sure Ash has one but that is for breaching and is exclusive for her and the shotgun is Buck's ability so those are out
- in an extreme situation (in cod) there you could have a flame thrower under the barrel but that's a no too
- the only thing you can have there with the laser sight would be a flashlight attached to the gun but that's in this game is pointless since there is no dark places where you need more light sources and gives away your position more than the laser
Now a flashlight wouldn't be that bad. Could blind someone if they are X distance or closer to you when you ADS.Originally Posted by VelociRapi Go to original post
I would not be surprised if it was impossible to do. As fun as this game can be sometimes, it feels like it's barely standing.Originally Posted by Giga.Wats Go to original post
Originally Posted by Vulpes_Insulta Go to original post
back in the days of moddinig with Rainbow Six Ravenshield and Splinter cell Pandora Tomorrow and Chaos Theory, their code was very strangely put together, and for security reasons, the editors were stripped of code somewhat haphazardly to prevent gltiching the game using the editor, so that was even more of a pain for legit map editors and modders.
I built a total of 5 maps during those times, and it was my first experience with unreal technology... Siege is likely built on Unreal 4 and it's far more complicated, though it allows 3rd party software to be implemented more easily, through the Node system, but this Easy-To-Use version of unreal in fact, makes it impossible to do one thing with node-based actors, and then contradict the reality of the nodes with another set of node-pathing. Unreal has become a beuatiful, but over simplified engine, to the point where you can't really do anything completely unique, unless everything goes EXACTLY according to plans.
#UnrealSoManyWaysToFail