mcshaver

Rookie
  • Content count

    19
  • Joined

  • Last visited

Community Reputation

1 Neutral

About mcshaver

  • Rank
    Newbie

Recent Profile Visitors

95 profile views
  1. Sorry to resurrect and old thread, but does anybody have any idea what the doge box is? I rofl'd when I saw that in the video and searched far and wide, but to no avail. I'd love to see this easter egg in the full game whatever it is.
  2. YES! Sliding should definitely be considered as well, although I'd be happy with just vaulting. Slide tackles would be cool too when they finalize player collision. I read in their most recent FAQ on the Facebook page that "we plan to add body carrying, knocking down the opponent, stumbling and falling the player." I'm that much more excited for this already stellar game and can't wait to see where the Dev's take hand-to-hand CQC in the future. (Please look at Metal Gear Solid for inspiration!)
  3. I agree that weapons should not be added unless they fit into the lore of the game. With that being said, any modern armament is fair game (PMC's have ample access to most weaponry) and any former surplus armaments which have since become collectors items ought be fair game for inclusion as well. The Makarov, one of the most common handguns in the former Soviet bloc, is nearly 70 years old and is widely available around the world, though remarkably outdated. Similarly, the M1 Garand and other WW2 surplus weapons like the Kar98K, M1911, and Mosin-Nagants are still widely available and could be present in the Norvinsk region in appreciable, though limited, quantities. Most automatic surplus firearms like the BAR or the Thompson SMG are available in extremely limited quantities globally owing to their fully automatic nature and evolving firearm laws which would restrict the possibility of ever encountering one in Russia. Anything before the WW2 era with the exception of the M1911 and the TT ought to be excluded, as well as automatic firearms before the Korean War era. Provided that these weapons could be included in the game, and that they would be extremely rare, I feel as though any firearm I've mentioned in this post would make an excellent and unique reward for Sherpas.
  4. +1 for this. Scrap my idea, a revive option would alot easier to implement and less abusable. A cosmetic identifier would be pretty crucial, and I like that this keeps with the Sherpa theme
  5. @Auvlen Even the fact that you can throw them from straight out of your container? I think the damage mechanics are fairly decent though I've seen players take damage behind cover and in adjacent rooms (might need some adjustment), but I think they should only be useable when stashed in pockets, rigs, or even backpacks, just not containers. I heard through a live stream from an emissary that tomahawk throwing will be implemented eventually which will be fun. @Lesquereux The weapon handling around corners is certainly still clunky. I really appreciate what the developers are trying to convey with this, but the ability to switch firing hands when peeking corners would perfect it. They also ought to have weapons point downwards, as opposed to upwards, when peeking over ground cover as to not obscure line of sight (only with short barreled weapons though, obviously a DMR or sniper would be realistically too difficult to bring back over cover in the nick of time). I've heard plenty of players agree in streams and forum posts.
  6. So I was watching a stream last night, and the streamer pointed out that grenades could be placed in the gamma container and then thrown by pressing G. I was under the impression that items would only be usable if placed in a players rig/pockets, and was wondering if this is intended because grenades are so valuable and difficult to come across in order to balance the game? Or will players not be allowed to throw grenades directly from their containers to enhance the realism and fix this issue?
  7. In stark contrast to plenty of the other opinions in this thread, I believe Sherpa's ought to have an unlimited out-of-game supply of PP-91's/Makarovs and medical supplies to distribute to new players at their own discretion during raids. They ought to also have a unique, un-lootable backpack that can hold one set of PP-91/Makarov, splint, bandage, spare mag, and water for each new player they are training in game. The material assistance of Sherpas, in addition to their verbal advice, will undoubtedly lessen the learning curve preventing successful raids without too dramatically altering the game's balance. This backpack would be unable to hold any loot acquired during raids preventing Sherpas from abusing their position and cannot be looted upon the Sherpa's death preventing players from exploiting and targeting Sherpa groups.
  8. I am wholeheartedly against giving Sherpas unique weapons and even items. My first initial thought was that sherpas ought to receive some sort of compensation for their effort, but these are people with a passion for the game and sharing that passion with as many other gamers as possible in order to develop a robust EFT community. If player wouldn't be a Sherpa out of the desire to help others, they simply shouldn't be a Sherpa. I think that unique camos and weapon skins for these players would be acceptable or even a completely unique melee weapon I would be fine with (a large vodka bottle or a bat with nails would be hilarious).
  9. In addition to the visual aspects of death, some of the audio is truly absurd. Take for example this poor SCAV, who takes nearly ten seconds to sing/grunt his last words like some kind of Neanderthal who just busted a nut.
  10. This should definitely be included. Countless players play so cautiously and rely tremendously on audio to be aware of their surroundings; this would allow players to confuse others who might think that the object thrown was merely kicked or knocked by a moving player in its vicinity.
  11. YESSS!!! Genius idea. If they implemented a tenth of the realism to inventory management, bags, and rigs that they did to firearms, I would be a happy camper. I would also like to see the smallest submachine guns be able to fit in the holster slots, after all, they are pistols, as well as two holsters.
  12. I wholeheartedly agree with the introduction of crafting, but am totally against the prospect of reloading ammo. This would make no sense during raids, (it takes forever, somewhere between 1 and 2 rounds per minute MAX) and having to collect (likely individually to preserve the realism) spent casings would be so tedious. Additionally, having all those empty casings bouncing around in your pocket would create some substantial noise. I feel like they should introduce additional sound on players with loose ammo in bags/pockets to encourage players to refrain from breaking ammo bricks. Back to crafting, molotov cocktails are an absolute MUST and the introduction of traps on crates or doorways with grenades, nuts/bolts (shrapnel), and string/tape would be so cool. Torches might be useful for players who are willing to risk it. I feel as though crafting capability will really shine with gun smithing, using scrap loot to restore the quality of weapon parts.
  13. Battle rifles and DMR's ABSOLUTELY need to be added, especially for maps like Customs and Woods with the wide open spaces to give the edge over M4's and AK's but still provide more versatility than sniper rifles. I am happy with the list you came up with except for the Garand; it really has no place in a game set in 2028 in Russia. Another huge consideration would be interchanging parts and mods from different weapons within the same weapon family and doing caliber conversion, for example: interchangin dust covers, receivers, trigger assemblies from AK47/74/SVD or converting an M4 from 5.56 to .300 Blackout. Lastly, there ought to be a variety of different quality parts available like match grade barrels, low/high pull weight triggers, magazines that never want to work and magazines that will still operate under any torture.
  14. With respect to weapon modding, another consideration would be to vary the inventory size of the weapon depending on what/how many mods are attached. For example, completely stripping the M4 of parts leaves the lower receiver which could literally fit in only two inventory squares, yet it still takes up the 8-10 spots of full-sized and completed rifles. Longer barrels and extended should increase the required inventory space. I love the suggestion of the combo holographic sight/magnifier as well as additional optics. If the developers feel up to the task, they could implement damage to weapon parts, in addition to the usual wear and tear, from being shot by other players rendering the entire firearm or particular mod useless.