Burst fire is unironically more complicated than full auto. Have you ever taken a look at the mechanics?
Nope and it was an assumption based on a few random thoughts.
I have next to no idea how guns work. Other than some of the basics.
You didn't make that point in your original reply.
You said:
Which I think has something to do with what P9nda said about makeshift suppressors, as certain solvent traps could easily be converted into suppressors and the ATF caught people selling suppressors as āsolvent trapsā (although the ATF later clarified that not all solvent traps are considered suppressors.) But clearly has nothing to do with what firemode(s) makeshift rifles should be capable of.
You also said:
Which was clearly not a point that anyone was arguing against, after P9nda already said he would be fine with some makeshift weapons, and still doesnāt even mention individual types of makeshift weapons or why fully automatic ones in particular should be added.
And finally you said:
Which is completely redundant as Colonel Crossfire had already brought up the makeshift rifle in response to p9ndaās reply. And yet again this has nothing to do with automatic weapons the makeshift rifle has only ever been manually actuated.
I never made the point that full auto guns should or shouldnāt be craftable, only that the conversation had moved from whether or not craftable weapons should be included to what kinds of makeshift weapons should be included.
In my opinion pretty much all weapons should be craftable, in that they can be the result of a crafting recipe, but most of these crafting recipes should be recipes such as combining a weapon with paint to change what color and pattern modifiers are applied to it, or swapping out components to change other modifiers to the base item. Maybe a full set of these components could be used to craft a new weapon, but in most cases I would say that these components should not be craftable without specific blueprints, part programs, tooling, stamping guides, or such, which mapmakers can freely choose to include or exclude from any spawn table. The distinction I make (atleast in this thread) between makeshift and other craftable weapons is not that they are made from components that might have another use, or that they are made from components that are easily accessible on certain maps, but that they are made of basic resources that are common to all maps, such as wood and scrap metal, and these weapons, in my opinion should be limited to melee weapons, throwables, and single-shot projectile weapons, (which is not to say that all melee weapons, throwables, or single-shot projectile weapons should necessarily be makeshift.)
If by āsemiautomaticā you mean how in 3.X, any firemode that fired once per click was called āsemiā then I agree, if by āsemiautomaticā you mean itās self actuating and magazine fed, then I disagree, or if you have a different usage of the word makeshift then my judgement is postponed until it can be better defined.
Whatever your initial point was, it got lost in that wall of text.
Semi auto rsets the trigger every time the action cycles, burst fire does so every X amount of rounds.
Notice the three teeth on the plate connected to the fire control group. Every time the gun fires one of them gets engaged and pushed down. Thats how the gun keeps track of the number of shots fired. Not terribly complicated, but still not as easy as semi.
- More makeshift items, including both crude and refined versions of things like basic weapons, attachments, etc. Example of what I mean by both crude and refined would be like a super primitively made single shot rifle vs a single shot or clip/magazine fed rifle thatās been made with proper tools and materials.
- More electrical items.
- More components. Electrical items should require circuit boards that can be found or crafted, and some items may require certain components that can only be crafted or only be found in certain areas.
The drop down text and the paragraph after it were addressed towards things you said, after that you can go back to not actually reading replies.
Again, I read all of them, plus your hidden details. Making assumptions is not going to net you anything in this case.
finally someone calling me P9nda and not panda, that deserves a like
I did thought about a makeshift single shot rifle , with a probability it explode when fired . Basically, the more you upgrade your crafting skills, the less this weapon threaten you .
That sounds like more of a problem with materials than with how you would put it together.
Yes and no. You can use decent steel but have shitty welds/badly made locking lugs or whatever. I can see where he is coming from really. Material influence would be neat, but realistically speaking that would be too much, even for somebody like me, and I like realism.
That is epic Pand9
Realism for the sake of realism is bad. For example organ-specific damage: nobody is intentionally aiming for your lungs, so it comes down to random bad luck that you suddenly canāt breath.
If such a system were implemented, it should impact the effectiveness of items in use and/or the number of times they can be used before failure, not the liklihood that random bad luck will cause failure. In my opinion failure should just keep the item from functioning, not directly harm the player.
Filtering urine so it can be consumed.
Iād not call it bad, but it could certainly be detrimental to the game and thus not a goods idea.
I am a sucker for realism, and Iād say that level of realism is acceptable, but limb based damage models are good enough.
You technocratically do not even need to filter it
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