Arcade-y shooter with realistic representation of every gun ever
That's a lot of guns!
That's the whole point
I mean
look at the name
Fire arms source?
What, the source of arms which are on fire?
I don't get it.
Burning Organ on
0
Options
CorporateLogoThe toilet knowshow I feelRegistered Userregular
edited July 2010
Wow, talk about a blast from the past
CorporateLogo on
Do not have a cow, mortal.
0
Options
BroloBroseidonLord of the BroceanRegistered Userregular
edited July 2010
man, my memories of the original firearms are not the fondest
lots of getting blown up for no reason, dying from mortars for no reason, having your parachute not deploy, getting stuck in walls, getting sniped through walls...
I've been playing this since Friday, it's a little rough and buggy right now but it can be a helluva lot of fun when you get used to it.
Just remember:
-Full heavy armour is basically god mode right now
-Turn down or off smoke particle effects to avoid a terrible framerate problem it produces
-Restarting steam sometimes fixes GUI/HUD glitches
-The headshot multiplier is only 2x and most of the guns are a little underpowered combined with the strong amour and self/group-healing makes killing hard when the two teams get into a standoff or pileup around specific places on the maps
Minor Second on
0
Options
Tommy2Handswhat is this where am iRegistered Userregular
I've been playing this since Friday, it's a little rough and buggy right now but it can be a helluva lot of fun when you get used to it.
Just remember:
-Full heavy armour is basically god mode right now
-Turn down or off smoke particle effects to avoid a terrible framerate problem it produces
-Restarting steam sometimes fixes GUI/HUD glitches
-The headshot multiplier is only 2x and most of the guns are a little underpowered combined with the strong amour and self/group-healing makes killing hard when the two teams get into a standoff or pileup around specific places on the maps
list of things getting changed next patch:
Changes since 1.0b
- Heavy weapon moving view model effect changed to a more suitable one.
- Heavy weapons with scopes can be unscoped while moving (right click will unscope rather than going to the next zoom level on the M82 while moving)
- Certain hitbox damage multipliers buffed (head: 3x - from 2x, chest: 1.3x - from 1x, stomach: 1.0x, arms: 0.7x, legs: 0.5x), no longer using cvars
- Bandage key doesn't set IFAK as last weapon
- M24 should unzoom on reload
- Scoped/ironsight recoil modifiers should now function
- M3 reload animations should be smoother
- Skippable M3 reload (either +attack or +attack2 will do it)
- Transition for aiming down the sight shouldn't jitter as much
- Horainbowe flag placement now uses Valve's progress bar code
- "Healing target" HUD element now stays on the player you're healing as you're healing them
- M24 no longer takes ages to cock after shooting
- Weapons don't play the idle animation as much - this is most noticeable on the G36C
- Within the radius of a horainbowe flag, medics heal twice as much as they would do normally, rather than just adding 10 onto the healed HP
- AK-47 bayonet's damage now matches the Machete's, slight range buff.
- Stamina drain for sprinting reduced, low stamina penalty now waits until you're on 5% stamina rather than 15%
- Fixed instance where last player on 0 reins team disconnects and doesn't end the game
- View model bob cycle tweaked, should give off a less "floating" feel
- G36C has half the recoil when scoped now
- Bleeding players will spurt blood when they go through a bleed cycle
- Push and Territorial Control areas will show in the screen overlay (just like the S&D entities do)
- Claymore damaged has been amplified
- Fixed ammo caches not giving ammo
- Added randomisation to the player model appearance
- Exploit in tc_iwojima fixed where you could get behind some of the displacements and shoot at unsuspecting players
- Drop primed grenades on death
- Added radio and voice command menus
- Added hints relating to IFAK
- Mappers: fas_game_logic_reins now checks to see if the new reins value dipped below the threshold when the previous value was above it
- You can change the alpha of the objective/player icon overlay (cl_overlay_icons_alpha, value is between 0 and 1)
- If you change the maximum distance of the obj/player overlay to a value < 0, icons will not fade out at distance (cl_overlay_fade_distance)
- Pressing your jump key while prone will make you unprone (same as when you press the normal prone key)
- You can no longer prone in mid-air (this is known as dolphin diving to the Battlefield players)
- Client-side ragdolls will only spawn after the player has joined the game and started playing, this should prevent ragdolls from spawning immediately when a player joins the server causing severe lag.
- Added client-side dynamic lighting to NVG’s to simulate light amplification in the world. Can be turned off if FPS is an issue (cl_nvg_dlight)
- Changed tracer effect on the machine guns to use a red particle tracer instead of the old yellow non-particle version
- Improved semi-automatic assault rifle accuracy, bullet cone is 75% - down from 90%
- Improved semi-automatic SMG accuracy, bullet cone is 85% - down from 95%
- Increase assault rifle recoil
- Better player hitboxes on model
- M82 recoil increased, rate of fire decreased (you have to wait longer for the weapon to re-fire)
- Lowered armor from 150 to 120
- You now start bleeding after taking 30 damage rather than 20
less armor overall, more damage across the board due to increased multipliers (x3 for head now).
still not a fan of the maps. they should have just copypasted the ones from FA they knew worked. the objective areas are anything but obvious now and certainly aren't chokepoints either, not really giving any incentive or reason to go for them
this is a godsend addition right here, especially for multi weapon setups
- Fixed instance where last player on 0 reins team disconnects and doesn't end the game
actually crashed a full server with this one on release day
Also on most of the scoped weapons if you hold down the right mouse button it will go into a weird offcenter down the rail view that is totally useless and when you release go into a weaponless FOV for a few seconds before popping back to normal, it apparently has something to do with additions in RC1.1.
More games need to take a leaf out of TF2's book and just have indicators pointing out where the heck you're meant to be headed
Some of the maps are... unintuitively laid out, to put it politely
Definitely a fan of the icons your teammates get above their heads (fuck the naysayers, realism can go to hell if it has a negative impact on enjoyment)
Edcrab on
0
Options
FandyienBut Otto, what about us? Registered Userregular
Posts
this however, looks pretty hot:
http://www.youtube.com/watch?v=PW4mOmzkqQk
this game has a boatload of guns
so there's that
http://www.youtube.com/watch?v=6sQqAPLCshY
Arcade-y shooter with realistic representation of every gun ever
That's a lot of guns!
That's the whole point
I mean
look at the name
Fire arms source?
What, the source of arms which are on fire?
I don't get it.
lots of getting blown up for no reason, dying from mortars for no reason, having your parachute not deploy, getting stuck in walls, getting sniped through walls...
I am tapping my fond memories of the original FireArms and I am tingling in anticipation
Because we should get a server
I dont really remember the original Half-life version of this
If it is good, I will download it.
http://www.youtube.com/watch?v=2GN2OEB9YFE&feature=related
Just remember:
-Full heavy armour is basically god mode right now
-Turn down or off smoke particle effects to avoid a terrible framerate problem it produces
-Restarting steam sometimes fixes GUI/HUD glitches
-The headshot multiplier is only 2x and most of the guns are a little underpowered combined with the strong amour and self/group-healing makes killing hard when the two teams get into a standoff or pileup around specific places on the maps
I dunno
It was pretty much one of the first mods I ever downloaded.
Good times were had.
Do people still lie on the ground wounded, and moaning?
[EDIT] And oh shit! Is the battlecry still in?
AND PARACHUTING?
list of things getting changed next patch:
- Heavy weapon moving view model effect changed to a more suitable one.
- Heavy weapons with scopes can be unscoped while moving (right click will unscope rather than going to the next zoom level on the M82 while moving)
- Certain hitbox damage multipliers buffed (head: 3x - from 2x, chest: 1.3x - from 1x, stomach: 1.0x, arms: 0.7x, legs: 0.5x), no longer using cvars
- Bandage key doesn't set IFAK as last weapon
- M24 should unzoom on reload
- Scoped/ironsight recoil modifiers should now function
- M3 reload animations should be smoother
- Skippable M3 reload (either +attack or +attack2 will do it)
- Transition for aiming down the sight shouldn't jitter as much
- Horainbowe flag placement now uses Valve's progress bar code
- "Healing target" HUD element now stays on the player you're healing as you're healing them
- M24 no longer takes ages to cock after shooting
- Weapons don't play the idle animation as much - this is most noticeable on the G36C
- Within the radius of a horainbowe flag, medics heal twice as much as they would do normally, rather than just adding 10 onto the healed HP
- AK-47 bayonet's damage now matches the Machete's, slight range buff.
- Stamina drain for sprinting reduced, low stamina penalty now waits until you're on 5% stamina rather than 15%
- Fixed instance where last player on 0 reins team disconnects and doesn't end the game
- View model bob cycle tweaked, should give off a less "floating" feel
- G36C has half the recoil when scoped now
- Bleeding players will spurt blood when they go through a bleed cycle
- Push and Territorial Control areas will show in the screen overlay (just like the S&D entities do)
- Claymore damaged has been amplified
- Fixed ammo caches not giving ammo
- Added randomisation to the player model appearance
- Exploit in tc_iwojima fixed where you could get behind some of the displacements and shoot at unsuspecting players
- Drop primed grenades on death
- Added radio and voice command menus
- Added hints relating to IFAK
- Mappers: fas_game_logic_reins now checks to see if the new reins value dipped below the threshold when the previous value was above it
- You can change the alpha of the objective/player icon overlay (cl_overlay_icons_alpha, value is between 0 and 1)
- If you change the maximum distance of the obj/player overlay to a value < 0, icons will not fade out at distance (cl_overlay_fade_distance)
- Pressing your jump key while prone will make you unprone (same as when you press the normal prone key)
- You can no longer prone in mid-air (this is known as dolphin diving to the Battlefield players)
- Client-side ragdolls will only spawn after the player has joined the game and started playing, this should prevent ragdolls from spawning immediately when a player joins the server causing severe lag.
- Added client-side dynamic lighting to NVG’s to simulate light amplification in the world. Can be turned off if FPS is an issue (cl_nvg_dlight)
- Changed tracer effect on the machine guns to use a red particle tracer instead of the old yellow non-particle version
- Improved semi-automatic assault rifle accuracy, bullet cone is 75% - down from 90%
- Improved semi-automatic SMG accuracy, bullet cone is 85% - down from 95%
- Increase assault rifle recoil
- Better player hitboxes on model
- M82 recoil increased, rate of fire decreased (you have to wait longer for the weapon to re-fire)
- Lowered armor from 150 to 120
- You now start bleeding after taking 30 damage rather than 20
less armor overall, more damage across the board due to increased multipliers (x3 for head now).
still not a fan of the maps. they should have just copypasted the ones from FA they knew worked. the objective areas are anything but obvious now and certainly aren't chokepoints either, not really giving any incentive or reason to go for them
this is a godsend addition right here, especially for multi weapon setups
- Fixed instance where last player on 0 reins team disconnects and doesn't end the game
actually crashed a full server with this one on release day
Also on most of the scoped weapons if you hold down the right mouse button it will go into a weird offcenter down the rail view that is totally useless and when you release go into a weaponless FOV for a few seconds before popping back to normal, it apparently has something to do with additions in RC1.1.
Thus far I've had too many moments where I've opened up on a guy, covered the walls in blood, only to have him blow me away
But I've crept up on and knifed a fair few guys in the back, which is always nice
I'm awful at it
But I see myself playing it for a looooooong time.
same here
Some of the maps are... unintuitively laid out, to put it politely
Definitely a fan of the icons your teammates get above their heads (fuck the naysayers, realism can go to hell if it has a negative impact on enjoyment)
And I should reiterate how bad I am
The AK-47, medium armor, grenades, and bandages seems to sorta work though (i killed 3 dudes)
i especially like the ranking up system being directly tied to the perks