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
2024.05.13 04:27 IZZY_PLUM Jesus fucking Christ
2024.05.12 16:27 AlwaysCurious93 Absolutely loving this. Name recommendations welcome!
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. - 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]
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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?
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 - Armor no longer has weight categories. Armor rating can now be lowered for increased speed/stamina regen and vice versa.
- NPCs on Destroyers now respond to player emotes.
- There are now multiple Personal Orders per day, but players can only progress one at a time.
- Added setting in the options menu gameplay section to disable misaligned scopes.
- Added setting in the options menu gameplay section to disable self damage from ricochet.
- Added "Flag of Super Earth" as a mission stratagem for Helldivers who truly believe in Liberty and Democracy.
- Added a communal shower on Destroyers to wash off blood from your armor.
- Civilians are now equipped with Shield Generator Packs.
Primary, Secondary, & Support Weapons - AR-23 Liberator
- The Liberator is every Helldiver's starting weapon and we want to ensure that it is always an option and not immediately replaced.
- Damage permanently increased by 1 every time a Major Order is completed.
- AR-23P Liberator Penetrator
- Increased magazine capacity from 30 to 50.
- Now has a bayonet affixed. Melee attacks with this weapon have increased damage and medium penetration.
- AR-23C Liberator Concussive
- Now properly gives enemies a concussion.
- Concussed enemies stop fighting and wander the map aimlessly.
- If a concussed enemy goes to sleep there's a strong chance they end up in a coma.
- BR-14 Adjudicator
- Increased damage from 80 to 100.
- Increased magazine capacity from 25 to 30.
- Semi auto is now the default fire mode.
- Now placed amongst marksman rifles.
- AR-61 Tenderizer
- Increased damage from 60 to 80.
- Enemies killed with the Tenderizer can now be eaten. However, only bugs can restore health.
- R-63 Diligence
- Now has a burst fire mode.
- Increased magazine capacity from 20 to 25.
- R-63CS Diligence Counter Sniper
- Increased damage from 140 to 175.
- Increased stagger.
- Deals 50% more damage to other Helldivers that are using marksman rifles or Anti-Material Rifles. Deals 100% more damage if they have both.
- SMG-37 Defender
- Is now both a Primary and Secondary weapon.
- SMG-73 Pummeler
- Now makes comical punching noises on impact.
- MP-98 Knight
- Can now be purchased by non-Super Citizens for 500 super credits.
- Non-Super Citizens are now aware of this weapon.
- SG-8 Punisher
- Increased shots per minute from 80 to 100.
- Nearby Helldivers can now buddy pump the Punisher for you for an even higher fire rate.
- SG-8S Slugger
- Now has a scope that can be ranged at 25m, 50m, and 75m.
- Increased stagger.
- Also can be buddy pumped.
- SG-225 Breaker
- Increased magazine capacity from 13 to 16
- Reduced recoil from from 55 to 30.
- SG-225IE Breaker Incendiary
- Reloading with rounds still in the magazine now has Helldivers throw the magazine, functioning as an incendiary grenade.
- Now has a full auto mode.
- SG-225SP Breaker Spray & Pray
- Increased magazine capacity from 26 to 60.
- CB-9 Exploding Crossbow
- Slightly bigger explosion.
- Added shrapnel.
- Increased number of maximum magazines from 8 to 12.
- Slight increase in ergonomics.
- Muzzle velocity decreased.
- Bolts now have interchangeable payloads(Explosive, Gas, Smoke, and Incendiary).
- Explosive bolts can now destroy the things you'd expect it to be able to destroy.
- R-36 Eruptor
- Increased explosive damage by 40. Again.
- Added shrapnel.
- Projectile now lodges itself into targets/surfaces(assuming it can penetrate) and explodes after 1 second.
- JAR-5 Dominator
- Increased damage from 275 to 299.
- Added shrapnel.
- LAS-5 Scythe
- Can now be fired for 60 seconds before overheating.
- Decreased recoil from 1 to 0.
- Laser will now infinitely bounce on any and all surfaces.
- ARC-12 Blitzer
- No longer requires recharging.
- Power! Unlimited POWER!
- SG-8P Punisher Plasma
- Now fires multiple arcs of plasma in a spread.
- Now placed amongst both shotguns and energy weapons.
- Added plasma shrapnel.
- LAS-16 Sickle
- Is now One Handed. As sickles are known to be.
- PLAS-1 Scorcher
- Changed color of plasma from blue to red for increased projectile speed.
- Now sets targets on fire on direct hits.
- Added plasma shrapnel.
- PLAS-101 Purifier
- Increased damage from 250 to 300.
- The longer the charge is held, the larger the explosion.
- Added plasma shrapnel.
- P-2 Peacemaker
- Can now be held at 90 degree angle.
- This fire mode increases damage from 75 to 100.
- Now has a burst fire mode.
- P-19 Redeemer
- Slight decrease in recoil.
- Now has a burst fire mode.
- P-4 Senator
- Increased ammo capacity from 40 to 60.
- Shots that ricochet will automatically aim for nearby enemies.
- LAS-7 Dagger
- Replaced with an actual dagger.
- Now capable of lethal damage.
- GP-31 Grenade Pistol
- Increased magazine capacity to 2.
- Now a double barreled grenade pistol.
- Add shrapnel.
- P-113 Verdict
- Now has medium penetration.
- Increased stagger.
- M-105 Stalwart
- Now has two more fire rate modes: 1400RPM and 2000RPM.
- MG-43 Machine Gun
- Has a random chance to appear in Hellpods that have space for it.
- Stratagem doesn't need to be equipped for this to occur.
- MG-206 Heavy Machine Gun
- Increased magazine capacity from 75 to 500.
- APW-1 Anti-Material Rifle
- Can now shoot through terrain.
- Scope now has an Xray toggle to see enemies through terrain.
- RS-422 Railgun
- Safe mode removed.
- Unsafe mode is now default.
- No longer explodes in hands if overcharged.
- The longer the charge is held the more damage and penetration. Damage and penetration scales infinitely.
- EAT-17 Expendable Anti-Tank
- GR-8 Recoilless Rifle
- The spirits of fallen Helldivers who have died while manually reloading their Recoilless Rifle will now appear to buddy reload.
- Added shrapnel.
- FAF-14 Spear
- Not only is the lock on improved, but can now lock on to multiple targets.
- No longer requires reload. Shots are taken immediately from backpack.
- Added shrapnel.
- LAS-99 Quasar Cannon
- Renamed to Laser Cannon.
- Recharge time now randomly takes anywhere from 5-15 seconds.
- Added laser shrapnel.
- RL-77 Airburst Rocket Launcher
- Removed rocket launcher.
- Rockets are now fired directly from backpack. Mandalorian style.
- Added shrapnel to each cluster bomb.
- GL-21 Grenade Launcher
- Launched grenades are the same type of grenade as the one you have equipped.
- FLAM-40 Flamethrower
- Now benefits from Servo-Assist.
- ARC-3 Arc Thrower
- Now benefits from Servo-Assist.
- LAS-98 Laser Cannon
- Renamed to Annihilation Beam.
- Damage increases the longer the laser is held.
- Can now be fired for 60 seconds before overheating.
- Frag Grenade
- High Explosive Grenade
- Impact Grenade
- Smoke grenade
- Incendiary Grenades
- Added super heated shrapnel.
- Impact Incendiary Grenade
- Added super heated shrapnel.
- Stun Grenade
- Thermite Grenade
- Added shrapnel.
- Expels shrapnel every second before detonation.
Stratagems - Eagle Stratagems
- While Eagle-1 is rearming, Eagle-2 will take over. She's sounds hotter than Eagle-1.
- Added shrapnel to all Eagle stratagems except for Eagle Strafing Run.
- Orbital Stratagems
- All cooldowns are reduced by 25%
- Orbital Laser now has increased charges from 3 to 5.
- Added shrapnel to all Orbital Stratagems except Orbital Laser, Gatling Barrage, and Gas Strike.
- Guard Dog/Guard Dog Rover
- Supply Pack
- Replenishes half as much as before.
- Increased supply charges from 4 to 16(model as been updated to reflect this change).
- Ballistic Shield
- Can now be used if backpack slot is already taken.
- Shield will be dropped instead of being placed on back if no longer using a One Handed weapon.
- Jump Pack
- Can now be used while diving.
- Shield Generator Pack
- Shield size is now smaller while equipped.
- If dropped, shield will still be active and larger in size.
- Patriot Exosuit
- Now has it's own jump pack.
- Can now be set to follow the Helldiver and fights on auto pilot.
- Tesla Tower
- Now has legs to chase after friend or foe indiscriminately.
- Will also attempt to jump over Chargers.
- Mortar Sentry
- Is now invulnerable from damage for maximum uptime!
- Added shrapnel.
- EMS Mortar Sentry
- Now makes friendly sounding beeps and boops.
- Machine Gun Sentry
- Can be picked up and relocated if Helldivers are unhappy with it's location.
- Gatling Sentry
- Now fires counter-clockwise. Or properly clockwise? We forget. Trust us this is an important change.
- Anti-Personnel Minefield/Incendiary Mines
- Each mine now has three charges, allowing them to be triggered multiple times.
- Shield Generator Relay
- Has an uptime of 3 minutes.
- Shield now slowly expands over time.
- After 1 and 2 minutes, another shield starts to expand from the relay.
- HMG Emplacement
- Increased total ammo from 300 to 1000.
- Can now be equipped as a backpack.
- While equipped as a backpack, fellow Helldivers can ride your shoulders and use the HMG while you ignore objectives and search for super samples.
- Autocannon Sentry
- Is now significantly taller. Like really tall.
- Added shrapnel.
- Like whatever you're picturing, way taller.
- It's. Huge.
- Rocket Sentry
Enemies - All enemies are now 110% louder. This ignores your current audio settings.
- Stunned Hulks now properly turn back into Bruce Banner.
- Stalkers now have a chance to drop blueprints for Dread, Despair, and Hate.
- Factory Striders now only spawn enemies every 9 months.
- Chargers now ask for permission to trample you.
- Hunters no long slow Helldivers with acid. Instead, they have been given bats and always aim for the knees.
- 1/50 Bile Titans spawn with wings and are capable of flight.
- Heavy Devastators no longer have guns. To compensate, they are now a melee enemy that dual wield shields. No the shield hasn't changed. Stop asking.
- Helldivers can now go inside Gunship spawners and undergo transformation to become a gunship. What you choose to do with this body is up to you.
- Enemies now wear name tags so you know what they're called. This helps with call outs.
Bug Fixes - Bug fixes? Oh fuck 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
| 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:
- As they stand now assault rifles simply aren’t great. You are always out of ammo while at the same time feel like you have a peashooter. They all feel like pretty much the same weapon. I would love to diversify the uses of each of them.
Liberator
- Starter weapon so I think it’s fine as is. You can survive with this gun well into the higher difficulties.
Liberator Penetrator
- This should be very similar to the liberator, but trading Higher armor pen for something else. Keep all stats the same but reduce ammo capacity and slightly increase recoil.
Liberator Concussive.
- As with the penetrator, this should be very similar to the Liberator, keeping all stats the same but this time trading the stagger and knock back for something else. Keep all stats the same as the Liberator, but increase recoil and reduce fire rate. Maybe increase damage drop off as well.
- I feel like the Liberator variants atm do not feel like liberators at all, they just share similar models and names. I think they should feel like very similar guns but trading specific stats from the base liberator in order to gain the more niche buffs.
Tenderizer
- Brand new controversial AR that really doesn’t feel unique at all. My suggestion would be to take inspiration from the battle rifle and only give this a burst and semi-auto mode. Then buff the damage and fire rate but increase the recoil by a lot. Very quick successive bursts that require you to control the recoil in order to fire quickly would make this gun much more unique.
Adjudicator
- This is a tough one but my suggestion to make it more unique would be to decrease the fire rate even more and increase the damage. Increasing the head shot multiplieweak point damage could also be a good change as it would encourage using this as a precision assault rifle that you can’t just spam with like the others.
Marksman Rifle:
- Only two in the game and they aren’t great but they are close and the potential is there. The difficulty comes when trying to differentiate them from the AMR and each other.
Diligence
- This deserves medium armor penetration and/or higher large volume body damage. Make this a long range alternative to the dominator. Higher bullet velocity and fire rate, but less damage and close range capabilities, allowing you to be overwhelmed if you're swarmed.
Diligence Counter Sniper
- I think this gun feels very good as is but would even better with a bit more damage and headshot damage. Could be cool to give it a thermal/infrared scope of some kind that would highlight weak points on enemies.
Sub-machine Gun:
- As of now the Defender and Pummeler completely outshine the knight and all of the AR’s.
Knight
- Give it a set recoil pattern, so it’s not just random and is actually controllable. Decrease the reload speed, I want super quick reloads with this because it runs out of ammo so fast. Give it way more mags as well they run out so fast.
Defender
Pummeler
- Great alternative to the defender without outshining it
Shotgun:
- Lots of different options here but they all feel like shells of what they used to be.
Punisher
- In a good place. Knockback is super good and is unique from all other shotguns.
Slugger
- Increase damage, stagger and demolition force. Increase damage drop off and bullet drop. Make it less effective at range. It could even lose some ammo capacity for balancing and still feel much more effective as a shotgun
Breaker
- Slightly increase ammo capacity, and its golden. Even now its very much the same gun that was meta, everyone just discovered other guns. The recoil increase feels negligible.
Breaker Incendiary
- Great gun now that DOT is fixed.
Breaker Spray and Pray
- Supposedly sacrifices damage for fire rate and ammo capacity, but the damage sacrificed is too much. Increase the damage, but increase the pellet spread as well. I don’t want to aim at all when using this gun.
Explosive:
Dominator
- This gun is just great how it is, the tradeoff of ergonomics for damage and stagger feels good. This gun is a great example of the power level all primaries should aim for.
Eruptor
- Just add shrapnel back and this is a very unique feeling weapon that doesn’t feel overpowered.
Exploding Crossbow.
- Increase explosion size, give it the ability to close holes and fabricators. Increase damage and bullet velocity. Increase the sound of the explosion. This should be a stealth weapon that you can use to draw enemies to other locations. Firing it shouldn’t cause them to call a drop or a breach instead it should focus all of their attention on where the arrow landed. I think this has the potential to be one of the most fun yet balanced guns in the game.
Energy - Based:
- These are all over the place. Scythe and Sickle need defining characteristics, as they are now they fill the same niche and one will always be better, the plasma weapons also feel too similar
Scythe
- In order to differentiate this from the sickle, It needs to gain higher damage and armor pen, the higher the amount of heat there is built up. This would require some skill and practice to be able to maintain a high heat while shooting at enemies and would add a totally new dynamic to this weapon. This mechanic would also work great on the dagger and maybe the laser cannon. The scythe could also benefit from either a stagger, or EMS effect applied when firing for longer periods of time.
Sickle
- You know it, you love it, this gun is awesome.
Scorcher
- This one also feels very nice to use and doesn’t seem too over the top
Punisher Plasma
- Haven’t seen much from this one but I think having a splash short EMS effect against light and medium armor enemies would set this apart from other things.
Purifier
- First add increased damage the longer you charge. But you can let go whenever. Second, increase the bullet drop and decrease explosion size. Then add two firing modes and longer range scopes. The first mode makes it so the longer you charge, the larger the explosion and stagger is. The second mode makes it so the longer you charge, the faster and farther the bullet travels and could even increase armor pen. Turning it into a plasma sniper or precision area control weapon. This is just my initial idea, but something similar would really help this weapon out as it is quite awful as is.
Blitzer
- Love this gun and with the recent increase in fire rate, it feels very nice to use on both bugs and bots.
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
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/