Gunplay

Just gonna say a couple of ideas.
Add more realistic ballistics.
Make the maps have increased lines of sight, so marksman rifles would still have a place.

Tube Magazines
-One of the problems with tube magazines, is shifting barrel harmonics, and point of balance. This could be simulated with increased muzzle flip as the magazine empties. (Probably not necessary tbh)
-Some guns with tube magazines need to be cycled to reload, others need the magazine to be opened in some manner, while still others are loaded through a gate. I think it would be interesting if weapons in game would have these different systems. Tube loading would have a relatively lengthy animation for accessing the magazine, with a much shorter animation for actually loading the cartridges, making it not take excessively long to reload from empty, but making just topping of the magazine not worthwhile. Cycling the action between loading each shell/cartridge would make reloading much longer, and would encourage players to keep their magazine topped off. Gate loaders would have faster reloading, but would be balanced by their other features.
Bolt Actions
-Maybe weapons with manual actions, instead of acting like very slow semi automatics, would have every other click be to cycle the action, instead of firing. Cycling the action shouldn’t require unscoping, but should displace the sights, with how the sights are displaced varying from action to action. (ie a cock on close weapon might move the point of aim most shortly before the animation finishes, while a cock on open weapon might move the point of aim most near the beginning of the animation.)
Chokes
-Not only should chokes effect the amount of spread, but maybe some could give an oval spread pattern
-Rifled chokes should make slugs more accurate, and cause shot to have more spread.
Barrels
-Barrels could have a durability stat. But the loss of accuracy wouldn’t be too noticeable unless one is trying to make very precise shots, or one has fired hundreds, or even thousands of shots.
-Make barrels have temperature, which as it increases, would decrease accuracy, and increase wear. Temperature would gradually decrease, in the same way food became less fresh in 2.X, but probably faster.
-Some barrels could have integral muzzle attachments, which might be more effective than the detachable kind, but would of course prevent other attachments from being used.
Stabilization
-A stat for the amount of spin stabilization a barrel, and or muzzle device gives the projectile, usually called the twistrate.
-Heavier bullets require more spin in order to prevent tumbling.
-Lighter bullets require less spin in order to not be pulled apart by centripital force.
-Shot would have increased spread with more spin.

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I really don’t know what you’re trying to say with your Tube Magazines section. It sounds completely over complicated.

For bolt actions, I mostly agree. I think this would put them more in line with semi automatic weapons.

I don’t really care for chokes giving certain patterns. Seems rather minor and kinda meh imo.

If it’s gonna be over thousands of rounds before your barrel starts showing a noticeable reduction in your accuracy, what’s the point of having durability on them?

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Since (I’ve heard) shotgun reloading will be fixed in 4.X, I would like if not all of their reloads would just be cycling the slide/lever and putting a shell in, but some having alternate loading like faster gate loading, or tube loading, which would be more comparable to reloading a box magazine.

A. I said maybe
B. I meant noticeable at the close range combat in Unturned battles are usually fought at.
C. I said it would matter for trying to make precise shots, (like if someone is mostly hidden behind something, or is very far away)
D. I have way too much time sunk into this game

the tube magazine section can literally just be summed up with “add different shotgun loading animations”, which…ok

the bolt action section sounds deadass ripped from RO2, and that’s not a bad thing. though if a certain bolt action was added (coughleeenfieldcough), it shouldn’t even get its sights displaced at all.

the chokes section is interesting. yes.

pretty much everything about the barrel section (except internal muzzles [which are kind of already present in 3.0] and barrel temperatures [which, while still what i’m about to say, is less so]) is incredibly overkill for a game like unturned. bonus irony points because you said that switching between one and two open eyes while aiming is to complex yet you posted that :thinking:

tl;dr: cool, cool, cool, i think you’re high

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When I googled RO2 all I found was some mmorpg.
I said your idea was too complex for something that would be changed on the fly. As in it would make the controls unnecessarily complex. (Two different buttons for ADS would be silly, which is why we both agreed it would best be controlled in the settings menu.) I wouldn’t mind a bit more complexity inside player inventories. (I had thought about clarifying what I meant on the original thread but thought I would just leave it be since nobody had seemed to mind)
I wasn’t high just jotting down ideas. (I am actually kind of amazed that people paid any attention to such a crappy post.)

When I googled RO2 all I found was some mmorpg.

RO2 stands for Red Orchestra 2. look that up if you want

I said your idea was too complex for something that would be changed on the fly. As in it would make the controls unnecessarily complex. (Two different buttons for ADS would be silly, which is why we both agreed it would best be controlled in the settings menu.)

that was supposed to be a jest but since you’re pointing it out, that is LITERALLY not why we both thought it should be a setting and not a feature. YOU came to the conclusion of complexity (and you NEVER specified that it was because you thought it would require its own ADS button [which is LEGITIMATELY stupid. seriously. at most it’d just be a toggle option while aiming, like how magnifiers work in mw3 {fuck you made me make a cod reference}]), and i just said people might think it’s gross.

I wouldn’t mind a bit more complexity inside player inventories.

“a bit”? dude, not even EFT (escape from tarkov) gets into barrel twists. when motherfucking battlestate stays away from a complex realistic concept (that’s actually achievable), you might want to take a good look at your idea

My idea isn’t ACTUALLY to implement twist rates, it was just because the “performance barrel” currently on the 4.X Eaglefire makes no reference to being specific to 5.56 or Eaglefires, opposite of the long, specific name the 4.X STANAG’s name we saw from it’s first appearance. So I was thinking, can different barrels be added to the wrong gun, why not just add a Timberwolf barrel onto my Eaglefire? IF (I know big if) that doesn’t get changed maybe different barrels would just be more effective with the right cartridge, rather than outright than outright fixed to being used for a certain cartridge. I at some point also connected this idea to rifles chokes and barrels and their effect on shotguns dispersion. (I don’t remember how I connected the ideas, because this was basically me just writing whatever popped into my head 5 hours ago.) Like I said before I didn’t expect any of these ideas to be taken too seriously.

Look, you’re new here, so I’ll cut you some slack, but this is exactly what we do. Taking every little thing seriously and nitpicking it down to the bone, because many of us are vets who have serious involvement with the game.

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Agreed.

The whole point of suggesting something for 4.0 is for the idea to be seriously considered being implemented into the game to some degree.

If suggestions weren’t supposed to be taken seriously, what would be the point?

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My idea isn’t ACTUALLY to implement twist rates

…okay, except

HMST’D’VE’T’LY’AINT’Y’S’ALL’YAINT’ES

So I was thinking, can different barrels be added to the wrong gun, why not just add a Timberwolf barrel onto my Eaglefire?

…i’m done. i’m fucking - no. that’s it. game over. i’m done.

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But I explained that it wasn’t actually how twist rates work

@anon24515308 congrats, you just broke our resident suggestion critic

Edit: sorry, forgot to drop this /s

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I’ve been involved with Unturned for a couple of years, just didn’t use this Wiki. After having some more thought out suggestions get more or less ignored, I figured I’d just kind of dump several ideas here that someone else might use to come up with more complete suggestions. I know looking through old threads has helped me decide what I want in 4.X.

I’d doubt this just because the barrel is based on the 5.56mm Performance Series AR-15 Barrels by Ballistic Advantage.

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i think that adding all this would be so complex, that it would make the game less fun. you also have to remember that there is 1 game developer who has to make this all.

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