We need scope on helbore, and or update itis sight picture, need acog for bolter. I know you guys promised attachments but was that actually for functional ones not just for the site picture? If you impented attachments I would tie it to the penance system, like weapon proficiency and add it like the weapon accessories.
"Promised "
Edit: I do want to add, that most of the time people mention the source of their āpromiseā it goes back to the Edge magazine, which doesnāt even say 1 to 1 that there will be weapon modifications
This game has so much unused potential in so many waysā¦ weapon attachments are one of thenā¦ I hope they will deliver and itās just a matter of timeā¦
Doubtful, but a man can dream. +1
This is not āCall of Dutyā and attachments are"Immeasurably Complex" to add.
Weapon customisation would actually improve variety without the need of adding 17 more variants of the same gun,
In particular adding extended/drum mag options for autoguns + custom ammunition options (Fmjs, hollow point, incendiary etc) would actually give autoguns soul instead of being worse lasguns with smaller mags and worse recoil.
I just play in third person with the persepctives mod and completely bypass the horrible sights on the hellbore
Apparently the attachment system is still in the game in some form. All weapons have dynamic attachment slots and the location points have been set so that flash lights snap to the side and scopes snap to the top. You could potentially put the arched holosight on the helbore with a click of a button. They just currently have it set so that the attachment system is āfrozenā and unchangeable.
I think it may eventually come back if Fatshark can recover from its weird asf game design decisions binge fest.
Arenāt those for the cosmetics, as the flashlights and sights remain the sames ?
I couldnāt say, I heard this from a modder. Apparently the weapon system was put in a blender late in development so it seems likely that it is the remains of the original weapon attachments. I donāt believe sights change position between skins so it would be an unnecessary feature in that regard.
well they never done a shooter before, so maybe they lacked vision, talent or both to finalise it.
or maybe some white collar, had the bright idea that the game was getting too complex, like the immeasurably complex CoD, and decided āstreamlining to appeal the massesā was in order to safe the game from nieche titel doom KEKW
I REALLY want an attachment system, with a good bit of customization. However, Iām not 100% sure there actually is an attachment system. Clearly there is something that works for trinkets, but no one really knows if thereās anything deeper. Thereās a way to select a trinket and it gets placed on the weapon at a particular socket, which is neat. However trinkets have zero game mechanics, there may be zero code beyond placement. For an actual attachment system they would need to be able to attach some logic to the attachments, for example a new sight may need to adjust where the weapon is held slightly to make everything align properly. Or adjust the FOV for sights that have some zoom.
Looking at the gear data, there is āsomethingā of a startā¦ Hereās the data for autogun_p3_m1
"content/items/weapons/player/ranged/autogun_p3_m1": {
"archetypes": [
"psyker",
"veteran",
"zealot"
],
"attach_node": "j_rightweaponattach",
"attachments": {
"receiver": {
"children": {
"barrel": {
"children": {
"bayonet": {
"children": {},
"item": ""
},
"flashlight": {
"children": {},
"item": ""
},
"muzzle": {
"children": {},
"item": "content/items/weapons/player/ranged/muzzles/autogun_rifle_muzzle_02"
}
},
"item": "content/items/weapons/player/ranged/barrels/autogun_rifle_barrel_03"
},
"emblem_left": {
"children": {},
"item": ""
},
"emblem_right": {
"children": {},
"item": ""
},
"grip": {
"children": {},
"item": "content/items/weapons/player/ranged/grips/autogun_rifle_grip_03"
},
"magazine": {
"children": {},
"item": "content/items/weapons/player/ranged/magazines/autogun_rifle_magazine_02"
},
"rail": {
"children": {},
"item": ""
},
"sight": {
"children": {},
"item": "content/items/weapons/player/ranged/sights/autogun_rifle_killshot_sight_01"
},
"stock": {
"children": {
"slot_trinket_1": {
"children": {},
"item": "content/items/weapons/player/trinkets/unused_trinket",
"material_overrides": []
},
"trinket_hook": {
"children": {
"slot_trinket_2": {
"children": {},
"item": "content/items/weapons/player/trinkets/empty_trinket",
"material_overrides": []
}
},
"item": "content/items/weapons/player/trinkets/trinket_hook_empty",
"material_overrides": []
}
},
"item": "content/items/weapons/player/ranged/stocks/autogun_rifle_stock_02"
}
},
"item": "content/items/weapons/player/ranged/recievers/autogun_rifle_killshot_receiver_01"
},
"zzz_shared_material_overrides": {
"children": {},
"item": "content/items/weapons/player/skins/mo_default_navy"
}
},
"base_unit": "content/weapons/player/ranged/autogun_rifle_killshot/wpn_autogun_rifle_killshot_chained_rig",
"breeds": [
"human"
],
"description": "loc_autogun_p3_m1_desc",
"dev_description": "Long range high accuracy autogun with a 3 shot burst firing mode.",
"dev_name": "Autogun Pattern 3 Mark 1",
"display_name": "loc_autogun_p3_m1",
"feature_flags": [
"FEATURE_item_retained"
],
"hud_icon": "content/ui/materials/icons/weapons/hud/autogun_p3_m1",
"inventory_animation_event": "inventory_idle_carbine",
"is_fallback_item": false,
"item_list_faction": "Player",
"item_type": "WEAPON_RANGED",
"material_overrides": [],
"show_in_1p": true,
"slot_weapon_skin": "",
"slots": [
"slot_secondary"
],
"tags": {},
"trait_category": "bespoke_autogun_p3",
"weapon_template": "autogun_p3_m1",
"wieldable_slot_scripts": [
"MagazineAmmo",
"AmmoCountEffects",
"WeaponTemperatureEffects"
],
"workflow_state": "RELEASABLE"
},
Interestingā¦ really curious what the original concept for the weapons system would have been like. It uses the name āattachmentsā as was mentioned in that old interview so it probably is what remains of the previous system.
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