NineZero's Gun Expansion

NineZero's Gun Expansion

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[Suggestion] Some stationary weapons, single fire/auto fire mode, grenade launcher firing time-delay grenade, etc.

chemlzh opened this issue · 6 comments

commented

A. So far this mod has added a lot of modern guns, however there is still no stationary weapon with greater damage, which can provide more effective defensive firepower. Here are some ideas on stationary weapons:

(I) Emplacement: a block (or multiblock structure?) which you can right-click with place stationary weapons (as well as machine gun or minigun) to install them. Right-click emplacement with guns again to aim and shoot with them (yes, you can aim with a minigun on the emplacement!). it need specific tools to break to avoid hit-and-run action.

(II) Anti-vehicle machine gun: similar to NSV and Kord, this kind of machine gun can fire advanced bullet automatically and cause lots of damage, but with greater spread and recoil when in hand. The recoil can be reduced by put this gun on emplacement.

(III) Automatic grenade launchers: similar to AGS-30, this weapon can fire grenades automatically (300 to 400 rpm, can be reduced for game balance purpose), but can be fire only on emplacement since its mass and great recoil.

(IV) Mortar: a indirect fire support, can fire high explosive round for destroy structures, or fragmentation round for anti-personal purpose. Fire one shot per round, and fire angle can be adjusted.

B. Sometimes I'd like to fire with single action to save ammo, however since automatic gun can only use automatic mode, I have to left-click in a short time to mimick single action. Can you provide a way to change between single and auto mode?

C. Hand grenade in game can be thrown in a time-delay manner, but grenade-launcher-fired granades will only explode once they bounce an entity or a block. Will there be any method for grenade launcher to fire time-delay grenades?

Thanks very much!

Updated on July 26th, suggestion on CGM AVE resource pack or CGM rebalance pack:

D. The shotgun from original CGM resembles Benelli M4 Super90, however it cannot install foregrip in game. I have found a picture from 枪炮世界(a.k.a. Gun's World, http://pewpewpew.work/), which shows Benelli M4 Super90 with a foregrip. Therefore you can provide foregrip slot for CGM shotgun in CGM AVE resource pack or CGM rebalance pack

Benelli M4 Super90 with a foregrip

E. The CGM shotgun has a far greater spread and less damage than NZGE hunting shotgun. In fact when I test both guns with extended barrel, the CGM shotgun can just hit 1 shot out of 5 when fire once, while NZGE hunting shotgun can hit all 5 buckshots. (See below) I think it's better reduce the CGM shotgun spread and slightly increase (but not greatly, since I want to use hunting shotgun to snipe) the NZGE shotgun spread.

screenshot1

2023-07-26_10 06 54

screenshot2

2023-07-26_10 07 06

F. The remodeled medium scope in CGM AVE (Chevron Scope for upcoming version) has a thicker reticle than remodeled long scope, which seems a little strange. Could you please make reticle lines thinner?

G. The extended barrel can only reduce spread as in ver. 1.2.x, which seems a little useless (except for shotguns). I remember the bullet speed and fire range can be boosted with a longer barrel in real world, so making extended barrel boosting bullet speed and range in NZGE mod sounds like a good idea.

H. The CGM grenade launcher use a MGL-140 model, however it can only load one grenade in game. Therefore I suggest that The CGM grenade launcher use a new model similar to Blanch-Chevallier Grenade Discharger (used in Battlefield 1) or Type 89 "Knee Mortar" (used in Red Orchestra 2: Rising Storm) in CGM AVE resource pack. The original MGL-140 model can be modified (the grip deleted) and used for a new grenade launcher which loads 6 rounds and can install stock, scope and foregrip. In addition, the newer grenade launcher use new grenade which resembles 40x46mm grenades and have a slightly expanded damage area. If you can make grenade launcher fire different rounds (HE, buckshot, smoke, ...), and can be changed on a specific block, it may be better.

Thank you for taking some time to read my suggestions!

commented

A. This is generally outside of the scope of NZGE and CGM. It is a really cool idea and I'd support the creation of an addon that implements emplacements, but I don't have the experience yet to put together an emplacement gun system.

B & C. I will look into both suggestions. If I can find a way to implement them, these suggestions might instead be implemented into a separate 'library' addon with advanced mechanics for modpack and addon creators to use.

Thanks for the suggestions!

commented

@zaeonNineZero The newer suggestions are updated. Could you please have a look?

commented

D. Already planned, it always bugged me that the CGM shotgun never could take grips by default.

E. I based the recoil and spread values of the Hunting Shotgun around the CGM shotgun with a stock, but with an intentionally tighter spread cone so it has a niche compared to the normal shotgun. With the Pump Shotgun coming in 1.3.0, I'll take another look at the spread values of the shotguns and make some adjustments as needed. As for the damage, the CGM shotgun behaves more like a semi-auto shotgun and therefore should have lower damage so that it doesn't render the other shotguns completely obsolete.

F. Now that you mention it, the reticle texture is much thicker than the texture on the long and ballistic scopes, so I'll make some texture adjustments.

G. Great idea, I'll add a projectile velocity buff to the Extended Barrel. I don't think there is a way to modify the lifetime of a projectile using attachments, so any range boosts would be a product of greater projectile velocity.

H. The Grenade Launcher's capacity issue will be resolved in the CGM+NZGE Rebalanced datapack, where it will have a capacity of 4. Yes, that's less than 6, or even the 8 that the model implies, but from a balance standpoint especially with the Over Capacity enchantment, a capacity of 4 seems to work best. As for the specific rounds thing: CGM doesn't have the necessary code to support multiple supported ammo types per gun, and implementing this functionality would require some significant rewriting of code. I will consider that functionality for a library addon, but it's not likely that I'll find a way to implement it.

Again, thank you for the suggestions!

commented

I've updated the Chevron Scope's reticle to more closely match the Long/Ballistic Scopes. Thanks for the feedback on that!
updated_chevron_reticle

commented

A. This is generally outside of the scope of NZGE and CGM. It is a really cool idea and I'd support the creation of an addon that implements emplacements, but I don't have the experience yet to put together an emplacement gun system.

The mod Medieval Siege Machines has a ballista that behaves, gameplay-wise, basically exactly how I would want/expect mounted guns to work. I'm not a coder at all, so I don't mean to be an armchair dev. I just thought I should bring this to your attention so you could check it out and see if this could help you to develop this feature. Thanks!

commented

An update related to this suggestion post: I have been working on a fork of CGM called CGM Expanded, which includes the fire mode/select fire feature.

@captainphineas Looks promising - I'll take a closer look at it and see what I can learn from it. I may get in touch with the dev to discuss the possibility of an addon or independent fork that adds military weapons like the emplacement weapons @chemlzh suggested above.