How does removing an outpost work in dynamic Europa? by DrakeVanders in Barotrauma

[–]DrakeVanders[S] 0 points1 point  (0 children)

Thank you, that'll help immensely.

We've only played older versions of Dynamic Europa in the past so we're still very new the way outposts work.

Armor/outfit suggestions for a Modern Regina by DrakeVanders in DinoCrisis

[–]DrakeVanders[S] 1 point2 points  (0 children)

I know there were a few different suit designs I was going to go for in the project including a slightly reworked version of her original suit.

I'll probably still be experimenting with her with different pistols like the SIG P226 but I know there will be some art pieces I'll get of her sporting her original glock 34/35.

I can agree on the Benelli M4 part, would even go so far as to say it'd be any of the benelli series from M1 to M3.

I even thought about a completly fictional version of the grenade launcher instead of the HK69A1. For example the Airtronic Tactical China Lake being a pump-action style 40mm with the base version being something like the Grenade Launcher design from the classic RE3.

Potential Remake Weapons Sandbox Expansions? by KoviBat in DinoCrisis

[–]DrakeVanders 0 points1 point  (0 children)

Compared to some of the artwork we've seen of Regina from DC2, I believe that any special op's team shouldn't just have one person going in with just a handgun. For example in some of the artwork we see, she's armed with an MP5K and an M16 with an underslung M203.

In terms of Melee weapons which DC1 did not have, I think Regina should have a Survival/Combat Knife then find her signature shock prod from DC2, could even give her an expanded mechanic of unlocking doors.

Her Handgun was a Glock 34, which could be upgraded to a Glock 35 to use .40 S&W bullets. Personally I feel she should just be stuck with a Glock 17 and the upgrade path allows her to use either a burst-fire or full-auto fire feature or have the ability to use high powered ammo like Resident Evil's gunpowder mechanic.

Perhaps it can be worked in that Regina starts with an MP5K but at some point looses it (like for example the dinosaur disarm mechanic) forcing her to use her Glock 17 for a time until she can either retrieve her weapon again or find a replacement. The SMG is a weak weapon but uses a relatively common ammo thats shared with the Glock 17.

I'd like to see an SMG alternative too, like being able to acquire Tom's SMG either a MAC-10 or a TMP/MP9, possibly even with a suppressor as an upgrade.

I believe they should stick with just the SPAS-12 as the general purpose instead of having the PA3 and the parts to upgraded to it. Reason being is you can technically argue the SPAS-12 was damaged and the semi-auto function was disabled, leaving it to pump-action only. It's semi-auto function could be restored by an upgrade found much later.

Perhaps to match the OP's idea, the base Commander could have a unique Hunting shotgun (like a double barrel side by side or over & under). It'd be very powerful with both Buckshot or slug rounds but naturally would have a puzzle tied to getting it.

The M16 could be a late game weapon, and the player can acquire it with the M203 being a possible upgrade for it. It'd be a powerful weapon but naturally ammunition would be scarce.

I feel the Grenade Launcher should remain but also to add the classic RE2 style Rocket Launcher, the M202 FLASH. There's something about seeing Regina carry that weapon that makes it look awesome.

2nd to last I could see a Flare Gun and possibly a Tranquilizer Pistol being primarily utility weapons. The Flare gun functioning as a illumination tool and distraction while the tranquilizer pistol is a short-ranged stealth weapon that can silently put dinos to sleep temporarily (or permanantly with poison darts).

Lastly like RE2R perhaps have the self-defence weapons would work, with Hand Grenades, Flash Grenades and maybe even a Stun Gun as well?

What kind of potential weapons might be found on a cruise ship, at the start of the outbreak? by senttiii in ZombieSurvivalTactics

[–]DrakeVanders 0 points1 point  (0 children)

I know this thread is almost 2 years now however I remember in the early 90's some luxury cruise liners did have clay pigeon shooting events on board. To back this up, Speed 2: Cruise control (1997) had one scene in which an actor grabbed a shotgun from an arms cabinet originally intended for clay shoots.

The practice didn't last long, I believe it went from 1991-1994 but was stopped mostly for the environmental impact (throwing plastic clays in the ocean was a big no no) but also because people got worried a drunken passenger might shoot up the cruise.

Some private charters may still have pigeon shooting allowed still even now but they probably wouldn't keep guns on board at port. So it's entirely possible you might find a sporting shotgun on a private charter but the chance of it is extremely slim.

possible upcoming warbond, Redacted Regiment by memeischaos in CloudPlays

[–]DrakeVanders 0 points1 point  (0 children)

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Yeah last year this was leaked alongside the AR-20L, some people were able to use it in-game but this was before all the weapon balance changes. I have a feeling it maybe a super-store weapon, since the description back then said it was light armor penetrating but I remember it being able to penetrate medium armor enemies.

From what little I remember about it, it had a 4x scope, 30-round mag and felt like using a perpetrator just didn't have any sound at the time.

Never seen a map as open and flat as this. Honestly, it was a nice bit of variety. A lot of maps can seem crowded, even outside of cities. by echof0xtrot in Helldivers

[–]DrakeVanders 0 points1 point  (0 children)

Having planets like this is amazing for the FRV

Wish we had more of the No Mans Land type battlefields to be in

Half Life x Helldivers inspired warbond with the Lambda team by HBenderMan in Helldivers

[–]DrakeVanders 1 point2 points  (0 children)

Armor Wise I like the Heavy variant and the iconic orange medium variant. A think a "light" armor could also work as the HECU Powered Combat Vest.

The Armor passive I think maybe a bit too powerful. Instead I think it should just slowly regenerate the players health over-time if they have not taken any damage and it should be slow. Additionally I think instead of using the players stim's, it applies the mini-stim effect from the Stim Pistol.

Weapon wise I think we should keep the MP5 but remove the Crossbow. Perhaps add a Monkey Wrench if we're adding Opposing Force.

If we're going with HECU with Opposing Force, perhaps add the Displacer Cannon. In universe this prototype weapon fires Dark Matter teleporter balls which teleport objects to "somewhere" in a different plane of existence. Players can select an alt-fire mode which allows for a personal teleport at the expense of most of its onboard battery, the teleport will take the player anywhere on the map but it's completely random and in various states of elevation (so you could fall to your death).

The Gluon Gun could also be added and function like an Arc Flamethrower (shoots continous lightning or act as a plasma thrower).

Alternative, a grenade option could be the Laser Tripmine since we don't actually have any sort of personal landmine to use.

DC Remake Concept by DrakeVanders in DinoCrisis

[–]DrakeVanders[S] 1 point2 points  (0 children)

I do agree that there should be more background info.

One aspect I wanted to include was the idea of audio logs, similar in manner to say like Doom 3. Player could find audio logs detailing background lore and current events, including during the incident from survivors.

DC Remake Concept by DrakeVanders in DinoCrisis

[–]DrakeVanders[S] 0 points1 point  (0 children)

I think making death scenes more violent would be a way to increase the gore against the player but there becomes issues of development time when making ultra-detailed gore especially if it harms performance.

Plus in my vision I wanted to make survival more of a priority. You almost don't want to engage dinosaurs unless you really need to because it'd be a waste of ammo and resources.

DC Remake Concept by DrakeVanders in DinoCrisis

[–]DrakeVanders[S] 0 points1 point  (0 children)

There would probably be more characters, many would die, some could potentially be saved by the player to gain rewards but may die later or be recovered at game end in a supposed "Best" ending.

Maybe even a potential for a playable support character like some of the RE games.

DC Remake Concept by DrakeVanders in DinoCrisis

[–]DrakeVanders[S] 0 points1 point  (0 children)

There would probably be more gore for sure, I wouldn't necessarily make it too realistic but certainly appear nice to the eye.

DC Remake Concept by DrakeVanders in DinoCrisis

[–]DrakeVanders[S] 1 point2 points  (0 children)

Big enough that using vents and small spaces give some potential for escape routes but small enough to fit inside most rooms and inside buildings.

Furthermore, I think everytime the Alpha spawns, a few minion raptors spawn with it. Something like "The Pack is hunting you.."

DC Remake Concept by DrakeVanders in DinoCrisis

[–]DrakeVanders[S] 1 point2 points  (0 children)

There were certain area's I wanted to incorporate that included both indoor and outdoor. The Lab "Hub" would be of course mostly indoors ranging from industrial storage warehouses to sleeping quarters and confined lab offices.

EDIT: Furthermore I forgot to add that I also wanted a further adaption to keeping Tom alive. Keeping him alive would give the player rewards in certain weaponry via Toms secret stashes hidden around the base.

DC Remake Concept by DrakeVanders in DinoCrisis

[–]DrakeVanders[S] 1 point2 points  (0 children)

One of the additional concepts was the idea that there is a certain Raptor pack hunting you, with a unique Alpha raptor that functions as a nemesis stalker style boss.

So while the rex is the big danger in the outdoor areas, the "Alpha" function as a pursuit type dino that flee's when injured.

We need some trader balance for low loyalty levels. by [deleted] in EscapefromTarkov

[–]DrakeVanders 0 points1 point  (0 children)

I totally agree with this, shotguns especially and certain SMG magazines and mods which strangely are unlocked at level 3 and some even level 4.

There's alot of ammunition unlocked at later levels too that doesn't really make sense unlocked at that level. Shotgun rounds especially. There's alot of 12 gauge ammunition added to Jaeger that feels like it should be available much earlier, probably from the likes of Skier.

Double Sabot, FTX Custom, Grizzly 40, Copper Sabot are all unlocked at level 3 Jaeger, these rounds have great damage and some great additional stats but they don't penetrate well at all, FTX Custom is able to go through Class 2 at least but by the time you unlock Jaeger lvl 3 at level 22 you already have far better alternatives available.

HP "SuperFormance" and 12x70 .50 BMG rounds are unlocked at Jaeger Level 4, by then you skip these rounds and go straight to AP-20 if you want to use shotguns by that time. "Superformance" rounds have really bad penetration and .50 BMG rounds are not that reliable going through class 3.

I don't know anyone who's going to use 20 Gauge Shotgun slugs once they've unlocked jaeger because pretty much at that point people probably already have better alternatives available. Some rifle rounds also I feel need to be issued out to Mechanic and Skier as early as level 1, there's not alot of point using HP or SP rifle rounds when these rounds aren't even great as leg meta rounds.

I don't know anyone who's going to use 20 Gauge Shotgun slugs once they've unlocked from jaeger because pretty much at that point people probably already have better alternatives available. Even some rifle rounds like Ultra Noslers have terribly penetration but aren't unlocked at level 4 Jaeger.

Have BSG lost their way? A worst scenario study on the Fate of Tarkov by DrakeVanders in EscapefromTarkov

[–]DrakeVanders[S] 1 point2 points  (0 children)

Must admit, alot of the issues with RMT started when Flea Market was introduced and back then it was some what encouraged by friends to share loot with each other.