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#1
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Model 1944 Carbine Red Orchestra Port
![]() ![]() ![]() ![]() ![]() http://www.filefront.com/16713345/M44BetaFixed.rar Power: Primary: Greater than Lever Action, Fires slower, Higher HS Multiplier Alternate: Bayonet Stab, Faster than axe, slower than katana. High body damage, inferior headshot damage. As a Berserker, you always had to carry a gun to take care of those pesky crawlers, but that would mean switching from your melee weapon to your gun. That takes precious time and can be dangerous. So why make things complicated? Pick up a M44 and start stabbing specimens. Now that [Crawler] is all smug with himself. He thinks that when a Berserker is occupied with clots and gorefasts, he can just hop up and attack your face. Well guess what, now that you're packin an M44, he thought WRONG! Next time that crawler shows up smirking at you thinking he's boss, you just put a round of 7.62x54 in his forehead to tell him otherwise. Known Issues & Problems 1. AltFire produces muzzle flash 2. Reloading partial mag 3. Menu Icon displays Lever Action. Will replace with custom image later. 4. Perk support is NOT enabled at this time.
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Last edited by slavek; 06-11-2010 at 01:19 AM. |
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#2
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125 sounds like way too much damage for that bayonet.
Perhaps going more towards the machetes 45-70 damage would be more reasonable. |
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#3
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I might tweak it, I just did this in about and hour or so, so it still needs tweaking. Bayonet fire rate at the moment is similar to axe primary.
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#4
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This is cool, mind if we use it for this?: http://forums.tripwireinteractive.co...ad.php?t=43068
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#5
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Very cool. I always wanted a weapon like this in KF. It will be interesting to see how it fits with the rest of the game. Looking forward to this!
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#6
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It looks a little small compared to the other weapons, is that realistic?
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#7
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Just back from working. Gonna work on this a bunch tonight.
Adjustments planned or done: I will make the model a little bigger. Iron sites will be closer/zoomed so you can use them. Bayo stab will balanced. You can not interrupt reloading.(You can't load single bullets, it loads stripper clips.) Shoots slow but makes up somewhat for a higher HS modifier than lever action and a little more damage. Price: 450-550? No discounts Weight: 7-8? Also, as for mamoo, I'll get to you guys when I have a product worth testing/using
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#8
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Make sure it's affected by the sharpshooter as well as the berserker bonuses so we can test it at its fullest with the perk replacement mut.
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#9
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125 damage for melee seems fine, as long as its melee is relatively slow, kinda like axe alternate swing speed. Does look a little small to me too though, dunno if this can be fixed, but it is a tad on the diddy side
![]() Otherwise, is awesome ![]() EDIT: Oh nevermind missed your post a few posts back on its progress. My bad
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#10
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Ok, weapon works pretty good except for a couple things.
1. Melee can interrupt reloading (Could be good or bad, Anim problems) 2. Melee altfire triggers the muzzle flash light. 3. I'm not sure how to set it up for perk bonuses, care to explain how this is handled? Other than that gun works good.
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#11
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great work porting, this mod is hektic
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#12
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Update, Beta released, See first post.
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#13
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I guess I'm missing something. I downloaded it, put the files in the proper places and I'm not seeing it in the trader menu. Please help!
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Blind obedience has always caused more problems than it has solved.
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#14
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It is not in the trader, when you install it, go ingame and look in your mutators, use the "M44" Mutator to spawn with it.
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#15
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Mutator fixed, See first post for new link. Replace Weapon_M44Beta.u with the new file if you downloaded the first file. Sorry for the inconvenience.
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Last edited by slavek; 06-11-2010 at 01:19 AM. |
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#16
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I got a chance to mess with it and it is fun. Must be skilled to use it though I got slaughtered in biotics lab cause i ran out of ammo.
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#17
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I noticed that the gun has to move a long way to get to the middle of the screen when aiming, I think you should move it up and left a little, kind of in line with where the lever action is. Also, the FOV zoom when in iron sights seems too big, it's about double what it is with all the other guns.
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#18
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Hm, the reload of the shooter could use more sounds (if you put the rounds in) and the shooting sound could be a bit more satisfying too.
It sounds so not effective. Also melee. The melee needs autofire. My alternative firebutton is "q" because my middle mouse button is a piece of crap. Now holding down "q" is quite distracting already but mashing it for consecutive attacks is not really the way to go. A gun with melee on it sounds good on paper but the controls are a tad too awkward for me. Maybe the un-ironsighted gun can have melee as primary fire and a shot as a secondary fire? Dunno, maybe that would make things even more awkward. Speaking of ironsights, the animation of moving the gun to the center of the screen needs to be sped up and it needs, as said before, less zoom. I'm also not quite sure but the ironsights sometimes aren't really precise. Does the gun have spread? If so, it shouldn't. Also seriously, what is it with inferior melee headshot damage? Who had that bright idea anyway? That was a horrible idea for the chainsaw to add and is a horrible idea for any weapon to have. It should have 100% damage on heads like all non-crap melee weapons do so headless clots don't hug you al the time. |
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#19
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Needs a shorter onscreen name. Even "Bayonet Rifle" would do fine.
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Problem, a51mj12? |
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#20
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Cool, it works now. Thanks and keep it up!
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Blind obedience has always caused more problems than it has solved.
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