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In Progress Let's Play 7.62HC again, Total Eclipse of the Blue Sun[SSLP]

R@S

Scholar
Joined
Jun 30, 2012
Messages
179
I only had 30 7.62x51mm rounds for it, and those will be better used once I have a better rifle, as you're about to find out.
 

R@S

Scholar
Joined
Jun 30, 2012
Messages
179
**********************
Session 16: Immortal Badasses are good...
**********************
- Taking the Scenic Route - Immortal Badasses - Trouble on the Ridge - Successful Tactic -
- The Blue Sun Base - Meet Tang - MP5A5 .40S&W Rules - The Importance of Repairing Weapons -
**********************

On the way back to the Harbor, Geroj convinces the team to take the scenic route, his argument is that he is running low on 7.62x39mm ammo and they might find some out in the wild. Since Rob Yu and HK are also low on .30-06 ammo they take his side and it's decided. It doesn't take long before they find what they are looking for.

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It's an unpleasant surprise when they discover that their adversaries are highly trained Immortal Badasses, and to pile things on they start in a very bad position. They move to get out of the firing line and to find a better postion where they can make a stand.

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The Brock and Kestrel will scout ahead, making sure the team doesn't get attacked from the south while they are fighting. Geroj stays behind to lay down some cover fire in case it's needed.

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Kestrel and The Brock soon meets their first Badass, Kestrel misses his hip-shot, The Brock has time for a quick aimed burst which brings the target down.

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Kestrel and The Brock will split up, Kestrel moving north and The Brock will move south. HK and BNC will take positions on the ridge overlooking the lower valley while Rob Yu and Geroj will cover their back in case they were pursued.

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HK spots a Badass and opens up, he misses and gets suppressed immediately, one of the bullets hits him doing some minor damage.

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He decides to pull back, and while going so he gets hit again, this time in the leg and he passes out.

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Rob Yu spots a pursuer and lights up his BAR, at this distance he has no trouble hitting his target

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As BNC moves up to treat HK's leg wound, Geroj spots another Badass and lays down some cover fire.

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Kestrel has finished his flanking run and has a nice spot overlooking the advancing enemy. He starts shooting with his USAS-12 to distract them.

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The Brock stumbles upon another Badass, a well aimed burst to the head takes care of him.

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Geroj is getting the Badasses' attention, bullets whizzing by closer and closer.

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Kestrel discovers two more Badasses, shoots a final shot and then start to pull back, he's too exposed in his current position. Just before he lets the shot go, he hears Geroj screaming out in pain, it seems Geroj has been hit, badly hit by the sound of his screams.

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The Brock needs to hurry, but gets interrupted again by another Badass.

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As Kestrel moves back into cover he gets hit in the back. It's only a minor flesh wound and he manages to continue.

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BNC, who is done treating HK, moves back and starts working on Geroj while Rob Yu continues to lay down cover fire with his BAR.

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The Brock has moved down the southern road, as he reaches the lower valley he sees a grenade coming his way. He quickly moves for cover, but isn't fast enough, some shrapnel hits him in the back.

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While Kestrel is healing his wounds, BNC will run down to help The Brock. Geroj will move up while Rob Yu provides cover fire if needed. HK crawls to the ridge to distract the enemy focused on The Brock, who will use that to sneak up closer to the Badass who threw the grenade at him.

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The tactic is a success! The Brock delivers a deadly headshot. He then spots another Badass coming down the hill, a burst from his MP5A5 deals with it effectively.

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Kestrel is finished bandaging his wounds and spots a Badass trying to flank the team, a shot from his USAS-12 sends the enemy running.

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BNC has reached The Brock and patches him up for the final push.

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Kestrel will sneak up on the enemy's right flank, The Brock will take their left. Geroj will move up the middle, staying behind the car as long as possible.

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When The Brock starts moving, another Badass pops out from behind cover. A quick burst from his MP5A5 does the deed.

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Kestrel finds the retreating Badass, and this time he doesn't miss the opportunity.

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Geroj spots a Badass pulling back, and this one is carrying something very special, an M14 with a scope! Get that Badass!

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Geroj throws his short fused grenade to make sure they don't have time to get out of the blast radius. One is killed instantly, the other is seriously wounded.

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Kestrel takes him out from his position in the bushes and the battle is won.

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The team got some nice loot, especially the M14 sniper mod with 50 rounds of 7.62x51mm ammo.

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Back at the Harbor, they sell the loot and gets the reward money for taking care of the Jingo stronghold. They also agree to help Billy-Bob with the next task, meeting a representative from the Jingos to settle their differences.

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The travel to the meeting place, talks to a guy, then go back to Billy-Bob and report their success.

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R@S Note: Having Rob Yu on the team while completing this missions gives you different dialog options. It means you can complete the mission without firing a bullet.


Billy-Bob marks a location on the map, and the team travels there to investigate.

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Looting the crates turn up some nice hardware and some 7.62x51mm and 5.56x45mm rounds. HK is now set for a few encounters when it comes to his new toy, the M14 rifle.

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Meet Tang, the next quest giver for the Blue Sun Mod quest line. As usual, he is someone that needs the team's help, help defending the Blue Sun Base.

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The team has a few seconds to get ready before the attack starts. Rob Yu and Geroj will cover the eastern entry point, BNC and Kestrel will take the northern. HK has taken up position in one of the guard towers looking over the western entry point where he can cover The Brock.

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As soon as the enemy turns up, Rob Yu lays down some massive suppression fire with his BAR. Geroj helps out with his SA vz.58 from behind some sandbags.

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Kestrel and BNC takes care of the first enemy coming from the northern entry point.

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The Brock jumps out from behind the cement-block and takes one down with a burst.

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The second enemy at the northern entry point gets the full blast from Kestrel's USAS-12 and goes down with a whimper.

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More enemies at the western entry point, The Brock takes them down.

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Kestrel spots a grenade in the air and hurries behind cover. As he does, he discovers another enemy, then the grenade explodes and he runs back to cover before he gets shot.

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Time to advance and flush out the remaining enemies.

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Kestrel spots a prone enemy, who gets a serving of pellets from his USAS-12.

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The Brock takes down another enemy rushing him.

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Kestrel moves around the corner and rediscovers the enemy who had a bead on him earlier, this time Kestrel stay and fight. And wins.

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As The Brock moves up, yet another enemy comes running and gets taken down quickly.

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As he continues moving forward, a bullet is fired at him, revealing the final enemy. The bullet hits The Brock in the chest and does some real damage.

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The Brock will have to find some cover and slap on some bandages. Meanwhile, Kestrel will run towards the western entry point an surprise the enemy. HK, who hasn't been able to get s shot off yet due to constant misfires, will try to distract the enemy.

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The Brock finds a good position close by and gets to work on his wound.

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HK finally manages to get s shot fired with his M14, and he gets the enemy's attention.

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Surprise! Kestrel finishes him off with a hip-shot from his USAS-12.

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The Brock settles things with Tang, then sells the loot.

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Here's the team's latest toys.

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And here's what they have to work with in the upcoming H&K mission.

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The Brock and Geroj needs a doctor, so I'll get that taken care of before the H&K mission. Hopefully I'll have time to play it tomorrow, it's starting to get interesting now that CGL 6 has been reached.
 

R@S

Scholar
Joined
Jun 30, 2012
Messages
179
Ammo is not such a big issue any more, except for the 5.56x45mm which I only have about 85 rounds of. I have 7.62x39mm and 7.62x51mm rounds to last a few battles, which will probably be replenished in those fights.

I also got about 100 5.45x39mm rounds from the loot, in case I come across any AK-74's or Russian MG's.

I'm thinking about giving BNC the RPG-2, she could have some fun with it since she's pretty useless as she is.
 
Joined
Jul 18, 2012
Messages
49
I'll say to give BNC something she can lay down a lot of suppressing fire with without worrying about ammo cost. One of the 9x19 PDW? And then she'll be in the clear to take her sweet time aiming her RPG-2 when no one has a clear bead on her.

Gamble remaining 5.56 with Kestrel wielding the SIG SG-552 commando for the upcoming mission. As much as I would like to see some G3 love, using it for a flanking run is just not realistic. And if Geroj takes it, he'll just turn into Mexican infantry.:P

Also, is it the rules that you can't repair looted weapons or do you just have no one you're confident with to repair the M14.
 

R@S

Scholar
Joined
Jun 30, 2012
Messages
179
OK, BNC will get the UZI and RPG-2, Kestrel the SIG SG-552 commando and keep the USAS-12 for the close and personal stuff, and to save 5.56 ammo of course. Since Geroj has the SA vz.58 as his preference, he'll continue using that, along with his much successful Boomstick.

The team has 2 mercs with mechanic skills in their 60s, giving them a 2 in 3 chance to repair a weapon successfully, so that or any rules is not the reason I didn't repair the M14. I simply forgot about it:oops:

I think The Brock could do with a secondary weapon with some range, maybe the G3 is a viable option once I have more 7.62x51 ammo.

And if the medical bills don't stack up too much, maybe it's time to buy a Hummer, and I'm not talking about the sexual act:P
 
Joined
Jul 18, 2012
Messages
49
Wait a sec. MP5A5 RIS with foregrip has a mag in it, the other MP5SD on top has another mag. You have a 60 shot 9x19 shooter there. Might be better bet than the UZI if the prep+aim time is better than the UZI. Also consider slapping on Kelly's 9x19 suppressor if it wouldn't affect balance too much (Bad balance is bad for burst snapshots I find). As usual, consult the almighty graph.
 

D_F_N

Novice
Joined
Jun 30, 2012
Messages
29
The RPG-2 will do fine for BNC. If not UZI or MP5A5 , maybe Saiga? I havent calculated the weight, so...
 

R@S

Scholar
Joined
Jun 30, 2012
Messages
179
I have just finished playing the next session, BNC is using a silenced UZI, which actually works with her, and the RPG-2. I'll try to get the next session posted before I go to sleep tonight, but it's a big one and I'm not sure I'll have the time to write it all.

Check back later and you'll might be surprised by some awesome action:D
 

R@S

Scholar
Joined
Jun 30, 2012
Messages
179
**********************
Session 17: The Prototype
**********************
- Getting into Position Undetected - Coordinated Surprise - HK Finds a Good Rifle - So does The Brock -
- First Wave - HK Taking the North - Second Wave, No Problem - Third Wave, Geroj's Wait is Over -
**********************

The Team travel back to the base and visits the Dr Luiz, both Geroj and The Brock gets back to their old self.

S17_P01.jpg



The they all go to the Harbor where Billy-Bob gives them a tip about a weapon transport traveling through the country. The team heads out immediately.

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They enter from the south, staying undetected until they all are in position. HK and Geroj will take out one guard, Kestrel the second and The Brock the third. BNC will cover Kestrel's back, and Rob Yu will do the same for The Brock.

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Rob Yu lights up his BAR as soon as a guard enters his firing line.

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Geroj will move up and cover the team's right flank, making sure no enemies slip by. Kestrel and BNC will clear the very important hill, giving the team a good vantage point in all directions. The Brock will hold his position killing anyone coming down the road while HK and Rob Yu will move up and provide cover for him.

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BNC reaches her destination and discovers a couple of guards, a burst from her silenced UZI seriously wounds one of them.

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Kestrel takes out the second one with his SIG SG-552 as a third guard comes up the access road.

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Geroj spots a laser sweeping through the air, half a second later he gets hit. He moves behind the rock and starts treating his wound.

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Kestrel shoots a final shot then pulls back, BNC will move up and take care of that guard.

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The Brock will continue his sweep down the left flank while Rob Yu covers him. HK will run up to the hill where his sniper skills will be most useful. BNC will take care of the guard shooting at Kestrel, while Kestrel moves to the ledge and will provide cover for Geroj, who's busy doing medic stuff.

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The guard is sporting a G3SG/1 rifle and manages to get a shot at Kestrel before BNC takes him down with a burst.

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Kestrel reaches the ledge and spot one moving towards Geroj's position, a couple of shots brings him down.

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The Brock will continue his sweep and HK will run and grab that G3SG/1 rifle, it'll be useful. Geroj will advance while Kestrel provides cover for him.

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Two more guards gets killed by The Brock, and the HK employee carrying one of the prototype parts gets knocked out as well.

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Kestrel spots another one and opens up on him, but his SIG SG-552 isn't very accurate at this range. Geroj helps out with his SA vz.58.

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HK picks up the G3SG/1 rifle and a spare magazine, luckily it 's in good condition.

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The Brock will move up and tickle the HK employee while HK will move to a perfect sniper position overlooking the northern entry point. BNC will move back a bit and keep an eye on the southern entry point together with Rob Yu. Kestrel and Geroj will keep the final guard pinned down for a while.

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Kestrel continues to lay down suppression fire.

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When the guard turns his rifle on him, he decides to pull back, out of harms way.

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Geroj scores a hit, then he sees the enemy reaching for a grenade.

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He quickly pulls back, then hits the dirt as the grenade detonates.

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The Brock gets lucky and spots an HK416 laying on the ground, he quickly snatches it and a spare magazine.

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Geroj, back on his feet, moves back to his original position and deals with the final enemy.

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The Brock's spidey senses tingle as he's about to pick up the OICW prototype.

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FIRST WAVE
HK will deal with the enemies at the northern entry point, Geroj will move up and take care of any flankers if they slip by HK's sniper fire. Kestrel and The Brock will move back to take care of the enemies at the southern entry point.

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HK just laughs and laughs as the enemies fall, one by one.

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Kestrel and The Brock has reached their positions, Rob Yu will move up closer and cover the access road up the hill. Geroj will continue moving over the bridge and find a good spot where he can ambush any flankers with his Boomstick.

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Kestrel scores a hit, so does The Brock.

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Kestrel gets under heavy fire and starts to pull back, as he do so he gets hit.

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The Brock tries to help, the HK416 is working at it's optimal range.

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Still, Kestrel gets hit again, this time seriously.

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The Brock is holding the enemy a bay all alone, they manage to get a little closer.

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Kestrel finally reaches a position where he can bandage his wounds without risking getting hit again.

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Once Kestrel is healed, he'll pull back even further. BNC will run down to meet the enemies, her UZI will be of more use at close range. The Brock will cover her descent from his position.

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The Brock brings down one of the enemies while BNC is on the move.

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BNC deals with the other when she has reached her position behind an old oil pipeline.

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There's a sound from behind The Brock, he moves back to investigate and spots another HK employee. He takes him out and the first wave is dealt with.

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The Brock moves back to his position covering the southern entry point, HK is still ready for the enemies coming from the north. Kestrel will take a position overlooking the old house where the next employee is likely to turn up. The others will keep their positions, "if it ain't broken, why fix it".

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SECOND WAVE
Once again, HK deals with his workload without complaints.

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BNC pins down the first enemy coming from the south, the old pipeline providing good cover. The Brock helps out once more comes running.

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A laser sweeps through the air, BNC ducks down as bullets start flying over her head.

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The HK employee turns up in Kestrel's sights and is taken care of.

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The Brock and BNC deals with the rest of the enemies coming from the south.

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THIRD WAVE
HK piles them up at the northern entry point.

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Kestrel deals with the HK employee.

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Geroj had been waiting for this, one enemy slipped by HK's sniper fire. Being prepared for this and misses his shot nevertheless, shame on you.

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The enemy turns around and manages to hit Geroj with a lucky hip-shot.

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Geroj slips behind cover while the enemy rushes up to finish him off. He hadn't counted on HK, who hits him in the back with a well aimed shot from his G3SG/1 rifle.

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Before Geroj start to bandage himself, he gets his revenge, well worth a few health points.

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At the south, BNC gets grazed by a bullet, ducks down again as lead fills the sky.

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While BNC heals, The Brock has to deal with all 3 enemies on his own. He manages to take out 2 of them, but the final enemy has gone prone and is proving very difficult to hit.

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Rob Yu switches to his Pump 40mm China Lake and sends a grenade through the air.

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The enemy hears the grenade coming and gets up and runs away, by doing so presenting a nice big target for The Brock's HK416 and the battle is won.

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The Brock goes through the loot, first reading the manual, then assembling the HK XM-29 SABR OICW itself.

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Holy crap on a stick, we got some good loot, didn't we! We also got about 1000 5.56x45mm rounds, 300 7.62x51mm of which 100 is of the AP variety. Not to mention all the scopes, Aimpoints and laser attachment.

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waladil

Novice
Joined
Jul 5, 2012
Messages
22
Just got in from a Internet-free weekend.

You got what, 4 updates up? 5? Some big impressive number like that.

Anyway, I bet Rob'll like the OICW -- big and heavy, yes, but lighter than carrying a main weapon and that China Lake.

Instead of buying a Hummer (just the car), why not give the German a ride around (again, we're just discussing vehicles)?

Oh, and those Blue Sun uniforms are my personal favorite (aside from the Ghillie suits) -- they give the nice camo bonus and they are plentiful enough to feel like an actual uniform, something I tend to be a stickler about.

And hooray for getting HK one of those ever-so-fancy G3SG/1s. They are so choice -- the high power of the 7.62x51 round, assault rifle speed, and lower sniper/upper assault rifle accuracy. Not to mention that it's got full-auto, just in case some baddies get a little closer than they ought to be.
 
Joined
Jul 18, 2012
Messages
49
The only thing I found better in the assault rifle-ly sniper type category than the G3SG is the Galatz sniper rifle. And Galatz has the option to aim down the iron sights as well. Also preps and aims faster than G3SG and is a bit tad more accurate.
 

R@S

Scholar
Joined
Jun 30, 2012
Messages
179
It occurred to me yesterday while playing that I was pretty prescient regarding Geroj, he really is accident prone. He got hit twice in the latest encounter, and is the one that's been hit the most times.:)

Money is starting to pile up, I need to spend it on something or the team might get robbed:P The Krauf mission will give the team a nice truck, but I prefer the Hummer, it has better speed and still plenty of room for the loot.

I was thinking of giving Rob the HK23e, it has very good range and a machine gunner needs to stay back for the tactics I use to work. It means someone else should use the China Lake, maybe BNC with her new toy, the MP7A1, it should work weight wise.

Geroj(SA vz.58), HK(G3SG/1) and Kestrel(SIG SG552) all have their preferred weapons now, and they will probably keep using those for the remainder of the LP. They might switch secondary weapons when some nice toys are found, or their "owner" says otherwise. And I must say, HK with the G3SG/1is perfect, he managed to take down 4 enemies in a a matter of seconds, he's both quick and deadly as he says himself.:D

I want The Brock to keep using the scavenged HK416, but fear he might become too good if I let him. He should be a scout, and the silenced MP5 .40 S&W is still deadly enough in his hands.

I also noticed my fix for the Ali/Rob uniform issue hasn't been fixed, it was lucky I decided to test the mod by doing this LP, or BSM 2.0 would still have that issue when released. I have also found and fixed a few typos along the way, will probably find more before I'm done.

I'll play another encounter today, add the merc stats and loot gathered at the end of it and then we can discuss armaments and possible load-outs.
 
Joined
Jul 18, 2012
Messages
49
I also found a couple things in my own playthrough of the beta. One for example is a SA vz.58 P that has the wirestock of the V version sticking out from the wooden stock in a flipped position.

M74Na.png


Another vz.58 P I happened to loot however was fine. Also there's at least 2 copies of MP5A5 RIS .40, the shop one turns up fine with the bugged out description, but there's one you loot from a container somewhere that's called 'Submachinegun MP5A5RIS .40' with no description at all.

RtC38.png


On the matter of the current situation of the LP, Rob should totally take the 23E. It's the epitome of manliness to be single handedly suppressing and killing a whole group of enemies with it. Snap shooting is accurate up to about 60 metres with the red dot sights installed.

I also agree on Benecia getting the China Lake. She's most likely out of the group to be uncommitted to only one front, and the China Lake will do wonders in gaining ground from the enemy.
 
Joined
Jul 18, 2012
Messages
49
Also, if The Brock isn't getting the 416, shouldn't Kestrel get to nab it? After all, I didn't think there were spare mags that came with the SIG right?
 

waladil

Novice
Joined
Jul 5, 2012
Messages
22
Wait, why should you even bother with the 23E? I just don't see the benefit to it -- the G41 is faster, lighter, (very slightly) more accurate, and has the same burst setup/damage/fire rate. The only thing the 23E's got going for it is the cavernous 150rd magazine, but even that's gonna cease being a big advantage once CMAGs for 5.56 start showing up. I guess if you're actually using it for the huge mag, and you won't have the time to reload taped up 30rd mags.

Although if you had the 7.62x51 version of the 23E (not sure off the top of my head what that one's designation on) I can definitely see a good use for -- suppression fire where a single hit comes with the kickass stopping power of the 7.62x51? Very nice.
 

R@S

Scholar
Joined
Jun 30, 2012
Messages
179
Cookie Eater, I agree, the SIG SG552 is not the optimal choice for Kestrel, we only have one clip for it and it tends to overheat very fast. We'll see what IceShade has to say about it.

Waladil, there's also the question of heat tolerance where the HK23e is much better than the G41 and other AR's, I plan to use long bursts so Rob's HW skills gets used. The gunner is not there to kill as such, more to pin enemies down and stop their advances. And I suspect the AI will react differently when coming under fire from an MG class weapon compared to a normal AR, at least that's what I suspect is the case. I know for a fact that the AI behavior depends on the class of weapon they are carrying, so it might be similar when they are under attack.

I've finished playing the next session, it'll be a shorter one than the previous. I've heard that some people have to wait a long time for the pages to load, so maybe we should limit the number of sessions per page to two in the future.

I almost forgot, the SA vz.58P with the extra stock is fixed. Turns out I already fixed it in the WEAPONINFO file, but some inventory files still have the wonky one. I'll go through those files and fix it before the final release. I'll check out the MP5 issue as well, not sure why it doesn't have a description when all others do.
 
Joined
Jul 18, 2012
Messages
49
I don't think I've looted a Beta C anywhere near the CGL R@S is at now. The Beta C would also screw up the balance of the G41, making firing anything more than a controlled burst very unreliable. Relying on an LMG for suppression fire is definitely a safer bet. Tested the 23E earlier with a 150 shot stress run. It was not overheated Correction, it says overheated on the gun, but it was still capable of firing after 150 shots. Maybe I should try 300-600 next.

And I do see the AI reacting as you described towards LMG fire. Sometime sniper fire as well . They are more prone to hit the dirt in an attempt to hide.

Edit : Finished the stress test. The 23E fired 497 rounds with an acceptable grouping from a range of about 40-50 metres before jamming. There was no stopping in firing except during mag change. The weapon is still capable of firing 20-50 round in auto after the first jam and subsequent cocking. Also it still fired a whole 150 box at wear 20% and dirt 55%. That's reliability right there.
 

R@S

Scholar
Joined
Jun 30, 2012
Messages
179
Yup, LMG's are suited for long bursts and putting a lot of lead in the air in a short time period. The AI will react to it, which the player should take advantage of. This is a tactical game after all:P

Anyways, the next session is ready for posting, but I'll bump it to the next page before I do.
 

R@S

Scholar
Joined
Jun 30, 2012
Messages
179
Crap, too soon, need to learn how to count!
 

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