[WIP] Mosin Nagant Model 1944 Carbine [RO]

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-[SiN]-bswearer

FNG / Fresh Meat
Apr 3, 2008
3,460
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buy a real m44, set up a dummy target and try to "autofire" melee it as quickly as you think it should be..............that's why. :rolleyes:

slavek since it didnt work last night, i'll give it a run tonight after work. counted 36 shanks with my m44 in 3 rounds of danzig last night.....time for those zed nubs to taste some cold steel! :eek::D

oh, one thing i can see is what somebody previously said about the name. i think M44 Carbine should do just fine.
 
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slavek

Grizzled Veteran
May 4, 2006
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UnrealEd: Viewport #1
Thanks for the input guys.

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.

It has sounds for bolting and reloading, I can up the volume if needed. New fire sound is also doable, I'll find something with some more "Umph".

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.

Hmm, auto fire could be done, It couldn't hurt I suppose. I still found it better to time my attacks with this weapon though, especially when multiple gorefasts are around.


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.

I'll check into this. Should not have spread, maybe a typo or something.
As for Aim zoom, I did that to get the sites how they look like in RO. Maybe I can tween animations or something to pull weapon back closer without FOV change.

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.

Way I saw it is the skull is a tough bone and even if you stab the specimen in the eye, they are still specimens, you can chop off their head and they still come at you.

Also bayonets typically are used on the body(Torso is good) so headshot penalty should make body shots more effective and therefore go for body more often.

Another thing is it acts somewhat as a balance or that was my intention. It makes you have to think to use it, which it does to an extent. If you try to run up to a bloat with this weapon and take off its head like you would with katana, you're going to fail. Shooting it would be better. As a weapon that fills the role of a gun and a melee weapon, I felt that it should have some penalties to give it and other weapons a niche in use. I did not want it to be like the katana is now, the end all weapon.

Needs a shorter onscreen name. Even "Bayonet Rifle" would do fine.

I can shorten it to what Bswearer said.
 

mamoo

FNG / Fresh Meat
Jun 19, 2009
2,465
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East Sussex, England

Basically, it has higher power than the machete and is faster, the machete's only redeeming feature is that it is fast plus has autofire. If autofire is added to the M44 then the machete will have its role taken by the M44, plus this is a rifle first and foremost, the melee attack should not be so powerful that it becomes the rifle's primary use.
 

9_6

FNG / Fresh Meat
Sep 4, 2009
2,461
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Basically, it has higher power than the machete and is faster, the machete's only redeeming feature is that it is fast plus has autofire. If autofire is added to the M44 then the machete will have its role taken by the M44, plus this is a rifle first and foremost, the melee attack should not be so powerful that it becomes the rifle's primary use.
Autofire shouldn't be a "bonus", it should be a consistent feature of all melee things.
I mean, you swing a katana the same way you swing a machete, right?
And the machete is useless already anyway.
Besides, pressing the button again and again gives the exact same result so using that as a "balance" is a makeshift "solution" at best.

There's no reason to have melee on "semi auto".

Way I saw it is the skull is a tough bone and even if you stab the specimen in the eye, they are still specimens, you can chop off their head and they still come at you.

Also bayonets typically are used on the body(Torso is good) so headshot penalty should make body shots more effective and therefore go for body more often.

Another thing is it acts somewhat as a balance or that was my intention. It makes you have to think to use it, which it does to an extent. If you try to run up to a bloat with this weapon and take off its head like you would with katana, you're going to fail. Shooting it would be better. As a weapon that fills the role of a gun and a melee weapon, I felt that it should have some penalties to give it and other weapons a niche in use. I did not want it to be like the katana is now, the end all weapon.
It's awkward.
You naturally aim for the head and having *lower* head damage is counter-intuitive.
That's why it took people so long to figure out what exactly is wrong with the chainsaw.

Also stabbing you in the eyesocket hurts at least as much as stabbing you into the lung besides, their head comes off anyway so it's actually a throat-stab.
 
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Johnny86

FNG / Fresh Meat
Jan 8, 2010
85
8
0
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.

This.^ It feels like too much of the gun is out of view. After firing a shot I would like to be able to see the bolt action animation. I also think the FOV zoom is too much.

And please, no auto fire for the bayonet. Picking your stabs is much more effective and balanced in my opinion. I also think the meek headshot damage, like you said slavek, is good for balancing as it requires aiming and thinking as opposed to just "STAB IT!".

And one thing I noticed was the timing on the melee strike is a little late. The actual "hit" should strike at the peak of the stab animation and it feels a little delayed.

I also saw that at times (specifically when going iron sights and shooting right away) that it was inaccurate.

I've only played with it breifly and these are the things that stood out to me.

And, thanks for your addition to KF!
 

-[SiN]-bswearer

FNG / Fresh Meat
Apr 3, 2008
3,460
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just tested it out a little bit last night and i'm very pleased with it. felt just like the m44 in RO minus the free-aim. even though i was talking to you last night slavek, here's my notes written down for ya.....


"bugs"/improvement:
  • needs a smoother transition from hip to ironsights
  • could make the reloading sounds a bit louder
  • when holding the weapon in the hip position, it feels like the gun should be just slightly up higher and a bit more to the left.
  • reload bug when breaking reload havinga bullet reload
positives:
  • accuracy and strength of the bullet shots feel balanced
  • bayo animations look good and the damage/timing is balanced except maybe the bleedout on a decap should be a bit quicker
  • reload animations are spot on
  • ability to break the reload is a nice addition that i wish RO would have had
suggestions:
  • add the drawn back "power stab" like you can in RO
  • if at all possible, allow for a third melee attack.....BASH! :D
really looks great. if you could get more RO/DH/MN weapons ported over and have them at least at this level, they'd really be an awesome addition to the game
 

9_6

FNG / Fresh Meat
Sep 4, 2009
2,461
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(the long bleedout comes from the reduced headshot damage)

Hm, I've noticed that the reload animation only fully plays if you reload all 5 bullets.
If it's only 1, it starts and stops again immediately.

I know this is the "shotgun" 1 shell a time kind of reload so it's cancelable by a melee attack but can't you always make the full reload play?
The m32 also has a "weapon open" animation that always fully plays before the actual reload happens, maybe you could let the current reload animation be that and then just add 1 bullet per frame or something so it still is the cancelable shotgun-type reload.
 

Sammers

FNG / Fresh Meat
Jul 2, 2009
1,646
547
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Scotland
Basically, it has higher power than the machete and is faster, the machete's only redeeming feature is that it is fast plus has autofire. If autofire is added to the M44 then the machete will have its role taken by the M44, plus this is a rifle first and foremost, the melee attack should not be so powerful that it becomes the rifle's primary use.
The machete's obviously going to weigh a lot less though, isn't it :rolleyes:
 

VariousNames

FNG / Fresh Meat
Aug 6, 2009
1,226
521
0
There are little bugs, for instance the reloads don't seem to include the bolt-close animation on single round reloads.

I also thought it was a 91/30 because of the fact that there's no muzzle flash. I figured the M44 would have a little more bang.

The sighting seems unusual compared to regular Killing Floor sights...it almost seems like it carries a burst of RO style weapon sway before stabilizing. The unfortunate thing is this makes the weapon a little less handy than it might be, but perhaps more balanced.

Otherwise, the translation is incredible. It is the same beautiful MN from RO including the reload animations and your work as far as making the bayonet stab and bolting automatic is right on the dot. It's a better translation than I thought possible.

I will say, as a matter of suggestion, I would prefer that the bayonet have a "chargeup" similar to Red Orchestra....e.g. hold and release on alt fire. Reason being, it would make it easier to time Zed stabs.

The reduced headshot damage on melee feels unintuitive but it sort of makes sense.

I was a little irritated by the fact that the autobolt anim on the last shot in the mag has to be completed before you can reload it, but such are things.

Lastly, here's some screenshots at 1680x1050:

http://cloud.steampowered.com/ugc/578922074986754710/A3F504973F89E9181DC316FA649E1EE44B0C3F1B/[url]http://cloud.steampowered.com/ugc/578922074986754710/A3F504973F89E9181DC316FA649E1EE44B0C3F1B/[/URL]

http://cloud.steampowered.com/ugc/578922074986753830/0682DCA29633B778EAD5DC40FE58CD2BC0CC6344/[url]http://cloud.steampowered.com/ugc/578922074986753830/0682DCA29633B778EAD5DC40FE58CD2BC0CC6344/[/URL]

http://cloud.steampowered.com/ugc/578922074986751987/90E0362A6BE33FE558C29578E26F939749A6E2F6/[url]http://cloud.steampowered.com/ugc/578922074986751987/90E0362A6BE33FE558C29578E26F939749A6E2F6/[/URL]

Thank you for the mutator Slavek, it's a dream come true
<3
 

slavek

Grizzled Veteran
May 4, 2006
3,075
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UnrealEd: Viewport #1
This is an old version. New version is much better and it also uses RO:CA sounds(Guns in Killing Floor need a "Bang"). Been swamped with work and computer setbacks that keep delaying my work. :mad:
 

Zoridium JackL

FNG / Fresh Meat
Mar 20, 2011
263
118
0
Australia
This is an old version. New version is much better and it also uses RO:CA sounds(Guns in Killing Floor need a "Bang"). Been swamped with work and computer setbacks that keep delaying my work. :mad:

will we be getting the newer version, or are you just going to keep it for yourself... i wouldn't blame you if you did.
 

halbridious

FNG / Fresh Meat
Jan 6, 2011
1,769
211
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Michigan (USA)
I'd totally blame him! theres just enough not-good in the first one to make me use it rarely, but if it was polished a bit i'd love this gun!