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Weapons Compilation An Informal Survey

#1 User is offline   JoshuaOneSix Icon Posted 11 March 2009 - 03:30 AM

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I am beginning to work on a compilation of the weapons used in game for GR (and mods). Which do you think will be more beneficial?

1. Straightforward Excel type file that lists weapons for each mod and stats as used by that mod in-game (with ingame photos or actual pics from the web). This is actually the easier of the two options to complete but would be informative, but dull.

2. Or, as someone (Apex) thoughtfully suggested to me, weapons listed with only their "real world" stats. Many modders modify the AI weapons' attributes to achieve the gameplay they desire for their particular mission and to give a slight edge to the human participants. I'd still include real world pics with this type also. The final product would be more in line with the ARMS button found at the top of GR.net

3. Some other option that I haven't even considered...

After thinking about this for a few days, I believe option number 2 would be best but want a little more input before I jump into this project with both feet.

Thanks In Advance,

JoshuaOneSix

#2 User is offline   P@LaD!n Icon Posted 11 March 2009 - 08:41 PM

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View PostJoshuaOneSix, on Mar 10 2009, 08:30 PM, said:

I am beginning to work on a compilation of the weapons used in game for GR (and mods). Which do you think will be more beneficial?


JoshuaOneSix



I would suggest, if you're going to do this, to go with option 2 - use the real world stats. Many mods might have similar weapons (M4 with SD & ACOG; SR-25; etc.) but each mod may have the weapons "dialed in" somewhat different. Examples are some that have a P-90 that acts as a sniper rifle and deadly across even the largest of maps, while others have the MP5 dialed so low that you have to use up nearly two magazines worth of ammo to bring down an enemy with head shots from point-blank range. Others have determined that their suppressed M14 has a sound drop off at 30 while others choose 15 or 50. Still others have shotguns whose sound drop off is 4000 meters while an M1 Abrams or T80 tank has a drop off of 2000 meters for their main gun. I know what my preferences are for the game and set the weapons for my family gaming group's team mods accordingly - but each modder has their own preferences.

Thus, you'll be hard pressed to find multiple weapons mods that have the same settings for some of the same weapons; unless you decide to standardize on the data using Para & DonMiguel's "Ballistic Calculator" (Here) (An EXCELLENT resource)

I'd suggest just using the real world data for the weapons. Also, you may want to limit yourself to the most common weapons used in most mods that are in actual use by various countries military and police forces, which will likely be in the hundreds. Some mods have specialty items like sawed off shotguns, .22 cal single shot pistols, and old-west style lever action rifles. These are fun, but not often copied for use in other mods.
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#3 User is offline   wombat50 Icon Posted 11 March 2009 - 09:46 PM

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I'd vote for #2.
I think it would help modders that are aiming at realism much better.
And for the curious, it would be more informative.

#4 User is offline   JoshuaOneSix Icon Posted 11 March 2009 - 10:03 PM

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Thanks for the input! Now it's time to get to work on this...

JoshuaOneSix

This post has been edited by JoshuaOneSix: 11 March 2009 - 10:04 PM


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