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Originally Posted by Ninja2dan
R@S, I had a question for you. How well in contact are you with the modding team that is/was creating the weapons that you've been adding to BSM? How active are they now, etc?
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I talk to them every week or so, they keep me up to date on their developments as I do them. After they release a new version of their addon and the bug fixes are done, they usually take a few weeks off from working on their project. They are still working on the new functions for the code, there are still some issues to iron out with it.
Their best 3d guy, Grey, is very busy with his real life and doesn't have much tome to work on new models. But they get by anyways.
Quote:
Originally Posted by Ninja2dan
We have a few UGL's, but rarely did I recall them ever being available, and when you could find the launcher it was days before you found ammo for them.
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I have already started working on making attachments available earlier, and that includes UGL's and nades. In BSM you need to do some missions before you get access to the best shops, the ones that has the awesome stuff before anyone else has it. I'm a firm believer of working for the good stuff, things shouldn't come without an effort.
Quote:
Originally Posted by Ninja2dan
The mines sucked balls, seriously. The enemy was magically gifted at locating mines, making them totally useless. And there were few other heavy weapons such as rockets.
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Yeah, the mine issue is a bad one, and I've tried to correct it but think I've failed. I have some success with trip-wires and the random encounter bandits, but when it comes to guards and soldiers they seem to spot them very easily. But Legionnaire=M= did some work on the mine settings a while ago, I'm not sure that was after you stopped playing or not, and I haven't really tested the new settings that much to tell you if they are improved or not.
Quote:
Originally Posted by Ninja2dan
* Any chance of making the UGL's more common in the game, with ammunition more readily available?
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See above
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Originally Posted by Ninja2dan
* And do you think those weapon modders would be interested in creating a few "rockets"? As mentioned before, I've got great models of all kinds, would just need someone to convert them for use in BSM. M72, M136, RPG, etc are all available.
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They already have a M72 LAW, RPO-A and an RPG-7b with 11 different grenades to fire. So I'll say they're all set on that department

I've already added the RPO-A from their game, not sure if asking for the others is worth it.
Quote:
Originally Posted by Ninja2dan
* Could someone take a look at the UGL's and do some testing with them, see if there is something wrong with their projectile velocities? You should really be capable of lobbing those things in a nice arc over a good distance, with weapon skill affecting accuracy, not range.
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Not me, I'm to busy, sorry. But I'm sure someone else has time for it.
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Originally Posted by Ninja2dan
* Is there any way to improve the AP mine system, so mines are actually useful to the player? I don't know how mines are detected, what kind of dice rolls are made, or if certain terrain/objects help conceal them. But as they stand now, mines are 100% useless. The ONLY time I've ever been able to effectively use mines is when I placed those mines inside of an enemy spawn area prior to them spawning in, and getting lucky if one or two of those enemy happen to spawn in on top of one.
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See above
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Originally Posted by Ninja2dan
One last idea/suggestion, is it possible to create a new weapon like the Claymore AP mine using the same technology as the hand grenades? What I mean is having a small blast radius around the mine, but throwing projectiles (shrapnel/frag) in a dedicated arc in front of the mine. Also limiting the "clacker" use distance, so the operator must be within a certain range of the mine in order to detonate it.
I recall using other "radio-controlled" mines before, that allowed you to charge mines and lock up to 4 of them into one controller, and remote-det them. But it would be nice to see an actual Claymore-style variant, limited to only one mine per clacker.
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I dunno for sure, the engine differentiates between nades and mines, and only mines has the Rem-det functions. The nades all use a timer and there's no way to change that. The problem with the mines is that they need to be primed and set before the rem-det works, and that means placing it on the ground. Maybe the Russians finds a way around this. If they do I'll add it for sure, I'm dying to have satchel charges in the mod