The XM-21 and PAX Reminder!

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marko.snidaric

FNG / Fresh Meat
Nov 13, 2015
20
0
0
Just wanted to express how incredibly happy I was getting to play this at PAX even early on this game is amazing. Getting to talk to the Devs was amazing, and I'm very much looking forward to following along with your progress!

9FFli8O.jpg

You didnt play it. There is no video! Cmon man, we want some juice :)
 

Ginastic

Member
Sep 19, 2011
56
13
8
Just wanted to express how incredibly happy I was getting to play this at PAX even early on this game is amazing. Getting to talk to the Devs was amazing, and I'm very much looking forward to following along with your progress!

9FFli8O.jpg

got som footage man? :rolleyes:
 

kapulA

Grizzled Veteran
Jan 4, 2006
2,238
405
83
31
Croatia
Reload at the end seemed a tad too fast for my taste. I sincerely hope that the dev team takes notice of the thread dedicated to the issue in the ideas & suggestions forum. I do like the 'feel' of the weapon regarding recoil and damage, although, again, I feel like the former could use a little strengthening, at least to create the feeling of firing a rifle that packs a punch. Then again, I have no experience regarding the actual recoil, since I never laid eyes on a real SKS, let alone fired it - maybe some of the resident gun nuts could chime in about this one...
 

JanMz

FNG / Fresh Meat
Oct 23, 2013
62
2
0
Since they posted at the same time, I'm sure his was a response to your post and not Jackett's. :)
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
0
Some gameplay footage has also shown up in this video that I just spotted on the 'You Tubes':

https://www.youtube.com/watch?v=khniy5ZHELc

I'm hoping all the floating icons and spawn hints in the HUD are serverside configurable.

Does the RPG have backblast damage and an arming distance? When we see the US player get nailed, it seems very close, barely enough to arm the warhead and for the primary rocket to fire. Also close enough for the warhead to cause frag damage to the operator even though it's a HEAT warhead. Backblast damage is also significant, and the range that damage can be taken behind the weapon is not trivial.

If those limitations were placed on the weapon, besides being more accurate, they would keep it from being an OP noobtube.

I'd hate to see it end up like the Flamer in RS, where it was only feared by the enemy, not treated with respect by the user.
 
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Brembo

Member
Mar 23, 2013
184
1
18
Moscow
+1 LugNut. Even 2004 games like Americas Army had this, so its weird not having the same level in 2016.
 

Yoshiro

Senior Community Manager
Staff member
Oct 10, 2005
13,575
4,165
113
There is both an arm distance and a backblast.
 

Jagdwyre

Active member
Sep 2, 2011
564
69
28
I'm hoping all the floating icons and spawn hints in the HUD are serverside configurable.

Does the RPG have backblast damage and an arming distance? When we see the US player get nailed, it seems very close, barely enough to arm the warhead and for the primary rocket to fire. Also close enough for the warhead to cause frag damage to the operator even though it's a HEAT warhead. Backblast damage is also significant, and the range that damage can be taken behind the weapon is not trivial.

If those limitations were placed on the weapon, besides being more accurate, they would keep it from being an OP noobtube.

I'd hate to see it end up like the Flamer in RS, where it was only feared by the enemy, not treated with respect by the user.
I suspect it had an arming distance but only of a few meters, meaning it'll still go off(as seen) if something is still relatively close. Did the RPG-7 actually have a minimum arming distance historically? As I understand it the only safety mechanism on the warheads were plastic caps you took off the tip when ready to fire, and all that cap was there to do is to prevent you from blowing yourself up if you accidentally tripped or something.

I agree about the back blast, that should absolutely be in the game and even capable of killing your allies, requiring the user(and people around him) to use care when preparing to fire, much like needing to use care with the Flamethrower around allies.
 

Jackett

FNG / Fresh Meat
Oct 7, 2013
73
4
0
Cornwall
I'm hoping all the floating icons and spawn hints in the HUD are serverside configurable.

Does the RPG have backblast damage and an arming distance? When we see the US player get nailed, it seems very close, barely enough to arm the warhead and for the primary rocket to fire.

It's ~5m minimum arming, if I remember right. Both in-game and in reality.

The HUD stuff is actually a local setting now in many cases. For instance, we've currently got it so that the objective icons show semi-transparent at all times by default, but you can change/disable this in the menu. We figure this is a good way to make the maps more accessible at first, but lets veteran players not have annoying HUD elements cluttering their screens.
 

Lemonater47

Grizzled Veteran
Sep 25, 2014
2,370
144
63
27
Yeah it's arming distance isn't that big. It's actually shorter than the distance traveled by the rocket before the rocket engages. Plenty of videos of people blowing themselves up with RPGs.
 

Jackett

FNG / Fresh Meat
Oct 7, 2013
73
4
0
Cornwall
Damn, nothing gets past you!

That didn't actually need to feature in the PAX Build - it has no impact on Skirmish mode. It also only occurs for the Northern forces.

I won't say more about what it indicates right now, because I love reading speculation and I don't want to ruin this for myself. :p Great spot, though.