Back in ghost recon future soldier there was an option to change the gas on each gun. This made the gun shoot either fast or slow. Slow or would increased accuracy and handling while faster will decrease accuracy and handling, as for Semi-auto guns this effected The follow-up shots with the same principles
I would love to see this customization feature back in a wildlands. It greatly affected different situations. To be honest some guns can use a slower or faster gas chambers to make them more practical for certain situations
Originally Posted by Vikk Damone Go to original post
Yeah, totally agree. I was really hoping Gunsmith would be expanded on and players could customise their weapons to a much greater degree.
That is like the opposite of how ballistics works though. I mean I know that this game(and others) will at times sacrifice realism for some sort of balance(suppressors causing bullets to travel slower and do less damage instead of the opposite for instance). However, I find those things to be immersion breaking, and personally would hate to see more of them.Originally Posted by Vikk Damone Go to original post
The other issue is that you are talking ammunition and not the actual weapon. IRL +P or +P+(for pistol) and 5.56(as opposed to .223) are higher pressure ammunition, first developed by the special forces community who found that it made their weapons more accurate and gave them a greater punch. There is no actual change to the weapon(well the AR[ARmalite) platforms, such as M4 use a stronger bushing spring to reduce wear on the rifle), in fact most weapons are now tested and rated for both standard ammunition as well as hot loads. The HK-USP 45, known in game as the P12 for instance, is torture tested to withstand 500,000 rounds of standard ammunition without malfunction, but only 10,000 rounds of +P or +P+ before developing frame cracks.
Me personally I would prefer a more advanced suppressor(perhaps as a skill) that works the way suppressors actually do(3% muzzle velocity to the bullet) as well as suppressor wraps to further reduce sound signature as well as to make the idea of grabbing and removing a suppressor mid fire fight somewhat more realistic.
To add to your great post, I would even suggest perhaps modifying the gas tubes to accommodate higher grain rounds for greater bullet velocity, or increase performance of light machine guns in higher, colder provinces.Originally Posted by Bone_Frog Go to original post
The thing is, a lot of weapons these days , like the AR-15 based weapons, are highly modifiable, with aftermarket gas blocks. different pistol grips, stocks, and even things like ambidextrous bolt levers. So I wish that the devs had taken the time to expand the weaponsmith, to reflect more of the possible real world modifications, even if it meant reducing the number of weapons available in each class, at launch. I'd rather have had 10 AR's with full customization options, than 30 different guns, but the only things that can be changed are the attachments. Then the devs could add more and more weapons, as DLC, with each one being fully customizable.
Gas pressure adjustment for the gas pistons on carbines is pretty much a thing on most modern carbines. It is necessary to run a suppressor without damaging the receiver as suppressors cause a not insignificant amount of over pressure. Actually running higher grain ammunition while it may result in more felt recoil, won't put as much pressure strain on the receiver of your typical carbine as a suppressor will.Originally Posted by DoomsDayFisher Go to original post
Honestly beyond the modern military 5.56, higher grain of powder is mostly just going to come out the barrel as flame. Higher grain bullets will result in more felt recoil, but also a slower projectile. After extensive testing the FBI has pretty much definitively concluded that somewhat smaller, faster bullets are better in terms of terminal ballistics. So for instance 9mm apparently beats out 45ACP, and a lighter faster 9mm will outperform a heavier slower one by a wide margin
Long rifles is where you get into these things actually have noticeable effect. Granted the hotter the load the quicker you will burn through a barrel. 1000-3000 rounds is about all a typical sniper rifle barrel will handle before needing to be replaced. Even there though, it is pretty safe to say that the hand made match grade ammunition is dialed in for maximum effect for barrel length. So like the MK24(our MSR) is pretty much dialed in with exact amounts of powder. Adding more wouldn't give you any more bang for your buck just more fire works. Now if you were to put a longer barrel on, sure you could up the powder.
I guess I should also mention that modern suppressors have built in recoil reduction systems and increase accuracy not decrease it.
Hate to say it, but a lot of after market parts are tacticool, and not really effective. Generally speaking, military folk(like our Ghosts) are pretty much stuck with running with what is approved for deployment. Which means things that have passed very rigorous testing for reliability. A great number of aftermarket parts won't pass those tests.Originally Posted by Megalodon26 Go to original post
Now if you argue that our guys are tier 1 operators, and thus have more leeway in what they can load out with... That is partially accurate. Tier 1 units get showered with parts, bits and bobs by people who are often referred to pejoratively as "Good Idea Fairies". Fortunately Tier 1 units learned a lot form the MP5SD debacle, and have started doing their own in house torture testing of things before they will field them. In my experience there, 99% of what they are given to try because, "isn't this a good idea that will help you so much" doesn't pass muster. Exceptions being tertiary weapons like knives, tomahawks and things like that. We have a fairly robust gun smith all things considered.
I take the point on the actual reality in the field @bone_frog and appreciate what you're saying. What I'd like though is to be able to adjust how a gun reacts in a game world, where controlling the weapon is via kbm or a console controller. I'd like to be able to adjust attachments to select a manouvreabilty vs stability setting that suits me. Exploring the post market mods and how they effect performance would also be interesting and informative if done correctly as would selecting ammo grains.
I'd even accept wear on components as a penalty for improving performance. I was thinking something similar to the variety of choice and compromises you make on car racing games where you can improve engine power but suffer higher tyre wear for example. This would give players a lot more depth in their choice and selections in gunsmith and make for some interesting set ups and customisation.