Les baer .308 semi-auto sniper rifle

Can’t decide between calibers.

2024.05.14 05:49 Fun-Pollution1465 Can’t decide between calibers.

As far as rifles go I only have an AR15(5.56/223) from PSA but I’m looking for something with a little more punch.
I mostly just target practice at the range but I’m looking to have a more diversified arsenal(just in case SHTF for whatever reason).
Currently living in an area where the biggest predator is a black bear and there’s plenty of deer. South east USA.
I was previously wanting to get an AK variant chambered in 7.62 but now I’m looking at my options for an AR10 308 win and something that fires 30-06.
Trying to determine which caliber id prefer and a firearm suggestion. I prefer semi auto over bolt but I’m not opposed to getting a bolt action. Budget no more than $1k.
Any suggestions/advice is appreciated.
submitted by Fun-Pollution1465 to rifles [link] [comments]


2024.05.13 20:57 Killercombo3 Changes & New Additions List

Helldivers 2 has gotten a little stale recently with the Polar Patriots warbond new additions being mostly bad, the Airburst Rocket Launcher also being bad, and the new anti-tank mines actually look decent but will probably have to long of a cooldown so they will be niche. I'm proposing changes that could spice up the game by changing up enemies, modifiers, and weapons. Let me know what you think about the changes and what could be improved as I'm not a game designer and just want to see Helldivers 2 be better.
Assault Rifles
Assault Rifles are probably the worst class of guns in Helldivers, they don't excel at anything and aren't even that good allround. They need massive help
Liberator: Currently the base Liberator is just a worse Sickle. Not only does the Sickle have infinite ammo but for some reason it has higher DPS. I would reccomend changing its damage to 70 per shot and 11 shots per second bringing up its damage to 770 DPS. To go with the higher firerate, changing the reload time to 1.5 seconds on tactical reload and 2 seconds on a full reload would make the gun feel much better as a starter gun because it would just feel faster and kill better.
Liberator Penetrator: Liberator Penetrator is one of the worst weapons in the game. It has medium armor penetration but lacks any stopping power for it to be useful. Bringing the damage per shot up to 60 and upping the ammo to 35 bullets per magazine will take it a long way, having 640 DPS and medium armor penetration but having less bullets
Liberator Concussive: Liberator Concussive has the same probelm as the Liberator Penetrator in that it can't kill but even worse. I would reccomend bringing its damage up to a whopping 90 damage per shot. This sounds crazy but the changes to enemy spawns makes this more fair which i will discuss later. This increase in damage would give it a niche of a long range way of stunning bot enemies and actually being able to kill them. DPS would be 480 which isn't that crazy but the concussive ability would help. If I'm being honest this one might still be to weak so tell me what you reccomend changing for this gun.
Tenderizer: Tenderizer is in a very bad spot because it's an inferior Liberator even without my changes. I would reccomend bringing up its damage up to 70 per shot giving it a DPS of 700. In addition, because the DPS is lower I think giving it a small amount of stagger where enemies can't move or shoot back could go a long way in differentiating itself from the Liberator. Making the Tenderizer stagger enemies such as Hunters, Brood Commanders, Scout Striders (Striders wouldn't be damaged because of the lack of medium armor penetration but would be staggered if hit from the front), and standard Devastators would make the gun much more fun. Also make it fully resupply when refilling with resupply boxes like all other weapons.
Adjudicator: Adjudicator is in a pretty bad spot right now. It has poor handling and the damage isn't high enough to reliably one shot trash mobs, but it also doesn't have good enough damage to deal with more serious threats. I would reccomend bringing the damage up to 100 per shot for a total of 916 DPS. This would help justify the lower than average 25 bullets in a magazine.
Marksman Rifles
Marksman Rifles are in a decent spot with only the Diligence needing some help so that's what I've focused on.
Dilligence: The Dilligence is hard to balance as it is decent on bugs and bots but excels in neither of them. In addition it's hard to juggle balancing the Adjudicator, Dilligence, and the Diligence Counter-Sniper to make sure they're all good in their own ways. I think it might be fun to make the Dilligence the "easy medium armor penetration rifle". Get rid of almost all of its recoil and sway to promote more aggresive playstyles. The Dilligence would have lower DPS than the Adjudicator but it would be much easier to control and would just feel fun.
Dilligence Counter-Sniper: Honestly this weapon is perfect right now. It fulfills its role on bots perfectly and is fun to use. I worry that the Adjudicator changes would make this gun obsolete but I think it would still have its own niche. No changes
Sub-Machine Guns
One of the most consistent weapon types in the game with really only the Knight needing some help.
Defender: One of the most well balanced weapons in the game. No changes
Pummeler: It might be to early to say but the Pummeler feels good to use and fulfills its role, being worse at trash clear compared to the Defender but better against heavier targets thanks to the stagger. My opinion could change but for right now I don't think it needs any changes. no changes
Knight: The Knight is right now pretty bad just because it has a low ammo count for its firerate and fairly long reload time. These 2 factors just make the gun feel unfun to use because you are spending so much time reloading. It takes only 2 seconds to unload a full clip and 2.5 seconds to reload a full clip so you literally spend more time reloading than shooting. I would reccomend increasing the ammo per magazine from 50 bullets to a staggering 100 bullets per magazine and lowering the total number of magazines to 5. This would change the weapon's problem from "I have no ammo" to "I need to control my recoil so that I can kill better". This gun would reward close range play and good recoil management, being able to deal massive DPS if you can hit your shots.
Shotguns
Shotguns are probably the best class of weapon, issue being that some shotguns heavily outclass others. My goal is to equalize the difference between the shotguns and give them their own niches
Punisher: The most forgettable shotgun, the Punisher really just doesn't feel special. I admit that I don't have much experience with this gun so please tell me what you think about this gun currently. I think it would be cool if this shotgun was a jack of all trades shotgun. Reduce the spread but still have it be there and increase the firerate to 2 shots per second for a DPS of 810. It wouldn't have the range of a Slugger or the close range damage of a Breaker but it would have a little bit of both.
Slugger: Honestly just give it back its old stagger. This gun would functionally but the "precision shotgun" staggering and killing larger targers but having lower DPS in exchange
Breaker: Really the Breaker doesn't need help. It tears through trash mobs and does well against larger targets as well. The Breaker is fun and fair. It has lower ammo and not the greatest range but it's 100% workable. No changes
Breaker Spray & Pray: Breaker S&P isn't a bad weapon at all but it's 100% outclassed by the Breaker Incindiary. The only change I would make is to give it a 30 round magazine with 7 magazines to further lean into the "Spray and Pray" aspect of the gun.
Breaker Incindiary: This gun needs nerfs. I love the thing but it outclasses the Breaker Spray & Pray and fulfills its own niche at the same time. I would reccomend bringing down the firerate from 5 shots per second to 4, lowering its DPS from 1200 without accounting for fire damage to a DPS of 960 without accounting for fire damage. This lowered firerate would make the gun lean into its gimmick and have the fire do more work.
Explosive Weapons
Explosive weapons are probably the hardest to balance due to all of the recent nerfs to the Eruptor and Crossbow. I've decided to skip these weapons as I don't fully understand how explosive damage works
Dominator: A gun with good strengths and a fair amount of weaknesses to hold it back, making it fair. No changes
Energy Weapons
One of my favorite types of weapons and one that doesn't require much balancing.
Blitzer: The only change I have in mind for this weapon is the way that targeting works. Make it so that when you aren't aiming it the gun will always try to target as many enemies as possible and when aimed in it will aim all of the shots at the crosshair
Purifier: This weapon needs more testing but is unanimously agreed to be trash. If the gun works the way I think it does then the damage is much lower than people think it is, with the bolt dealing a respectable 250 damage but the explosion dealing much less. I would reccomend making the bolt and the explosion do 250 damage, essentially one shotting any low or medium level bot including Scout Striders. This should be fair because it has a large charge up time inbetween shots
Punisher Plasma: One of the most underrated weapons and a personal favorite of mine. I love what they did to the weapon but it deserves a small nerf. Revert the projectile speed to the way it was before it was buffed or find a middle ground from where it is now and where it was before
Scythe: The problem with the Scythe is really the way damage is dealt. It deals 350 per second. The issue with this is it's slow to kill anything because it at minimum takes 1 second for damage to be applied. I would reccomend making it so that damage starts as soon as the laser touches something for the first time. This could be abused so i would also reccomend raising the charge up time to .6 seconds. I'm not 100% sure if this would work how I think it would so please let me know what you think. I'll try and illustrate what this looks like
Current version
(Laser touches, 1 second passes, damage)
Changed version
(Laser touches and damages at the same time, 1 second passes, damage)
Sickle: Fantastic weapon that is fun to use. No changes
Scorcher: Fantastic weapon, great all around with low ammo to balance it. No changes
Pistols
Pistols are in an ok spot right now but some overshadow others largely
Peacemaker: I bet you don't even know what the Peacemaker is because nobody ever uses it. The Peacemaker needs some massive help. I would reccomend raising the Peacemaker's total ammo to 25 rounds per magazine, raising the magazines to 7 magainzes total, and raising the damage anywhere from 80-90 per shot. The damage would still be just ok, being good on trash mobs, but would be a big help on builds that waste a lot of ammo. I want the Peacemaker to one shot Hunters and Pouncers as I think that's the only change that could make it actually strong and not overshadow other secondaries
Redeemer: No changes. It's very useful as an "Oh shit" tool. It would have lower DPS than the Peacemaker but would be easier to use in a pinch because it's full auto where the Peacemaker is semi auto
Senator: No changes. Great gun with it's own niche
Dagger: Literal trash, it has the lowest DPS in the game, has a large cooldown, and builds heat quickly. I would change it so that it can't overheat at all and even then it might still be trash. Let me know if there are any better ways to balance it
Grenade Pistol: Great utility weapon. The only change I would make is to make the explosion radius a little bigger to more reliably destroy bot fabricators
Verdict: It's to early to tell but the Verdict looks strong, being similar to the Senator with a better ammo economy but no medium armor penetration. Making it a reliable anti medium target weapon. No changes
Grenades
Grenades are in a weird spot right now, with some being amazing and some being bad and I aim to raise the lower end of grenades to be in line with the rest
High Explosive: No changes. It's decent having a larger blast than impacts but being slower
Frag Grenades: These things are bad. I would change the max number of grenades from 4 to 6 when holding these grenades, making them great against fabricators and bug holes
Incindiary Grenades: Raise the blast radius and it's good
Incindiary Impacts: As long as the Impact grenades radius is smaller than the normal version, it's good
Impact Grenades: No changes
Stun Grenades: No changes
Thermite Grenades: These things need help. They really only have 2 uses. 1-2 well placed Thermites and and an anti-tank shot will kill a Bile Titan and 1 Thermite will destroy a Cannon Turret. I would reccomend increasing the final explosion blast radius size, damage, and the thermite burn radius. This would cause 1 anti-tank shot and 1 Thermite to consistently kill Bile Titans, it would be easier to hit Hulk eyes with Thermites and 1 shot them, and Thermites should kill with 2 grenades if hitting a Tank heat vent. Thermites should also strip Charger armor with 1 Thermite
Support Weapons
Expendable Anti-Tank: No changes, great support weapon
Recoiless Rifle: Increase the size of the explosion making it easier to hit weakpoints, Making it stronger than other anti-tank options in exchange for the backpack slot
Spear: Fix the tracking to be much more consistent. The Spear just doesn't have enough ammo and should have 6 shots instead of 4
Quasar Cannon: No changes, has unlimited ammo but has a cooldown and charge up time
Airburst Rocket Launcher: This thing is so dogshit. It requires a backpack slot, needs to shoot enemies far away from allies or you'll kill them or yourself, doesn't gurantee killing everything in the blast radius, etc. This thing needs a massive damage buff to be worth using. Increase the amount of cluster bombs to gurantee that whatever is in the radius is dead including Hulks. Increase the armor penetration value to at least strip Charger armor and do big damage to it, if that's not enough it should kill Chargers outright
Grenade Launcher: Increase the amount of magazines from 2 to 3. This thing is great but the low ammo makes it unviable so increasing the magazines by 1 will go a long way
Railgun: This thing needs help. It should require only 2 level 7-8 shots to strip Charger leg armor. It should 4 shot a Bile Titan in the face when using max charge shots. and 3 max charge shots should kill tank vents
Stalwart: The Stalwart is IMO an underrated pick on bugs. Its main issue is really that it's only good at unarmored horde clearing, leaving the user prone to being attacked by armored and high level enemies. I would propose that giving it medium armor penetration would take it a long way as one of the best horde clearing weapons, being able to deal with Hive Guards, Bile Spewers, and Scout Striders easier
Machine Gun: The Machine Gun might be the least used support weapon in Helldivers 2. It just doesn't really do anything special that another support can't do better. I would reccomend giving it heavy armor penetration, allowing it to kill Hulks when hitting the eye and it would go through devastator armor
Heavy Machine Gun: Unfortunately, from its inception the HMG has been bottom tier. It recently got a crosshair but even still it just gets outclassed by the Anti-Material Rifle, Laser Cannon, and even the Railgun. I think it could be cool to up the ammo to 100 rounds per magazine and add an optional backpack. This backpack would add an extra magazine and would increase the armor penetration to go through Charger & Hulk armor
Anti-Material Rifle: The AMR probably needs a small nerf. It 1-2 shots anything on the bot front. I would reccomend reverting its damage so that it needs to headshot devastators to one shot them
Autocannon: No changes
Laser Cannon: No changes
Arc Thrower: Make the Arc Thrower staggestun lock Hulks again and its great. Right now it's useless on bots
Flamethrower: The Flamethrower is great because it can horde clear and kill Chargers very efficiently. This is most likely unintentional but it is very fun. I would reccomend lowering the total magazines from 4 to 3 to balance out the Flamethrower's strengths.
Backpacks
Guard Dog: Guard Dog is currently just overshadowed by its Rover variant. I would reccomend changing the gun from the Liberator to the Liberator Penatrator, with the damage being the same but giving it medium armor penetration. Ammo boxes should also refill its ammo
Guard Dog Rover: No changes, the nerfs were justified. This is still a great horde clearing weapon but it doesn't play the game for you anymore
Supply Pack: No changes, you give up a backpack slot but you get 4 resupply boxes which is a big help and is balanced
Ballistic Shield: No changes, it fulfills its niche on bots and will get even better as time passes with new 1 handed weapons
Jump Pack: No changes, the Jump Pack is decent but it becomes much better depending on the primary weapon you use
Shield Generator Pack: No changes
Emplacements
Anti-Personnel Mines: Mines are completely terrible right now, their damage is decent but the cooldowns are just to long to be useful. I reccomend reducing their cooldown from 3 minutes to 1 minute
Incendiary Mines: Just like the Anti-Personnel Mines, the cooldown should be brought down to 1 minute but also since fire damage is weaker than explosive damage, there should be more Incendiary Mines in a larger radius
Machine Gun Sentry: The Machine Gun Sentry is just a weaker version of the Gatling Sentry. Instead of bringing the power of the MG Sentry up, I think it would be cool to lower the cooldown of the MG sentry. The idea with this sentry is to be the disposable horde clear sentry, similar to how EATs are the disposable anti-heavy support weapon
Gatling Sentry: No changes
Autocannon Sentry: No changes
Mortar Sentry: No changes
EMS Mortar Sentry: No changes
Rocket Sentry: Right now the Rocket Sentry is just largely inferior to the AC Sentry. I think it could be cool to increase the range and projectile speed of the Rocket Sentry massively. This would make it a lower DPS but longer range sentry with more ammo compared to the AC Sentry. The AC Sentry would be better in terms of DPS but would require better positioning and defense while the Rocket Sentry is something you could put farther away that would help with larger targets, which is what a missle should do.
Tesla Tower: I haven't used the Tesla Tower enough to discuss what should be done about it, please let me know what ideas you have for it
HMG Emplacement: Really just make the HMG Emplacement affected by sentry upgrades. These upgrades would give the HMG Emplacement more ammo, a better turn speed, and more health
Eagles & Orbitals
There are to many to list so I'll only be listing Offensive Stratagems that should be changed
Eagle Strafing Run: Give it heavy armor penetration. It would be good way to horde clear and kill larger targets but wouldn't excel at either role
Eagle Airstrike: Reduce the uses from 2 to 1. This thing is just to good to have 2 uses. It horde clears, kills bosses, destroy fabricators and bug holes, has multiple uses, etc. Nerfing the amount of uses before it goes on cooldown brings up a lot of other stratagems
Eagle Cluster Bomb: Reduce uses from 4 to 3
Orbital Gatling Barrage: The OGB should target and move around instead of being a stationary stratagem. Instead of targeting high level enemies it should target groups of low level enemies.
Enemy Changes
I might be in the minority but I feel like the main game mode (Helldive difficulty, 4 players) is to easy. I would reccomend buffing up the enemies to not only account for all of these new buffs but also to make Helldive hard again. All of these changes would only apply to Helldive difficulty as that's the only difficulty I have enough experience to have a good idea of what should change
Increased spawns on objectives: Objectives currently need to have more spawns, there is just to much downtime. Of course each objective will need its own spawnrates based on how long and how difficult each objective but generally there needs to be less enemies
Pouncers: Low level bug enemies are currently not threatening enough. They have low health, low damage, and are slow. I would reccomend increasing the Pouncer's movement speed to increase their ability to swarm players.
Warriors: Just like the Pouncers, Warriors just aren't very scary and should have increased movement speed to make them still a threat with their ability to swarm
Bile Spewers: These things need to be shot. Their spit attack is 100% broken. Damage on the spit attack needs to be reduced so that it isn't a one shot. I think a cool change though to make them still a threat is that diving would get rid of the slow debuff, but it would also increase the DOT from the acid, giving the player the choice between their movement or their health. Slow debuff should only be applied if the acid attack hits, not if the acid is in your general area
Bile Titans: These things are honestly just to tanky and completely define bug missions. There are to few ways to kill these. You either need an anti-tank support weapon or an anti-heavy stratagem. I think a good change would be that the legs should have lower armor (maybe heavy armor penetration and explosive weapons can do damage) and that if a leg is hit enough the Bile Titan would die. Hitting the head with anti-tank weapons would still be faster and leg shots would probably require 2-3 people to shoot the leg to kill the Titan at a reasonable pace but Titans wouldn't be unkillable.
Heavy Devastators: Devastators just need an accuracy nerf. They kill incredibly quickly and they frequently spawn so nerfing their accuracy would make them more fun to fight
New Additions
These are a few new additions to the game that I think would be cool
Gas Grenade: A portable version of the Orbital Gas Strike. It would have a larger AOE compared to incindiary grenades but a lower DPS
Thermite Breacher: A new support bolt-action sniper rifle that uses large thermite bullets. There would be 3 shots per magazine and 4 magazines total. Shooting this weapon sticks a large thermite bullet that deals high damage over time that explodes, similarly to the thermite grenade. No 3rd person scope. 1 leg shot would strip Charger armor, 2 headshots would kill. 3 headshots would kill a Bile Titan. One eye shot would kill a hulk, 2 shots would destroy heat vents
Incindiary Grenade Launcher: A grenade launcher with 4 magazines that shot incindiary grenades
Gas Grenade Launcher: A grenade launcher with 4 magazines that shot gas grenades. These grenades would have a larger AOE compared to the Incindiary Grenade Launcher but a lower DPS
Arc Spitter: An arc assault rifle that had lower damage per shot and firerate, but would also fire arc shots that could arc to 1 other target per shot
Glide Pack: A varaint of the Jump Pack. It doesn't have as much vertical height but you can hold the space bar to slowly glide back to the ground
Roman Exosuit: A new Exosuit meant to be used against bots. The left hand would have a shield that could block bullets from the front and would break after taking enough damage. The right hand would have a large Laser Cannon that could overheat and would have a long cooldown when overheated
Angel Support: A Pelican would come down from the Super Destroyer to hover over the player for 30 seconds. Would have unlimited ammo and a 4 minute cooldown. So far the 2 weapons I think it could have is an Autocannon and Gatling gun
Care Package: Once every 1.5 minutes, call down a Care Package that gives the player a random one time use stratagem that goes away upon death. Can only hold 1 Care Package stratagem at a time
Fido: A new stratagem that summons an AI controlled car. This car would go around spotting enemies, finding side objectives, collecting ammo, supplies, and samples
Sharpshooter: A new armor passive. Hitting weakpoints on medium and high level targets would reward the player with ammo, stims, & grenades. If a weakpoint breaks such as a brood commander leg or the target dies due to being hit in weakpoint, get some supplies back. This effect does not apply to low level targets. 5% chance to get a stim, 15% chance to get a grenade, 20% chance to get a support weapon magazine, 60% chance to get a primary and secondary magazine.
Thick Skin: A new armor passive. 25% damage reduction when being hit in the back or side
Extrasensory: A new armor passive. Gain the ability to detect enemies offscreen in a 25m radius
End of thread, please let me know what you liked and what you think should be changed
submitted by Killercombo3 to Helldivers [link] [comments]


2024.05.13 06:58 Kyinuda Sunshine Valley Balance

Anyone who has played pts, or has any idea on what will happen, how has weapon balance been affected by Sunshine Valley? If they didn't do it already, I really hope they buff semi auto weapons (Pistols/Revolvers, Rifles, Snipers..).
submitted by Kyinuda to fo76 [link] [comments]


2024.05.13 06:46 BingusBorgur H: AAE15 hunting rifle W: Offers

H: AAE15 hunting rifle W: Offers submitted by BingusBorgur to Market76 [link] [comments]


2024.05.13 04:27 IZZY_PLUM Jesus fucking Christ

Jesus fucking Christ
submitted by IZZY_PLUM to ak47 [link] [comments]


2024.05.12 16:27 AlwaysCurious93 Absolutely loving this. Name recommendations welcome!

Absolutely loving this. Name recommendations welcome! submitted by AlwaysCurious93 to fo4 [link] [comments]


2024.05.12 13:50 Some0wlOnTheInternet Arena Breakout Long Review

Arena Breakout is a mobile extraction shooter that is developed by Morefun Studios, it was released in China in July 13, 2022, then globally on July 14, 2023. This game is very promising as a tarkov clone but lacks in many aspects. I spent thousands of hours on this game because there isnt any other experince like this on mobile.
When I first started in October of 2022, I was amazed by how advanced the looting and weapon mechanics were since this was basically tarkov mobile, after awhile I found a friend group and we played for over a year. I wasnt great at the game untill season 2 of the global release where I've reached legend rank.
Mechanics:
Theres your typical inventory with pockets, rigs, and backpacks. An advanced health system with each body part having its own health and having debuffs when destroyed. Food and water, and a weight system. The gunplay and movement leave much to be desired. Visual recoil is unrealistic where your reticle grows as you shoot, and semi auto weapons having different recoil than full auto weapons. The recoil system is overall unrealistic and causes low recoil ARs to dominate at all ranges. Theres also small things like the lack of height over bore which currently allows you to headglitch, there is also unrealistic hipfire as hipfire accuracy is determined by stat that basic needs to be almost maxed out in order for your weapon to be accuracy past 10 meters. The range system in this game is poorly designed with the range stat determining how much damage you do at range with some guns basically dealing little to no damage past 50 meters. Shotguns largely suffer from this problem and along poor weapon balance and the new mine map that's twice the size of Northridge, it really shows. As for movement, this game doesn't have inertia which isn't a problem imo. But there are a few mechanics that make gunplay worse. When you shoot, your character will walk slower than creeping speed which makes strafing unviable and encourages camping, holding angles, and stopping to crouch lean. There isnt a skill system so you have a fixed endurance which can be affected by weight and theres no way to reduce the effects without stim. If you wear heavier stuff, you're gonna have a hard time getting anywhere due to your characters weak cardio. You also cannot swap mags while running (except pistols) which is somewhat unrealistic and messes with the pacing of the game. There isnt a free look button which makes checking your surroundings alot harder paired with the already low forced FOV. Matchmaking follows a hidden MMR system which pairs you with similar skilled players avalible in your server region. If you're a legend player with a decently high KD, you'll run into skilled teams more often which can be annoying. This game is also very unfriendly to solo players because of sound indicators and auto matchmaking which guarantees that everyone can get a full 4 man team without looking.
Economy, Traders, and Progression
Overall this game's economy is mediocre. Near everything is run by the market and you unlock the market at a very early level. Usually you're supposed to rely on traders early on but in this game they can be mostly avoided as they provide little value to progression and economy, the only contacts you really want to use are Deke Vinson and both faction traders since they have the best stuff out of all the contacts. There isnt a hideout or crafting system so misc items are meant to be traded with. Problem is that alot of these barters are inflated and really bad which causes misc items to be worth less than most gear in the game. The only way to get high tier gear from contacts are from randal fisher or deke vinson but its mostly cheaper and convenient to just buy everything off market. You don't even need to barter with these contacts because everything is avalible on market from the get go since theres no market restrictions. A new accounts cant get the best gear in the game as soon as they finish the tutorial. Pair this with being able to buy koen and gear bundles and you face some minor problems. Overall this game doesn't have a progression system. The level cap is 30 which can be done in under a week of grinding. This economy mostly favors pvp as misc items are devalued and gear is inflated. Looting isnt rewarding as this game follows a really weird loot spawning system where theres a stock of a certain item in the server and the more people get it, the less chance you'll find it untill there is no more stock. Locked rooms aren't even worth buying keys for most of the time as you'll get pruple items 85% of the time. You'll see youtubers pull reds all the time it only works for them because they constantly hit safes which not everyone is capable of doing wether other people get to it first or just bad spawns. People also have problems with teammates being loot goblins but that can mostly be avoided if you team up with people you know.
Desync, hitreg, and server problems:
I personally don't suffer from constant reconnecting but I see alot of others suffer from it. This game mainly suffers from terrible Desync and hit reg, alot of times you will shoot someone and the bullet either doesn't register or the bullet will damage their arms or another part. The arm hitbox seems to be really big as you can mag dump someone center mass and only their arms would be hurt. This problem is usually because there isnt limb penetration (wasn't added untill S8) although snipers can sometimes go through limbs but that is very inconsistent. The desync is really bad as you can peek someone for a milliseconds, run away and still get shot buy the guy you peek, you also can rubberband alot, especially if you're around teammates.
Weapon Balance:
This game has some of the worst balance I've seen in a tactical shooter as alot of guns in this game are bad and theres a few guns that just dominate the meta. Some of this balancing is laughably bad and outright unrealistic. For example, the AKS-74U is the worst assault rifle in the game besides the MCX, it suffers from literally everything. Very low rpm, limited modification, bad accuracy, terrible range, and low ergo. Realistically this gun is has a faster rpm than most AKs due to the shorter action, its also a compact design so the ergo should be better. The MCX suffers from bad range and accuracy, half the pistols have better range than this gun and is outclassed by literally any other faction weapon. Aside from weak guns, there are broken overpowered weapons, notably the M249 and RPD. These new LMGs are most likely designed around the mine map which explains their amazing range and accuracy, and really low recoil. Surprisingly the base ergo is better than most assault rifles and you can use a bipod which cuts recoil in half making these guns laser beams. There are other problems with the balance but I wont explain further.
The maps are alright, the loot spawns just need to be better to encourage players actually explore instead of just roaming around the danger zones where you can actually find loot and pvp. This also makes sniping kinda hard as nobody really roams in the open parts of the map. The AI sucks and needs improvement. QOL features are pretty rare but most of them are in the PC release as alot of things mentioned in mechanics were fixed in ABI.
Overall this game is a 7/10, unique and amazing mobile experince but filled with design flaws.
submitted by Some0wlOnTheInternet to ArenaBreakoutGlobal [link] [comments]


2024.05.11 19:22 Business-Fennel-3593 "team based shooter with real life military equipement"

My apologies for posting this, if there was a team based shooter game close to Overwatch with real life military equipement, what about featuring: -Rifle hero(meaning he/she uses assault and battle rifles. However, semi auto battle rifles may be included based on the Indian Army using the SIG712 G2 Patrol). -Precision rifle hero(meaning he/she uses sniper and designated marskman rifles). -Shotgun Hero -Submachine gun hero -Machine gun hero -Carbine hero -Pistol hero -Revolver hero(based on Russian military using RSh-12 revolver) -Drone launcher(based on Defendtex drone 40) -Spike launcher(based on Rafael Mini-Spike with kinetic missiles) -Crossbow Hero(based on Chinese, Serbian and Spain armies) -Railgun hero -Coilgun hero -Laser cannon hero -Ballistic knife hero -Axe Hero
In such game, all heroes should sprint, aim down sight, crouch an do melee attacks. (I wonder if prone would work although soldiers prône in real life. As real life soldiers don't slide, I don't know if such game should feature it).
submitted by Business-Fennel-3593 to Military [link] [comments]


2024.05.11 16:15 Apothecarin "200 Hours sniping in Tarkov" 20 points:

First thing's first, here's the weapon wiki, every weapon will have it's default ammo which is vital for long-ranged sniping. Now, onto the actual bulletpoints.
  1. Quit using 1-6x reticle, prioritize 3-12s, 4-16s, you're sniping you should NEVER have to use a scope within 100 meters. [every 1x optics is measured in 100 meters, so a 4x optic would have the maximum range of 400 meters]
  2. Bring a PISTOL, not an smg, smgs silhouette hard on your back even with the stocks removed. Also, familiarize yourself with that pistol just as much as your rifle. It's your lifeline in 100> fights and SHOULD be relied on extensively.
  3. Level Jaegar to 3 ASAP, I prioritize jaegar every Wipe not just for sniping but for shotguns as well. Get him to 3 so the 34mm scope mounts are FAR cheaper, they vary far too much in price beforehand to be a reliable economic choice.
  4. Camouflage is FAR more important that armoballistic protection. You're not fighting, most of your loadout budget SHOULD be used on your rifle. Also, USEC has a major advantage over bear players because their default clothing IS Camouflage. Use a chimera, and a facemask/green shemga, and you'll blend in.
  5. DON'T MOVE, if you're prone in a bush, and you hear a person or two behind you, stay still. People call it ratty, I call it survivalability, I've been seen a handful of times because most [gigachads] play at max FoV and only notice when pixels move. This mean, don't ads, don't switch to your pistol, don't do anything just wait.
  6. Speaking of FoV, I use 100 FoV across every game which is between 68-69 on Tarkov. THIS IS VITAL for you to be able to reliantly gauge distance for sniping outside of using a rangefinder as a crutch.
  7. Rangefinder being mention above, there's no shame in using it, it takes 2-3 seconds to gauge distance for stationary targets which is fine for scavs but players won't give you that luxury. Only use them when you have absolutely no idea, learn to gauge distance ASAP and you'll be a better sniper for it.
  8. Change your keybindings for zeroing, I have a razor Naga x mouse and I have my zeroing on 7 and 8, it makes changing it on a fly FAR more effective and reliable than using page up and down. ALSO, change your focus to SHIFT-CONTINUOUS, this will make it so you don't run out of breath accidentally when change zoom levels.
  9. Pick 2 calibers, not weapons, calibers. 1 for early wipe [mine being .366] and 1 for late wipe [most choose 7.62x54r, I choose .308]. The MPS of the rounds are what matters, the barrels themselves don't come into play AS MUCH as the ammo which will keep you shooting consistently
  10. Early wipe, we're rushing for 4x optics or better rather that be the budget friendly vpo utg scope, or a trijicon. If you dont like the .366, its fine to use an adar or something till you have access to either the flea or prapor 2 for the sniper mosin.
  11. BALANCE means far more than pen, you want to be able to pierce level 4 for helmets, but it's not always required, level 3 is fine if the damage is good enough like .366 EKO. You're not fighting, you're killing, you should never expect to have to shoot multiple times, once should suffice. You're aiming for at LEAST an .80% hit rate with your rifle. Every, bullet, matters.
  12. Don't spam, we're sniping, our positioning and subtlety is VITAL. If you spam fire shots after whiffing one, you will 100% be found within moments. So ONLY take a shot you'll hit, and if you miss it, either wait patiently, or change positions, it's all varies based on the targets view and your location.
  13. Early Wipe, if the ammo you're using is absolute garbage for instance like warmage or geksa, shoot a leg out for a free headshot. Early Wipe no one really ever pre-pains, so a high damage Flesh round will guarantee a kill if you knock their leg out and they can't run. Just pace it for when they're out of cover so you can line a headshot up.
  14. In urban environments, don't stand in windows, stand feet away from the windows which not only silhouettes you less but makes your hit box and angle to be shot far less convenient for both scavs and PMCs.
  15. Don't always go up high, this WILL get you killed. The best sniping angles are the most unexpected, rather it be from stairs, or sandbag kill holes, or even from a random bush. If you're placed up high, you WILL be spotted, and you'll more than likely be flanked and killed.
  16. Be PATIENT, don't run around, we ONLY run when crossing open areas or fleeing. We walk, wait, listen, proceed. Running WILL get you killed, especially if you're solo, which i am the majority of the time.
  17. If you're sniping in a group, don't have 2 people sniping. Be smart about how you go in with friends, 2 snipers = 2 useless guns upclose if neither of you are decent with pistols.
  18. During co-op, don't move together if you're sniping. Play a supportive over-watch role, let your assault loadout player move forward while you cover their back. This is more a lighthouse/woods/shoreline thing because the open spaces vary much more often.
  19. Don't expect to become sniper elite over 200 hours, I'm still rough, I'm not perfect by any means and it's a continuous skill you have to grow. We're not gear reliant like normal players, we can't run max-level armor and weapon pen and just hip-fire things to death. Sniping takes SKILL, Map knowledge, positioning, patience, weapon knowledge, distance engagement practices, the works.
  20. Last but not least, every mil-dot is 100 Meters on most scopes in the game. I personally SWEAR by the Schmidt and bender 3-12, if I zero for 400 with BCP FMJ in an m700, I'll have another 400 worth a mil dots for a total range of 800. That's MORE than enough for any map on this game and some, to me it's THE best scope for sniping in this game. But everyone has their own preference, and this one is mine.
This is 20 points, if it's received well ill consider another list. I just got out of surgery so I'm still in and out, thanks for reading! 😊
submitted by Apothecarin to EscapefromTarkov [link] [comments]


2024.05.11 15:12 Pristine_Ad2776 In light of the new map. Player equipment is in SERIOUS need of overhaul

Title. pretty basic. There is a reason servers like Zero and Karmakrew are so popular. Why? Because they keep the vanilla feel of DayZ while adding professional level content in the form of weapons, clothes and equipment that match the aesthetic and feel of DayZ vanilla.
I have played this game for years on official primarily, console, pc, modded, you name it. Vanilla dayz is SERIOUSLY lacking in the department of player equipment.
Weapons:
Wide as an ocean, deep as a puddle anyone? Every weapon in dayz is locked to either 600rpm or 900rpm, and MANY "new" weapons are reskins of weapons already in the game. AUGs are AKs that take 5.56, the Vikr is an AsVal unsupressed, and the Famas is an M4 with different iron sights. Reason being? Almost all of these weapons take the EXACT SAME amount of shots to knock out or kill someone with armor. The only MINUTE differences are attachments and there are not a lot. The DMR was a welcome addition, you could trade a 6x scope over the SVDs 4x, and a 20rd magazine in exchange for not being able to have a full suppressor. However for long range scoped rifles it's basically only the M70. They added the Savanah that is literally just an M70 with a mag....
To make matters worse, after 10 fucking years they added a military long range scoped weapon, the SV98. Great!!
Except: It's the heaviest weapon in the game, has insane sway, deals the EXACT SAME DAMAGE AT RANGE as the M70, has a worse scope since they didn't add any military scope. So what's the point of it.
Currently, if you're a "end game" geared player you have the options of choosing the FAL or the M4. Either slow fire rate with big damage, big round, and big recoil, or high fire rate with lower damage and lower recoil. Everything else either has zero appeal or is the same. AKs are outclassed in every regard, and the other weapons, like AUGs, literally are reskinned AKs when in reality they have way higher firerates than AKs (~750rpm)
Point being: There needs to be more weapons added that actually mix something up. More playstyle changing weapons like the AS VAL and more BIG change weapons like the FAL where you sacrifice something for a strength. rather than just another reskinned weapon that takes the exact same amount of shots to KO, same range, same fire rate, same attactments etc
Examples:
AN94: Highest tier AK rifle, 600rpm automatic firerate, 1800rpm 2rnd "hyper burst" mode that makes it a medium range monster. Trades CQB with excellent medium range potential.
G36SC: Medium end assault rifle, similar to the AUG and AK variants. 750rpm for better CQB and DPS than an AK at close range, and a short barrel, but trades damage and velocity as well as a large increase in recoil
M24: Bolt action military sniper, uses .308. Deals similar damage than the M70 due to the same round and barrel length, however, can equip a fully fledged suppressor as well as an advanced 14x military scope. In addition, it was a straight pull bolt, allowing the user to rechamber a round while still being able to aim down sights at the same time (Basically an upgraded version of the M70, but offers unique playstyle changes that aren't just damage)
submitted by Pristine_Ad2776 to dayz [link] [comments]


2024.05.11 14:59 RecklessBrawl How has this not been changed after 3 years? -34% fire rate for a 3.33% increase in damage. Is NSO completely forgotten?

How has this not been changed after 3 years? -34% fire rate for a 3.33% increase in damage. Is NSO completely forgotten? submitted by RecklessBrawl to Planetside [link] [comments]


2024.05.11 11:47 TheMindfulZombie In defence of Pipe Weapons

Lots of people seem to hate pipe weapons in Fallout 4. I don't share the sentiment. They are actually really good for the right character.
Basically, the reason is that Pipe weapons are super easy to modify. So if you invest into Gun Nut, even if a pipe weapon might not be as powerful as a regular weapon, it might be better suited to your playstyle for only a small bit less damage.
Lets take a sniper rifle:
With Gun Nut 2 and Science 1 at level 13, you could have either:
A bolt action pipe rifle using .50 cal ammunition doing 59 damage, with a silencer and a recon scope, not to mention the best barrel, stock etc.
OR
A hunting rifle using .308 ammunition doing 55 damage, a muzzle brake and a night scope.
The pipe bolt action is therefore better in every respect apart from using a rarer ammo type until you get Gun Nut 3 at level 25.
For a sniper, the silencer in particular is important because not only does it make you harder to track, but Ninja gives you extra damage on sneak antacks with silent weapons.
And this is just one example. Until you unlock Gun Nut 3 and maybe Science 2, if you invest into modding pipe weapons, they are probably going to be some of the most powerful weapons available. Especially if you've built a character that benefits from specific mods only available on pipe weapons at this time.
submitted by TheMindfulZombie to Fallout [link] [comments]


2024.05.11 04:46 DatRuffBuddi3 Totally Legitimate and Completely Real Patch Notes

I have a family member(uncle) that works at Arrowhead. Just like everyone else I've been absolutely livid about balance lately. I've been telling him to please, please, please buff weapons or to at least let me know if any buffs are coming. After 3 months of pestering he finally gave in and sent me a work in progress draft of patch notes. While the patch notes aren't finalized, I have it on good authority that most, if not all, of these changes are coming in the near future:
General
Primary, Secondary, & Support Weapons
Stratagems
Enemies
Bug Fixes
The skype call with my uncle suddenly ended there. I think we lost connection. But personally I'm not looking forward to these changes. The fact that there wasn't a single mention of transmog is infuriating. If Arrowhead keeps putting out shitty patches like this then Helldivers 2 is gonna be dead within a month.
submitted by DatRuffBuddi3 to Helldivers [link] [comments]


2024.05.10 16:36 smoakeater PC US ChernarusPlus Vanilla+ PvP& C4Raid Custom Areas & Bunkers Radio & Server Missions Weed Trader No Safe Zones

PC US ChernarusPlus Vanilla+ PvP& C4Raid Custom Areas & Bunkers Radio & Server Missions Weed Trader No Safe Zones
Bespoke Vanilla is a lightly modded trader server with a very vanilla feel. There are custom upgraded gear, storage, and guns but all based on vanilla assets to keep mods small and simple.
There are fully stocked weed growing farms and treehouse/lakehouse style elevated platforms for base building your way with Even More Doors, code locks, and a custom made C4 only raiding system.
If you like a vanilla feel but also wouldn't mind being able to just go BUY that last box of nails to finish your base if you want, or sell some weed blocks to get a new car, well Bespoke might be for you.
We have a small but steady player base, custom POIs and bunkers, server and radio missions, 1PP, no safe zones, and we even have a strip joint outside the gates of VMC. Really, you can see the sign on the building from inside the walls of the military base! :D
A few new choice weapons, gear, and ATV are in the works, check our discord for more.
dsc.gg/bespoke is our discord and address is Address: 216.245.177.25:2332
https://preview.redd.it/mxe3sikwzlzc1.png?width=2048&format=png&auto=webp&s=79ba31244cb2b568e1acee5be252111f5b26a0f0
https://preview.redd.it/q04p2d7pzlzc1.png?width=1920&format=png&auto=webp&s=d8de582dc829119ae9015d068dddb469b28cf920
https://preview.redd.it/mlx9p2rqzlzc1.jpg?width=1920&format=pjpg&auto=webp&s=bdf1c517d19838bc5f9d6ce21502a0a1d84f62cd
https://preview.redd.it/chcfs75szlzc1.png?width=1920&format=png&auto=webp&s=b80a9111b7f2da87864f49e202bc847399c6a17e
https://preview.redd.it/yd0gtp2tzlzc1.png?width=1920&format=png&auto=webp&s=2c721d74b2eff6053b77b767e4538747b2f84488
submitted by smoakeater to DayZServers [link] [comments]


2024.05.10 09:43 TheSoupMaster_ Primary Weapon Suggestions

This is a list of all the primaries in the game and the changes that I think would bring them all up to a similar power level. Right now the primaries that are best are at a power level where they don’t feel overpowered, but they are also not useless like many primaries. The changes I suggest here would hopefully bring them all up to a similar power level as well as diversifying the options for primaries and making them all more unique.
Assault Rifles:
Liberator
Liberator Penetrator
Liberator Concussive.
Tenderizer
Adjudicator
Marksman Rifle:
Diligence
Diligence Counter Sniper
Sub-machine Gun:
Knight
Defender
Pummeler
Shotgun:
Punisher
Slugger
Breaker
Breaker Incendiary
Breaker Spray and Pray
Explosive:
Dominator
Eruptor
Exploding Crossbow.
Energy - Based:
Scythe
Sickle
Scorcher
Punisher Plasma
Purifier
Blitzer
I think that covers pretty much all the primary weapons. As far as secondaries the only one I see needing a buff is the dagger, and that could be a number of things but the one I stated above would be a good start. Obviously this is all my opinion but as I've almost reached 200 hours on the game so I have some experience.
With the way the games going these will all be nerfed into the ground and I'll just end up using the adjudicator because it looks cool. (I already main it for this reason alone).
submitted by TheSoupMaster_ to Helldivers [link] [comments]


2024.05.10 08:00 Stunning-Room1332 Anyone here find Fallout 4's assault rifle to be quite ridiculous.

It is not that I have a problem with the weapon being in the game, it's just that it should be classed as an machine gun that fires .308 rounds or .50 cal rounds. You know, a late-game machine gun used to mow down late game enemy types en mass, not a selective fire rifle that fires intermediate cartridges. Aside from the energy weapons, I do not use vanilla weapons, because they are all poorly designed, even for the setting. Even the 10mm pistol looks like some steam punk abomination chambered in .50 AE. 10mm cartridges were nothing special, as they were just rounds that were roughly between the 9mm and .45 in stopping power.
When it comes to switching out the firearms, I replace the 10mm pistol with a Glock 20 GEN4, the assault rifle with an AR-15, replace the sniper rifle with that Hecate II seen in New Vegas, all of those weapons fitting perfectly fine into Fallout's setting. I really wish Bethesda could have got the guys who made Fallout New Vegas to work on their guns for Fallout 4, as Bethesda only knows how to make retro-future energy weapons. Fallout's firearms, however, would strongly resemble firearms developed in the 1960s to 1980s, given the nature of the setting. I love Fallout 4, but Bethesda really should have consulted the original dev behind Fallout.
The weapons feel like they belong in a WWII shooter, not a retro-futuristic cold war-style action RPG. Now, if the water cooled assault rifle was a post-war design created by the East Coast version of the GunRunners, then I would understand its silliness. The Handmade rifle is the only vanilla firearm I use in my playthroughs, as it is the only gun that actually seems to fit Fallout's setting. Then again, it's Bethesda just adding the Chinese Assault rifle that was cut from the vanilla game back in.
submitted by Stunning-Room1332 to Fallout [link] [comments]


2024.05.10 03:44 That_One_Psych0 More Weapon Ideas for DRG (One primary and secondary for each class)

DRG is a fantastic game, and I am a huge fan of it! I am a level 73 longbeard who enjoys collecting overclocks and new drip! But, I am a little concerned for my future in the game. I just feel like after I collect all the new overclocks and get some more sweet drip, I will get tired of the game. I know that season 5 will bring new content and new overclocks, but what then? Wait another 2 years for season 6? I just feel like new weapons would be great! And to those who are going to tell me that, "We have enough weapons!" "Why are you expecting so much out of GSG?!" "We are already getting new overclocks!", I am not expecting anything of GSG, these are purely IDEAS.
I enjoy making ideas for DRG, and I also love hearing other peoples ideas. So here are some of my ideas for new weapons. All the new primary weapons will be unlocked at level 25 class level, and secondary after you promote that dwarf. (I just got blender recently and may be working on some models for these weapons in the future)
Driller Primary: Pressurized Lava Sprayer. It would look similar to lithofoamer, but still be unique. It would have a nozel at the end, and four tanks of lava (two on each side) that would pump up and down when firing the weapon. The reload animation would show one of the lava tanks pop out and be replaced by a new one. Each time you reload it would be a different tank being replaced. The reload animation when you have full ammo is the dwarf tapping the nozel of the weapon, and then quickly pulling it away and saying "ouch!" because it is hot. It would spray lava out with an ark and would leave lava puddles on the ground more similar to the septic spreader stuff than the goo bomber stuff to distinguish it. When you stop firing the weapon, the ark quickly decreases and then stops completely.
Driller Secondary: Sound Blaster. It would be held in one hand, and would look like a chunky revolver with a big cone speaker. You can switch between two firing modes; blast and precision, by pressing reload. The blast mode would be a shockwave of sound that travels in a cone a short distance. (this can be upgraded with mods) It would be like a shotgun blast, but with sound. The second firing mode, precision, fires a straight line of sound getting to it's target immediately. This does much more damage, but has no area of effect.
Engineer Primary: Voltage Coil Rifle. It would be a two-handed weapon with a tesla coil at the end. You could switch between two modes by pressing reload. The first mode, chain mode, fires bolts of lightning that automatically target enemies. These would chain to other enemies like chain lightning. When you hold down the trigger, it fires continuous electric arcs as long as held down (It can overheat though). The second firing mode, bolt mode, shoots one big shot of lightning that has area of effect and destroys terrain. You can not hold down this one and have to separately shoot each time. Chain mode gives up one ammo per shot, and bolt mode gives up 10 ammo per shot (This can be decreased with mods).
Engineer Secondary: Antimatter Destabilizer. This weapon looks sort of like an RPG, but with all kinds of high tech adaptations and other stuff that makes it different. It, once again, has two firing modes, black hole, and antimatter beam. Black hole mode makes you fire a slow moving (this can be made faster with mods) black hole that sucks in terrain and enemies before the duration runs out. The second firing mode, antimatter beam, shoots a black beam of antimatter out that moves extremely fast. Once it gets to it's destination it will plant a black hole there. That black hole will last longer, grow bigger, and will explode when it goes away.
Gunner Primary: "Pulverizer" Anti-Dreadnought Weapon. This looks sort of like a railgun, but with bullets. It has a main barrel, and two smaller barrels on each side. The main barrel fire bullets similar to the auto cannon, but they explode and shoot slightly slower. The two side barrels shoot smaller bullets that go really fast and shred armor.
Gunner Secondary: Toxic Mist Emitter. This one-handed weapon would have a grate at the end of it, and would emit purple toxic gas that damages enemies. Does not blow up on contact with fire, but does freeze into liquid on contact with ice (similar to septic spreader stuff).You would fire moving gas clouds that stop pretty soon. The gas cloud could be made bigger by firing more into it, and then could be pushed by pressing reload and having it blast air out to push the cloud.
Scout Primary: "Distributer" Semi-Auto Rifle. Similar to M10000, but bullets deal slightly less damage and the trigger can be held down to provide continuous fire. Didn't think much about this one, so it is short.
Scout Secondary: "Sniper" Precision Rifle. Like a sniper rifle that deals more damage the farther the bullets go. Right clicking while on this weapon pulls out the scope instead of the pickaxe. To make up for its low ammo and swarm-unfriendliness, it can one shot a praetorian if you are at a fair distance.
Hope you liked the ideas, do you guys have any other ideas or maybe overclock ideas for my weapons?
submitted by That_One_Psych0 to DeepRockGalactic [link] [comments]


2024.05.10 01:16 Repulsive-Cucumber16 What powders are you guys using? I was told to try these out

What powders are you guys using? I was told to try these out submitted by Repulsive-Cucumber16 to 6ARC [link] [comments]


2024.05.09 18:11 Rexissad Weapon balance idea

My theory is that the dev team doesn’t actually stress test the weapons, they simply load up a dummy model, and plug away at it. This would explain why they think some weapons are strong, as they just aim directly at the head and don’t think any more about it. But for us players in the heat of a fight, while also running for our lives most of the time, it’s really hard to nail the head shots needed to deal with the bigger threats.
So my solution is simple. Make the heads bigger.
Not physically bigger, but the hit box, for example, the bugs have nice big fat heads that are pretty easy to hit, that’s why most of the complaints for the community come from chargers and bile titans, almost everything else can be dealt with similar to how the devs intended. The bots have tiny little pea brains, often covered by their weapons or their shoulder rockets in the case of devastators. It makes it so difficult to accurately hit them past 20 yards, and when there’s 10 or more on screen during the higher difficulties, it gets ridiculous.
The new guns are perfect examples, the new charged rifle doing a mere 50 more damage than its semi auto counterpart, while yes it has more penetration, it’s even more worthless. Precision weapons need to reward headshots, and it’s hard to even get the head shots most of the time, unless you’re doing a full stealth run, and then you get maybe 2 shots off before suppression kicks in.
So just make the head hit box bigger, make it easier for us to actually deal the damage the devs planned the weapons for. It is a horde game, plain and simple, it doesn’t need to have hit boxes as tight as sniper elite 5.
What do y’all think? I think blanket damage buffs don’t treat the root of the problem, they just make things slightly easier in the wrong ways.
submitted by Rexissad to Helldivers [link] [comments]


2024.05.09 08:41 Cdn_citizen Current Post

Backed by Community Request, our Spring event is live! Details here. Participation is optional.

For all the great traders out there, thank you!
Thank you to those that share our posts, you are true guardians of Airsoft!
This is a mega post from a group of 40+ airsoft collectors'/players'.
Reddit chat sucks so we've added an Alternate Contact on Discord: cdnciti
Only trade of interest is a Inokatsu MK46.
Guns will only be sold to adults.
'PD' means Pending Deal. Crossed off items are sold.
All negotiations are done prior to pickup.
Pick up available in Markham, Yorkdale, Fairview Mall(Toronto) or STC.
Traders must agree in writing to the price and payment method before meeting up.
For shipped items, if payment is not received within 24 hours the trade is off.
EMT for shipped items or cash for pick ups.
If you are not comfortable trading in person in a public parking lot with security cameras and plate scanners then shipping is recommended.
+SHIPPING $$ means shipping cost is not included in the price. All trades are final.
All rifles include shipping/delivery costs.

Freebies donated by our group

Add one of these items to your trade when it's conditions are met. Spend amount is on a per trade basis. No holds on Freebies.
Only users who comment and proceed with a trade will receive the requested item.
Brand Product Price Pictures
Valken Echo Googles FREE with any item pics
Rpro Sight Protector FREE with $70+ pics
AI Gungas Kit FREE with $130+ pics
Valken Kilo Sling FREE with $150+ pics
Rpro Reflex FREE with $180+ pics
Rpro M600 FREE with $200+ pics
Rpro APL FREE with $200+ pics
FMA PEQ15 FREE with $220+ pics
KWC 1911 FREE with $300+ pics
HFC Launcher FREE with $300+ pics
KWC PT99 FREE with $300+ pics
KWC SW40 FREE with $340+ pics
AI BURSTXL FREE with $370+ pics
KWC M17 FREE with $400+ pics
Madbull XM203 FREE with $500+ pics
KWC Deagle FREE with $500+ pics
KJW P09 FREE with $620+ pics
WE xDm FREE with $620+ pics
WE 1911SV FREE with $650+ pics
VFC M&P9 FREE with $720+ pics
KJW SP01ACCU FREE with $850+ pics
VFC G17G4 FREE with $960+ pics
TM PX4 FREE with $980+ pics

Collectors Pieces/Wall Hangers

Items in this section were not fielded. Tested and working.
GAS RIFLES
Brand Product Price Pictures
WE L85 $650 pics
- MSK $600 pics
- CQBR Kit2 $550 pics
- M416 Kit $950 pics
- M4 STRIKE $580 pics
- M4 MB DD 7" FDE $500 pics
- M4 SWS $680 pics
- M4 RIS kit $650 pics
- 416 $500 pics
- 416 CQB PKG #1 $740 pics
- 416 CQB PKG #2 $700 pics
- 416 CQB $600 pics
- CQBR KIT $650 pics
- PDWL BK $520 pics
- SCARL Kit $600 pics
- SCARL BK $540 pics
- - - -
KWA MP7 Kit $630 pics
KWC UZI $270 pics
GHK COLT M4RIS 14.5"(2019) $1100 pics
G&G SMC9 Kit $700 pics
GAS PISTOLS(SHIPPED)
Brand Product Price Pictures
TM M9A1#2 $250 pics
- 5.1 $360 pics
- 5.1 Kit $500 pics
- P226E2 2mags $240 pics
- M&P9 $340 pics
- G17G3 $280 pics
- M9 Chrome $400 pics
- MEU $320 pics
- 1911 Series '70 $320 pics
- USP $420 pics
- USPC Kit $480 pics
- USPC Kit2 $400 pics
- 5-7 $350 pics
- xDm $230 pics
- PX4 $300 pics
- G17 w/2mags $400 pics
- G17 Custom DE $320 pics
- G17 w/2mags $300 pics
- M9A1 $350 pics
- M92F Military $280 pics
- XDM $190 pics
- - - -
WE MEU DT $250 pics
- G27 Kit $400 pics
- Luger Kit $300 pics
- PX4 DT Kit $350 pics
- G17 Kit2 $330 pics
- G17 Kit4 $300 pics
- G17 Kit $400 pics
- G18C Kit $400 pics
- G18C G4 $300 pics
- G18C $220 pics
- G19 Kit $370 pics
- G19 G4 $230 pics
- G23 Kit $360 pics
- G23 G4 BK $230 pics
- G26C ADV Tan $210 pics
- G33ADV Kit $300 pics
- G35 BK/GD $250 pics
- G35DT Kit $340 pics
- G17 Dual $360 pics
- Luger w/SIL $200 pics
- Luger SV $250 pics
- P38 SV $240 pics
- F228 Kit $290 pics
- F229R Kit2 $300 pics
- F229 $190 pics
- F226 DT $240 pics
- F226 w/4mags $300 pics
- F229 Kit $320 pics
- F226E2 $180 pics
- F226 TAN $230 pics
- P-Virus $250 pics
- M902 $260 pics
- M9A1 w/SIL $250 pics
- M9 Navy TN/BK $200 pics
- 1911 Kit $300 pics
- MEU BK w/SIL $250 pics
- MEU SV Kit $300 pics
- KIMBER Kit $300 pics
- KIMBER $230 pics
- 1911DT Kit $320 pics
- M&P9 BK/GD Kit $350 pics
- M&P9DT $200 pics
- - - -
VFC M&P9T Kit $320 pics
- M&P9C $240 pics
- M&P9DT $250 pics
- M&P9 w/case $300 pics
- G17G4 $250 pics
- G17G4 Kit $500 pics
- G17G4 w/DOCTER $300 pics
- G17G4 $300 pics
- G17G5 $300 pics
- PPQ M2 w/2mags $320 pics
- FNX45B $300 pics
- FNX45DT Kit $440 pics
- FNX45B Silenced $350 pics
- - - -
KJW KP05OD Kit $340 pics
- P09UGSR Kit $430 pics
- KP06 2mags $230 pics
- 1911 Kit $300 pics
- KP07 Kit $400 pics
- G23 Kit $320 pics
- M9 CO2 $160 pics
- M9A1 Kit $300 pics
- M9 4mags $280 pics
- KP09 Kit $250 pics
- P09 BK $170 pics
- P09 Kit $320 pics
- P09 TAN $200 pics
- KP05 $190 pics
- KP05 Kit $260 pics
- SP01 UGSR $180 pics
- SP01 ACCU Kit $350 pics
- KP01 Kit $350 pics
- KP01 Kit2 $290 pics
- - - -
KWC MAKAROV $160 pics
- SW40 $130 pics
- 1911 TAC DT 2mags $180 pics
- 1911B $170 pics
- 1911 L.E. $200 pics
- 1911 w/3mags $220 pics
- 1911 $160 pics
- MEU $180 pics
- P08 $140 pics
- 24/7 $160 pics
- DEAGLE BK $150 pics
- DEAGLE SV $190 pics
- KCB89 $150 pics
- M712 $150 pics
- SW40 $120 pics
- M17 $180 pics
- PT99 $120 pics
- - - -
AW NE3002 $250 pics
- 5.1 Custom $280 pics
- HX1005 $200 pics
- HX1101 2mags $280 pics
- HX1102 $200 pics
- HX1105 $180 pics
- HX2003 Kit $320 pics
- NE2002 $230 pics
- HX2302 $250 pics
- HX2402 $250 pics
- HX2601 $290 pics
- VX0111 $250 pics
- - - -
EMG STI/ TTI JW3 $400 pics
- SAI 4.3 BK $260 pics
- SAI 5.1 SV $280 pics
- SAI BLU $300 pics
- SAI 5.1 BK $250 pics
- - - -
KSC Auto9 $340 pics
Marushin FN 5-7 $250 pics
KWA MK23 $320 pics
- USP MATCH $390 pics
- MK23 Kit $450 pics
- HK45 w/2mags $340 pics
G&G GTP9 TAN $210 pics
- GPM92 Kit $450 pics
Umarex SAA Antique $390 pics
AEGS (Collectors Pieces/Wall Hangers)
Brand Product Price Pictures
G&G AR15 SBR8 $630 pics
- M14 EBR-L $700 pics
- TR-418 $630 pics
- Wildhog 9" $330 pics
- SRL TAN $330 pics
- GC Predator BK $450 pics
- - - -
VFC HK416 $750 pics
- HK416 Kit $900 pics
- HK417 Kit $800 pics
- 416CQB Kit $600 pics
- HK416 Calibur $650 pics
- MK18 $630 pics
- VR16 RISII $630 pics
- SABER MOD1 Kit $600 pics
- Avalon Calibur Carbine DT Kit $780 pics
- Calibur CQC $440 pics
- AVALON Calibur CQC $560 pics
- Calibur Carbine Kit $500 pics
- VR16 Kit #2 $360 pics
- MK12 MOD1(SPR) $670 pics
- Fighter MK2 Kit2 $460 pics
- Fighter MK2 Kit3 $500 pics
- VR16 Saber CQB $380 pics
- VR16 RIS $330 pics
- M4A1 $350 pics
- M4 SOPMOD $440 pics
- XCR-C Metal $400 pics
- SCAR-H CQC $600 pics
- SCAR-L $550 pics
- SCAR-L TAN $560 pics
- - - -
Krytac PDW FG Kit $600 pics
- SPR BK $300 pics
- Vector LE $1050 pics
- LVOA-S BK Kit $600 pics
- VECTOR BK Kit $1200 pics
- LVOA-C CG $600 pics
- LMG PDW $1100 pics
- PDW Kit $420 pics
- SPR-M FDE $620 pics
- Vector DT Kit $1100 pics
- LVOA SBR DT $500 pics
- SPR MK2 FG $550 pics
- PDW FDE Kit $580 pics
- SPPDW $500 pics
- TR47 $600 pics
- REC7 BK $630 pics
- LVOA-S BK PKG $600 pics
- LVOA-S FG $560 pics
- LVOA-S FDE $600 pics
- LMG-E $850 pics
- - - -
G&P Sentry DE $600 pics
- TMR 10" $450 pics
- Rapid Fire $600 pics
- Defender $580 pics
- M4 Ball Medium $400 pics
- QRF $480 pics
- MOE Carbine $570 pics
- - - -
ASG Scorpion Evo 3A1 $600 pics
- - - -
KWA SR10 Kit $520 pics
- KR12 $330 pics
- KM4 RIS $400 pics
- SR12 $500 pics
- SR10 $500 pics
- - - -
KA COLT MK18 $400 pics
- B.R.O. 15" $500 pics
- M7 $400 pics
- CAA M4 $400 pics
- - - -
ARES M4 DMR Kit $500 pics
- AM014 Kit $500 pics
- OCTAARMS KM03 $430 pics
- AM014 BK $420 pics
Magpul PTS PDR-C $1300 pics

USED Guns

The guns below are used. They are tested for functionality and leaks.
GAS Rifles
Brand Product Price Pictures
WE 416 Kit $550 pics
- SCARL Kit $480 pics
- M4A1 RIS Kit $720 pics
- M4 LVOA w/4mags $560 pics
GAS Pistols(+SHIPPING $$)
Brand Product Price Pictures
TM+KWC G17+PT99 Kit $560 pics
- - - -
TM G17G3 Kit2 $300 pics
- G18C Kit $520 pics
- PX4 w/2 mags $330 pics
- P226E2 w/2 mags $250 pics
- G17G3 $280 pics
- G17G3 4mags $460 pics
- G17G3 Kit $420 pics
- - - -
WE G18C Kit $280 pics
- G17G3 Kit3 $350 pics
- G17G3 Kit2 $280 pics
- G17G3 Kit $380 pics
- 1911 BK Kit $300 pics
- MEU TAN kit $250 pics
- 1911 7mags $260 pics
- M9 Navy Kit $260 pics
- M9 Navy 3mags $200 pics
- F229 Kit $250 pics
- F226E2 Kit#1 $300 pics
- F226E2 3mags $240 pics
- xDm Kit $200 pics
- xDm Comp 2mags $230 pics
- - - -
VFC G17 Kit3 $250 pics
- FNX45BK $220 pics
- G19G3 Kit $270 pics
- G17G4 Kit2 $250 pics
- G17G4 Kit $340 pics
- G17G4 3mags $300 pics
- FNX45TAN $325 pics
- - - -
KJW 1911 OD w/2mags $160 pics
- M9 $150 pics
- M9 Elite $150 pics
- KP-01 $150 pics
- - - -
KWC M&P9 $140 pics
- PT99 3mags $150 pics
- PT99 w/2 lowers $160 pics
- 1911 4mags $200 pics
- 1911 4mags $180 pics
- 1911 2mags $130 pics
- 1911 2mags $160 pics
- M92 $130 pics
- M92 4mags #2 $200 pics
- M92 4mags $180 pics
- Luger $150 pics
- Deagle 4mags $200 pics
- Deagle Kit $270 pics
- M17 2mags #2 $150 pics
- M17 $130 pics
- M&P9 Kit $250 pics
- SW40 $120 pics
- - - -
AW HX1004 Kit $220 pics
- HX2502 Kit $350 pics
- HX1002 Kit $300 pics
- HX1004 kit $240 pics
- - - -
KWA HK45 $220 pics
AEGS
Brand Product Price Pictures
Krytac LVOA-C $330 pics
- LVOA-S Kit $550 pics
- LVOA-C FG Kit $520 pics
- LVOA w/3 mags $350 pics
- CRB MK2 Kit $540 pics
- SPR MK2 DT Kit $450 pics
- SPR MK2 Kit $420 pics
- Vector PKG $950 pics
- GPR CC $500 pics
- LMG $750 pics
- - - -
G&P LMT Kit $350 pics
VFC VR16 TE1 Kit $420 pics
- XCR-C(Metal) Kit $380 pics
KA BRO 15" Kit $350 pics
- VIS CQB $360 pics
G&G SRL DST Kit $340 pics
ARES M4 15" KeyMod $290 pics
- OCTA ARMS KM15 Kit $320 pics
E&C EC106 $350 pics

Parts

(USED)(+SHIPPING $$)
Brand Product Price Pictures
GHK G5 Barrel+Hop up $60 pics
VFC G17G4 Lower $130 pics
- G17G4 Externals $150 pics
WE Apache Mag $30 pics
- M4 Lower $150 pics
- SCAR-L Barrel+Sight $45 pics
- G18C Parts $60 pics
- G17 Slide/Barrel $95 pics
- 1911 Silver Frame $50 pics
TM 5.1 Midframe $120 pics
- G17 BBU w/Nozzle $65 pics
- - - -
AEG PARTS - - -
ASG Scorpion Internals $60 pics
- Scorpion GB $65 pics
G&G V2 GB $60 pics
- V2 GB#2 $50 pics
G&P V2 GB $65 pics
Krytac PDW FG Upper $110 pics
- 5" Barrel $40 pics
(NEW)(+SHIPPING $$)
Brand Product Price Pictures
AW 5.1 Lower $120 pics
Ratech WE NPAS $25 pics
TNT H.L.R. Bucking 60 $30 pics
SI AR Enhanced Grip $40 pics
DP GhostRing2(TMG17) $30 pics
SLR 2x VFC G17 EXT Baseplates $100 pics
G&P 870 Piston Set 150% $40 pics
SPEED 5.1 Comp Trigger Gold $40 pics
AIP G17 Spring Guide $22 pics
WE G17 Upper $100 pics
- G17 Lower $85 pics
- Apache Lower $220 pics
- G18C Slide $50 pics
- 5.1 Parts $40 pics
TM G19G3 Internals+Slide $170 pics
Guarder TM G17 Barrel $65 pics
- TM 5.1 Nozzle $40 pics
9Ball M92F Sights $70 pics
- PX4 Sights $100 pics
- XDM Sights $90 pics
- 5.1 Sights $120 pics
- 5.1 Inner $50 pics
A1A G17RB1 Kit $330 pics
- SAI G19 Slide/Barrel $190 pics
- G17 Parts $45 pics
AM 1911 Hopup $110 pics
AM Edge BBU $65 pics
AM 5.1 Hammer and Searset $50 pics
AM .45ACP 5.1 Gold $170 pics
Cowcow TM Buckings $20 pics
- 5.1 Barrel BK $120 pics
- 5.1 Tornado SV $180 pics
- 4.3 Gold $125 pics
- - - -
AEG PARTS - - -
Madbull 363mm Inner $35 pics
A1A M4 CNC Hopup $25 pics
Airtech PDW EXT $35 pics
G&P KAC AMBI Release $60 pics
- M4 Externals $300 pics
- STONER RAS $170 pics
Laylax Vector KeyMod(L) $220 pics
MadBull NSR 7" $110 pics
- MK18 RISII BK $165 pics
- Noveske 10A $120 pics
VFC VR16 Receiver Set $250 pics
- 14.5" Outer $70 pics
- HK416 Stock $65 pics
- V2 GB $100 pics
- 12" Quad Rail $100 pics
- QRS Stock $65 pics
G&G ETU 2.0 $75 pics
- GOSV3 Tan Stock $65 pics
Magpul Paraclip $30 pics
- Rail Light Mount $45 pics
Magpul PTS MOE Pistol FDE $40 pics
- RSA Mount $50 pics
- CTR Black $110 pics
KRYTAC Vector Rail $135 pics
- LVOA-C Rail $150 pics
- M4 Receiver Set $160 pics
- PDW Stock $120 pics
SHS 32:1 $25 pics
- 16:1 $40 pics
Prometheus 280mm Barrel $75 pics
- 155mm Vector Barrel $90 pics
G&P M170 Devil $65 pics
SIEGETEK Cyclone 14.09 Ratio $220 pics
- 10.78 GS $220 pics
BTC Chimera V2 $150 pics

Accessories

(NEW)(+SHIPPING $$)
Type Brand Product Price Pictures
Sight SIG ROMEO5 $270 pics
- Firefield 1x22 $100 pics
- VORTEX SPARCII $300 pics
- AIMSPORTS 2-7x32 $90 pics
- AIMSPORTS 4X ACOG $90 pics
- AIMSPORTS 4x32 $55 pics
- LANCER 3-9x32 $65 pics
- NCSTAR 4x32 w/laser $110 pics
- NCSTAR 4x32 $140 pics
- NCSTAR 4x30 $50 pics
- Rpro LCO $95 pics
- Rpro M3 Offset $65 pics
- Rpro ACOG 4x $150 pics
- Rpro 3x Barlow $70 pics
- Rpro MRO $80 pics
- Rpro Doctor $40 pics
- Rpro 552+3X Magnifier $150 pics
- Rpro Reflex w/Laser $50 pics
- Sniper ACOG 4x $110 pics
- - - -
Tracer Xcortech XT301 $90 pics
- - X3300W $150 pics
- G&G Midnight Hawk $90 pics
- - Battleowl $140 pics
- Acetech LighterS $95 pics
- - - -
FlashHider 6mmProShop 16mm+ 14mm- $30 pics
- 6mmProShop 16mm+ Thread Pro $30 pics
- E&L AK74U $25 pics
- Madbull DNTC04 SV $35 pics
- - - -
Suppressor CYMA LaRue $65 pics
- Krytac HPS4G $100 pics
- 5KU 556Mini $80 pics
- - MP7 $120 pics
- - 556RC $85 pics
- WE Makarov $35 pics
- Rpro SF 556 $100 pics
- G&G Pistol 14mm - $40 pics
- - SS100 $35 pics
- Krytac KRISS $65 pics
- G&P Zombie QD 14mm + $120 pics
- Madbull Blackside $65 pics
- - SWR 6" $90 pics
- - 7" K.A.C. 14mm + $110 pics
- - Gemtech $65 pics
- - - -
Launcher G&P M203 Navy L $270 pics
- - M203 MIL $270 pics
- MBull XM203L OD $170 pics
- MBull XM203S BK $180 pics
- SPIKE'S HAVOC 12" $250 pics
- - - -
Light TM CQX Micro $100 pics
- Element M600P $50 pics
- - M600W $90 pics
- - EX108 $55 pics
- FMA PEQ15 Tan w/IR $60 pics
- Rpro X300U $140 pics
- Rpro X400 $150 pics
- Rpro M720V $140 pics
- Rpro SBAL-PL $110 pics
- G&P GP800 w/switch $180 pics
- G&P DBAL $320 pics
- - - -
Tool XCORTECH X3500 $110 pics
- - - -
Grip Rpro SI Keymod $25 pics
- Rpro Red Keymod $30 pics
- SI Cobra $35 pics
- Rpro PK2 Metal AK $40 pics
- UTG Light $50 pics
- Rpro MVG $15 pics
Bipod ATLAS PSR $120 pics
- - - -
Mount CYMA M14 $30 pics
- Rpro MP5 $25 pics
Covers SI KeyMod FDE $15 pics
(USED)(+SHIPPING $$)
Type Brand Product Price Pictures
Silencer Rpro Navy Seals $45 pics
- Rpro 7" KAC $60 pics
Launcher ZOXNA Shower $50 pics
- HFC HG-138 $55 pics
- Madbull XM203L TAN $100 pics
Light Rpro M910 $70 pics
- OPSMEN FAST501 $40 pics
- Rpro M600W $55 pics
Sight TM Micro Pro $70 pics
Magazines (N)ew or (U)sed (+SHIPPING $$)
GAS
Brand Product Price Pictures
TM MEU(U) $45 pics
- 2xG17(U) $65 pics
- 2x5.1(U) $80 pics
- P226(U) $40 pics
- 1911A1#2(U) $40 pics
- 5.1(N) $45 pics
- M9(N) $50 pics
- 5.1 EXT(U) $65 pics
- 4.3 BK(U) $30 pics
- 4.3 SV(N) $40 pics
- USP-C(U) $35 pics
- USP(Leaky) $20 pics
- 1911A1(U) $40 pics
- PX4(U) $45 pics
- 5.1 EXT(U) $50 pics
- 2x4.3(U) $75 pics
- G19(U) $40 pics
- G17(U) $35 pics
- 2xG17(N) $55 Each pics
- 2xG19(N) $55 Each pics
- - - -
WE 4xG17(U) $110 pics
- 3xM4(U) $150 pics
- 2xG17(U)#3 $40 pics
- 5.1(U) $25 pics
- F226(N) $25 pics
- 3x1911(U) $50 pics
- SCARH(U) $65 pics
- 3xG17(U)#2 $80 pics
- 3xG17(U) $80 pics
- G17(N) $38 Each pics
- 2xG17(U) $55 pics
- G17 EXT(N) $60 Each pics
- 3xG26(N) $100 pics
- 3x5.1EXT(N) $60 Each pics
- 5.1(N) $40 Each pics
- 2x5.1(U) $50 pics
- 2x5.1#2(U) $55 pics
- 2x5.1CO2 $42 Each pics
- 3x1911(U) $60 pics
- 5x1911A1(U) $140 pics
- 2xLuger(N) $35 Each pics
- M&P9(N) $35 pics
- P-Virus(N) $55 Each pics
- F226(N) $35 Each pics
- 3xM14(N) $70 Each pics
- 2xG39(N) $140 pics
- 2xP90(N) $70 Each pics
- SVD(N) $95 Each pics
- PMC(N) $85 pics
- - - -
VFC MP7(U) $40 pics
- MP7(U)#2 $65 pics
- M&P9(U) $35 pics
- G19(U) $40 pics
- 2xG17G5(N) $70 Each pics
- G17G4(N) $60 Each pics
- 2xFNX45T(N) $55 Each pics
- PPQ(U) $40 pics
- - - -
KJW KP01 CO2(U) $30 pics
- KP06(N) $40 pics
- KP09(U) $30 pics
- 2xKP09(N) $40 Each pics
- 2xP09(N) $40 Each pics
- 2xM4(U) $65 pics
- KP-01 Gas(N) $35 pics
- KC-02 Long(U) $40 pics
- 3xKP-05 Gas(N) $40 Each pics
- 2xKC02(U) $80 pics
- - - -
KWC 2x1911(U) $35 pics
- 2x1911 EXT(N) $60 Each pics
- 2xM17(U) $50 pics
- M17(N) $40 Each pics
- M92 EXT(U) $55 pics
- 1911 EXT(U) $30 pics
- M92(U) $25 pics
- - - -
AW 5.1 BK(N) $40 pics
- 5.1 BK(U) $30 pics
KWA 2xMP7(U) $120 pics
- HK45(U) $50 pics
- USP Match(U) $45 pics
- USP Match#2(U) $40 pics
G&G 2xGTP9(N) $45 Each pics
- SMC9(N) $80 Each pics
Marusen FN57(N) $50 Each pics
GHK Gmag(N) $115 pics
- - - -
AI 3xCyclone(U) $110 pics
- 3x40Mike(U) $200 pics
- Burst(U) $45 pics
- 2x40MIKE(U) $140 pics
- Cyclone Kit(U) $110 pics
- 40MIKE(U) LEAKY $50 pics
- Burst XL(U) $50 pics
- MasterMike(U) $75 pics
- - - -
Zparts 2xERAZ OG(N) $65 Each pics
KIMERA JR2(N) $50 pics
SHS 2x40mm(U) $70 pics
G&P 3x40mm Capped $160 pics
Madbull 2xM433(N) $100 pics
- 2xM381(U) $160 pics
- 2x922A1(N) $100 Each pics
AEG
Brand Product Price Pictures
Krytac 3xVector 40rd(N) $40 Each pics
Proarms 4xM4 Mids(N) $65 pics
VFC 3xQRS Mids(N) $95 pics
G&G 3xM4 Mids(N) $70 pics
- 3xTinted M4(N) $70 pics
- 2xG2H .308 Mids(N) $40 pics
- M4 Drum(N) $170 pics
- M4 Mids(N) $20 Each pics
CYMA 4xM4 Mids(U) $35 pics
- 3xM4(U) $20 pics
- AK Mids(N) $18 Each pics
- MP5 Mids $25 Each pics
- 3xP90 Mids(N) $30 Each pics
- 5xM4 Mids(N) $14 Each pics
Bluebox 4xM4(N) $60 pics
- M4 Black(N) $15 Each pics
- AK-47 Mids(N) $17 Each pics
Madbull 5xAWM Tan Mids(N) $95 pics
- 5xTROY Mids(N) $100 pics
Dytac 4xCamo M4 Mids(U) $50 pics
- 2xHEXMAG(U) $30 pics
JG 2xP90 300rds(N) $50 pics
Modify 2xXTC TAN(N) $45 pics
submitted by Cdn_citizen to u/Cdn_citizen [link] [comments]


2024.05.09 07:00 awakened_primate Enhanced Vision with B42Optics scopes.

When I use Enhanced Vision’s thermal vision mode from my helmet, the weapon I’m holding, including the scopes (for ex. from the .44 Revolver, the .308 Sniper Rifle) appear as being “hot” / emitting heat. Thus, when I turn on thermal and look through a scope, it all appears as if I’m looking through a bottle of Fanta orange.
Is there any chance to somehow change this? I noticed on Enhanced Vision’s modpage, someone else had the same issue but they could switch to EM vision then back to thermal and the weapon would appear cold, as it should from the beginning.
Thanks for your two cents in advance!
submitted by awakened_primate to Taleoftwowastelands [link] [comments]


2024.05.09 06:10 unbelievably_cranky So I've been advised that suppressors are illegal in Canada (both firearms & airguns)....

TLDR second last paragraph.
Back in the early 90's, my friend's father, a retired cop & gunsmith, had many restricted firearms that he would take to the (outdoor) range, and would allow a small group of us to come along, pitch in a few bucks for ammo, and shoot a huge variety of guns. A great introduction.
There was an RCMP officer who came to the range on weekends who owned this beautiful Beretta 9mm, which he let us try. Best feeling pistol I ever shot. Made a Glock feel like a piece of Lego .He had a screw-on suppressor for it, which he'd use, but he unscrewed it before letting us try it. Never asked him why. He let his 9yr old son shoot it with the suppressor, though. Family gun, I'm guessing.
My friend's dad was the official range officer, and as a gunsmith, had this huge assortment of pistols, (mostly in crappy condition, however...), but of note, a .308 semi auto rifle with a 12-shot clip, and a full-auto MP40 (WW2 gun, 9mm). We each got a turn with these.
The point to all the above is, most of this stuff is now illegal (full auto and suppressors were illegal then as well, I'm told), but they had special privileges or maybe a blind eye was turned. He's since died, he was uber-old back then. Mags limited now, suppressors illegal, pistols restricted unless grandfathered in, etc. Only people who own them now are criminals and kids with 3D printers.
TLDR: As a non-restricted, PAL-licensed civilian, is there a legal scenario where I'd be able to take my own rifle (bolt-action 30-06) to an outdoor range, and "rent" the use of a suppressor provided by & under the supervision of a range officer? Or, do I have to cross the US border into Maine (I'm in Nova Scotia) to have such an opportunity?
For the record, I really hate that suppressors aren't legal here - IMO, that's just being polite with your decibels. But I'm also not educated enough in the matter to know if it's a reasonable, pragmatic regulation with a legit purpose, or another misconception-based-law. Either way, I'll obviously follow the rules, it's just not easy to find the wide open spaces where it's neighborly to shoot hunting rifles for practice. Indoor ranges don't exactly like rifles > .223 these days. Thinking I might have to fly to Texas just to zero in my goddamned scope.
submitted by unbelievably_cranky to CanadianGuns [link] [comments]


http://rodzice.org/