Sellable 9mm

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Lacedaemonius

FNG / Fresh Meat
Feb 16, 2011
1,078
324
0
I like this idea, on the grounds that selling that 9mm would free up that 1st slot which is always filled by default, so we would have 0/15 kilos to work with, instead of 1/15 (0/14).

The problem, however, is that weapon weights would likely need to be rebalanced by TWI so people can't exploit that extra slot.

I am still most definitely for this idea though, because I can count on one hand the number of times/situations playing as support I'd prefer the 9mm to a nice deagle brand deagle to back up my boomstick & AA12.
 

C_Gibby

FNG / Fresh Meat
Jan 18, 2010
7,275
2,716
0
The problem, however, is that weapon weights would likely need to be rebalanced by TWI so people can't exploit that extra slot.

Then wouldn't it end up just causing more problems when we have the 9mm, then?

I am still most definitely for this idea though, because I can count on one hand the number of times/situations playing as support I'd prefer the 9mm to a nice deagle brand deagle to back up my boomstick & AA12.

^ This. I think the option to "upgrade" would be by far the best. Only dual-wielding should actually add any weight.
 

CandleJack

FNG / Fresh Meat
Dec 2, 2009
3,399
1,059
0
VIC
There was a sellable Beretta 92FS mod somewhere, and i only used it to sell the 92FS to upgrade my main pistol to the Machine Pistol.

So unless you have a decent pistol to replace the 92FS, then i say no.
 

Necro-71

FNG / Fresh Meat
Dec 14, 2010
186
69
0
It's not nades, i used all ammo and nades just now and its still 1/15 blocks it must be 9mm, couse i cant believe that medic and wielding devices weight is 0,5 block each.

Right now its like:

single 9mm - 1block or 0 god knows what is this 1 block ur stuck from the beggining ;d
dual 9mm - 5blocks
deagle - 4blocks
dual deagle - 4blocks

imo should be like

9mm is sellable so
9mm - 1 block
dual 9mm - 2 blocks
deagle - 2 blocks
dual deagle - 4blocks
 

Benjamin

Grizzled Veteran
May 17, 2009
3,650
635
113
France
It's not nades, i used all ammo and nades just now and its still 1/15 blocks it must be 9mm

I don't know what it is (I assume it's some hardcoded minimum value), but it's definitely not the 9mm since its weight attribute is set to zero. The same goes for the welder and syringe.
 

scary ghost

FNG / Fresh Meat
Sep 13, 2010
900
338
0
California
Frag's weight attribute is set in Frag.uc, and it is set to 1. Codewise, frags are another "weapon", in the same manner as all the other guns and a weapon's carry weight is independent of how much ammo it has. For example, your scar runs out of ammo, it still takes up 5 blocks until you drop it or sell it. Even though you have 0 frags, the frag "gun" still takes up 1 block, but you can never get rid of it.

Knife, syringe, welder, and 9mm are all 0 blocks.
 
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OCAdam

FNG / Fresh Meat
Apr 13, 2011
288
49
0
Frag's weight attribute is set in Frag.uc, and it is set to 1. Codewise, frags are another "weapon", in the same manner as all the other guns and a weapon's carry weight is independent of how much ammo it has. For example, your scar runs out of ammo, it still takes up 5 blocks until you drop it or sell it. Even though you have 0 frags, the frag "gun" still takes up 1 block, but you can never get rid of it.

Knife, syringe, welder, and 9mm are all 0 blocks.

Ah, so I DID remember right!

Maybe this frag gun should be weightless and make the 9mm the 1 block... that is... if the idea of selling the 9mm is done. It'd be interesting to sell a 9mm and then pick up one and it's actually the one that does NOT have the flashlight!
 

Andysowhat

FNG / Fresh Meat
Jun 23, 2011
65
75
0
yeah

yeah

Ah, so I DID remember right!

Maybe this frag gun should be weightless and make the 9mm the 1 block... that is... if the idea of selling the 9mm is done. It'd be interesting to sell a 9mm and then pick up one and it's actually the one that does NOT have the flashlight!

if you look at the animation on 9mm that u pick up it has always a buttlight added to the 9mm. but when u pick up there is no dual flashlights! how cool would that be.
 

Blockbot

FNG / Fresh Meat
Jun 25, 2011
1,594
661
0
have the option to have 0kg = boomstick + SCAr = no weakness = unstable
 
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