Halo shotgun replica

Community of the Jiralhanae

2020.05.01 02:03 zumeius Community of the Jiralhanae

This is a community for those in the Jiralhanae Community, if you have questions on the Jiralhanae of Halo please ask away!
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2024.06.09 02:53 potterkun [WTS/WTT] [US-SoCal] VFC HK53 GBBR w/ A2 lower, KWA M9 PTP Tactical w/ extra mag + grip, WE Desert Eagle, S&T M320 w/ grenade, TM MWS M4 magazines, Hephaestus M-Lok GHK AK rail, Madbull HALO suppressor, Acetech iTracer, Magpul parts

Album, no timestamp needed due to flair and account age
  1. VFC HK53 GBBR w/ A5 burst lower - $450 + shipping Shooting demo
Bought back in March and barely used since I just wanted to compare it with the MP5 V2; it's in perfect condition aside from the wear marks that appear on the magazine as you break it in. Stock internals, superlubed since before first use, and I can verify there are no QC issues. It has a noticibly better shooting feel than the MP5 as well as the elusive dead man's click and more metal parts. It also includes a metal flash hider to replace the orange one if you wish.
The lower on this replica is the one that comes with the MP5 V2 since I liked the look of the SEF better and I figured this package would be an easy way to acquire a quality GBBR carbine with a burst feature which isn't very common. This lower is only a year older and has been maintained well and never fielded.
Comes with HK53 upper + A5 burst lower, 1 mag, and the packaging.
  1. KWA M9 PTP Tactical + extra magazine - $165 + shipping Shooting demo
Bought 3 years ago from evike and used somewhere between lightly to moderately as it's in great condition internally, but there is slight external wear and I have painted the front of the outer barrel. Highly realistic weight and function. Comes with an extra Hogue replacement grip for those with bigger hands or who just want a different feel.
Comes with the replica, 2 magazines, additional Hogue Rubber grip, hop adjustment tool, and original packaging.
  1. WE Desert Eagle (chrome) w/ or w/o GG magazine - $145 with, $115 without + shipping Shooting demo
Bought from Evike about 3 years ago; tech-verified, lightly used, and never been fielded. This is absolutely the best Deagle on the market as it's full metal and has a full-travel slide unlike the TM. The kick on each shot is comparable to my steel slide TM glock so needless to say it's very fun to shoot! I offer to take the magazine out and adjust the price accordingly in case you want to use CO2 mags instead.
Comes with gun, speed loader, original packaging, and Evike tech paperwork. Magazine optional.
  1. S&T M320A1 grenade launcher + Matrix Eagle Force CNC grenade - $170 + shipping
Bought from evike about 3 years ago and is in pretty much perfect condition aside from how I painted the front of the tube, but I think the job turned out particularly well. It shoots like any other grenade launcher of course, but the flip-out foregrip and extending stock feel quite nice. I think this might be discontinued because I can't find any retailers still offering this in black. Includes a generic Matrix Eagle Force grenade which doesn't leak and hasn't given me any problems in either it or the launcher's light usage.
Comes with launcher, 1 grenade. No original packaging included but will be packaged safely
  1. ACCESSORIES
TM MWS 30rd magazine - $45 or trade for VFC VMAG V3
TM MWS 20rd magazine - $40 or trade for VFC VMAG V3
Hephaestus 10.5 inch M-Lok handguard for GHK/LCT AK + Type III railed gas tube and hardware (hard to find) - $95 (slight wear on internal side from having been installed on a GBBR previously)
Madbull Gemtech HALO mock suppressor (black, hard to find) - $50
Tokyo Marui Micro Pro Sight Mount for Glock Series (No.52) - $17
Acetech iTracer + PEQ (tan) - $65
2x PTS EPM for M4 AEG (tan) - $10 each
  1. SPARE PARTS AND GEAR:
Magpul M-Lok AFG (black) - $10
Magpul M-Lok QD mount - $10
Magpul RSA QD mount - $15
2x DENTED Guns Modify TM MWS nozzle V3.5 - $10 each (These don't feed quite right but I figure someone better at teching can fix it)
Hephaestus GHK AK magwell + hardware - $10
Condor Viper 1 point bungee sling - $7
Matrix SMG sling - $7
PTS vertical grip (tan) - $7
M-Lok angled foregrip (black) - $5
Olight pressure switch - $7
Emersongear suppressor cover (FDE) - $7
LCT LCKS74UN brown grip - $7
TM M4 MWS crane stock (MGG2-163) - $20
VFC MK18 crane stock - $30
I'm also interested in trading for an EF/VFC G19.5, Aluminum slide TM G19, ASG CZ Shadow 2 w/ CO2 magazine, or a SigAiVFC M17/M19 in tan w/ CO2 magazine.
Buyer pays shipping on all purchases, payment through PayPal G&S; please comment before DMing. Thank you!
submitted by potterkun to airsoftmarket [link] [comments]


2024.06.09 01:08 wolviesaurus Review of my Necropolis SCSSF builds

I don't know if I'm quite ready to quit the league entirely yet, but I'm sure I won't make a completely new build until the next league so I figured I should voice my thoughts on my league journey for anyone who cares to listen. This is my second 40/40 league and I've put way more time into this league than any other by a decent margin, including Sanctum which was my first 40/40 and I'll try to explain why because I'm not sure I fully know why myself. I've been an SSF player since Ultimatum league and any and all thoughts voiced here are from this perspective.
The league started as a hot mess, I was very lukewarm to it. Lots of heavyhanded balancing swings but most of those had little impact on SSF, with the significant rework of the Graveyard crafting mechanic after the first week it turned into one of the most overpowered mechanics we've ever seen, easily on par with Harvest and Recombinators. This opened up the build space in SSF wider than we've ever seen and together with the great QoL-ening this patch, SSF players are eating good. Thus, here are the characters I've put together on my journey to once again dunk on uber bosses and to conquer the new beast that was Back To Back Basics T17 maps.
Prelude on this list is my starter that I didn't finish to any satisfying degree, Armageddon Brand of Recall Saboteur. I will not provide a PoB for this character because there's nothing to see, I hated every aspect of the build. Triggerbots are utterly unreliable for any setup that deals damage around the bots themselves. As an avid Summoner player (as you'll see), I can say Triggerbots have the most infuriating AI I've ever had to deal with. There is impressive damage potential here for sure, but it simply turned out to be a terrible choice as a starter, especially in SSF.
It did however allow me to setup for a second character, so onwards to the builds actually worth showing:
1. Popcorn SRS Necromancer - https://pobb.in/ssQh5T6l1DOa
One of my favorite skills in the game and definitely my favorite use of said skill. I love my little heatseeking undead missiles. Now, it's not the best build by any means, it's got mediocre clear, delayed damage and with the new(ish) Transfigured setup, some awkward piloting with Unleash support, it's got it's quirks. Still, this build managed to clear all T17 maps and down all ubers albeit in a dirty fashion with many portals falling to collateral damage. It's greatest badge of honor was the ability to actively stun uber bosses out of long animations, including Uber Shapers Beam and Uber Sirus Everlasting Fire charge-up.
Potential upgrades: The simplest and biggest upgrade to the build would easily be a beneficially corrupted Diallas chest, potentially pumping up the gem level by and additional 4. You could get three Grand Spectrum for +90% Crit Multi which would be very noticable since crit modifiers are hard to come by for minions. The theoretically best way to build Popcorn in my mind currently (at least in terms of damage) will be using Qotra's Regulator and Necromantic Aegis, this frees up your amulet slot for either a Replica Dragonfang or an Ashes of the Stars, I do think Ashes is the best option simply because levels have diminishing returns over quality at a certain point. This way will however sacrifice a lot of defense, but maybe you can reach block cap anyway with Necromantic Aegis.
2. Tawhoa Shaman Spectre Necromancer - https://pobb.in/efYfyYOXNXv6
My goal when I started out the league was to farm a Wraithlord and use it for it's intended purpose and make a proper Spectremancer once again, a summoner archetype I haven't touched since Redemption Sentries in Harvest League. I'm happy to say with this new helm and some borderline cheating from Allflames, Spectremancer is back baby, at least for a moment. The most popular choice this league was using Wretched Defilers (as shown by Ghazzy) but I chose Tawhoa Shamans because on paper they looked to have better single target, being poison projectile based with 100% poison chance by default. Turns out this was true. I was using a single Spectral Leader at times but that one is so damn squishy it often died during T17 maps.
This character turned into my workhorse that cleared B2B T17's and ubers pretty comfortably. Aegis is definitely my favorite defensive unique in the game.
Tawhoa Shamans sport a spellbased Poisonous Concoction ability with innate 100% poison chance and an AoE explosion allowing for multiple projectiles to shotgun (Minion Offence Mastery and Plaguebringer did make noticable impact to this). The base damage of this isn't particularily high which leads me to think Covenant and Envy provides significant damage, but they are not implemented in PoB so all I got is my personal experience. I experimented with using Vile Toxins over GMP, it felt ok but overall GMP definitely felt like superior damage. The greatest problem with Tawhoa Shamans are their default AI, they sit somewhere between Zombies and Skeletons in terms of aggressiveness. Attaching my offering-brand was enough to make them go to work though. This leads me to the next section.
Potential upgrades: Obligatory Amanamu's Gaze mention, I despise this jewel with my very soul, I've tried to farm if many times in SSF and simply won't give. That said, the absolute best suite of upgrades you could possibly do to this character is a crafted wand with the Delve mod "Minions Are Aggressive" combined with an Envy Aul's Uprising. This will provide the minions with some well needed fire in their butts, and could possibly even provide socket space for a Transience Spectre with Feeding Frenzy (tech in Ghazzy's 3.24 spectre video). Finally, a +2 Minion gems Covenant would be a noticable upgrade but I'm sure they already hit DoT cap as is.
I truly hope we will have access to the TotA mobs in the future, if not I fear Spectremancer will go back to being a C tier choice for summoners, I don't think Wretched Defilers are up to the task.
3. Void Battery Hierophant (Lightning Conduit of the Heavens) - https://pobb.in/k7KP3OXIUrGP
This and the next build served as some diversions and/or palette cleansers because at this point I had amassed quite a lot of high tier uniques and the means to level new characters really quickly so I will likely be brief. I got two Void Batteries back to back in short succession (a few days tops) so I decided to make one of the more niche Archmage builds available. Turns out LCotH is an amazing clear skill, just click and the entire screen dies, Crit Archmage delivered single target as well so this was a great T16 mapper. I built squishy and I felt it, not much else to say there.
Potential upgrades: Simply better rares and a full Adorned setup will likely produce a thundergod of a character that can speedclear T17s. Extra power charges wherever they can be found.
4. Triple Charge Stacker Slayer (Cold Snap of Power) - https://pobb.in/RSi1lS2ynkx7
At this point in the league I had amassed all the necessary components for a charge stacker together with a decent Adorned jewel so I decided to pull the trigger. I spent some time looking at what skill to use and since I didn't want to play Penance Brand again and I absolutely hate both Blade Vortex and Winter Orb with a passion I turned to Cold Snap of Power as inspired by Mathil. I tried justifying Creeping Frost instead but Cold Snap just looked better in every aspect. This became a very fun character, also very good at blasing T16s similar to the Hierophant. However I did not anticipate the awkwardness of Cold Snap and charge consumption which ultimately turned me off the build pretty quickly.
Potential upgrades: Awakened Spell Cascade and a Replica Restless Ward. At the time I had not touched Heist and I had that Brass Dome with some white sockets thanks to some Omens so I just used that. Otherwise lean even more into Adorned, better jewels and better clusters.
5. Energy Blade CoC Blazing Salvo Inquisitor - https://pobb.in/P75AesG0IaJP
This was my endgame creation this time around, the kind of build you look at and thing "yeah that's not SSF friendly at all". Very little creativity from my part in terms theorycrafting, plenty of help from CaptainLance's videos and just shameless stealing from Ninja, but actualcrafting is all my own. It's been a very satisfying journey to craft Adorned magic jewels, 8 socket passives, farming and corrupting unique items and so on. It's also my first time ever playing a CoC build and while I think the EB + Ivory Tower + Rathpith is carrying a lot of the damage, my god it just spews out spells at a rate that selfcast could never come close to. Combining this all with a shotgunning spell like Blazing Salvo with Returning Projectiles and Snipers Mark turn to some truly disgusting damage when everything overlaps. This Energy Blade setup is truly wonderful in the sense it's a generic blueprint for any crit spell you could care to play, it handles base damage, increases, crit strikes and enemy res before even considering main gem links. CoC solves cast rate as well. Truly disgusting.
Potential upgrades: Fuck you Heist.
Going from my extremely tanky Necromancer to this gave me a healthy perspecive on defensive stats. While the Necro was much slower in terms of clearspeed, I realized it could handle most of the nasty T17 mods even in a B2B setup without caring too much. This Inquisitor just shat on the ubers in a way I haven't experienced before which was kinda what I wanted but at the same time I did feel some limitations when playing T17s. It was very much a kill-or-be-killed build with some leeway thanks to the ES pool, but it certainly folded in situations where my Necro would just laugh. I'm sure in trade you can pump up the damage output to a level where you don't care about anything.
All in all, I think the reason I stuck to this league is the subtle but massive endgame rework in scarabs, Atlas trees and T17's. We have never seen such freedom of choice and availability when it comes to what content you wanna farm in SSF, the build space has never been so vast. I still have ideas in my head that I would wanna try, but I think I'm burned out enough in this league. I'm sitting on a perfectly rolled Ashes of the Stars and I wanna try Double Strike of Momentum quality stacking (server tick memes?), but I poofed my Diallas chest so I'll table that indefinitely.
If you made it this far, *fist bump* homie.
Feel free to roast my stuff!
submitted by wolviesaurus to PathOfExileBuilds [link] [comments]


2024.06.09 00:15 evolgrdeen Assault rifles are bad designed weapons without niche.

In my opinion, assault rifles are weapons that need rebuilding. This category of weapon is literally functionless: Assault rifles have nothing but problems, with virtually no advantages. A shotgun, rifle or smg will always work better. Sorry for bad english in this textwall.
FIRST PROBLEM Low DPS for this weapon category. Despite the high rate of fire, due to the low damage of all but the adjucator, they inflict low damage and have problems with killing medium-sized bugs or automatons, unless you hit them in the head. Most "good" or considered so weapons in the game have much higher DPS. Low DPS of assault rifles means that shotguns are always a better answer to targets with a large HP pool.
SECOND PROBLEM Low damage per bullet. They cause the need to waste bullets and time when cleaning smaller enemies, make it difficult to kill stronger by hitting weak points, and contribute to the previous, i.e. low DPS. In my opinion, assault rifles have no problem with magazine capacity - this one is adequate. Because it would allow, with the appropriate bullet force, to quickly eliminate targets with a large HP pool with continuous fire, providing a more controlled fire tool for killing those with weak points. It's typical Gamism that an assault rifle in this game almost always deals less damage than a pistol or smg! The biggest casualty here is the Liberator Penetrator with a downright pathetic value of 45 points. Currently, this category of weapons is the worst at killing an enemy if it cannot be eliminated with a headshot. However, all precision rifles are better at this, not to mention the Dominator.
THIRD PROBLEM One of the most serious is the low damage per magazine (DPM) rate. This class of weapon has it so low that only precision rifles and knight smg are comparable. Comparable with the BEST assault rifles in this aspect. Shotguns completely outclass this type of weapon, having this key parameter 2-3 times better. To put it simply, they are 2-3 times better for crowd control or killing tough enemies without easy-to-exploit weak points/when you don't have time to aim, because you have to reload much less frequently. Again, the hopeless liberator penetrator is so weak that the redeemer has a higher DPM than it! The best choice here is a regular liberator, then an adjucator. The low DPM is apparently offset by a larger number of magazines - while most weapons have 6 or 8, assault rifles have 7-10. However, this is an illusion, because these additional magazines mean wasting time on reloading and extending the process of dealing damage. In addition, shotguns usually have a 0.5 second faster reload, SMG's reload is 0.2 faster and only the Dominator has a noticeably longer one, almost 4 seconds. So not only do assault rifels reload slower than automatic shotguns, they also deal less damage per clip!
The result of these three problems is an unsatisfactory feeling when shooting with assault rifles - they kill enemies slowly and cannot cope with groups or stronger opponents/weak spots. They don't do anything well, other classes of weapons are so much better at everything that it's not worth thinking about them.
FOURTH PROBLEM The above problems make the rifles kill poorly at close range. Unfortunately, killing enemies from a distance is not their strong suit. There are two reasons. The first is the existence of precision rifles and their explosive derivatives, which are much better at eliminating enemies from a longer distance while hitting weak points. Again, in long-range combat, sniper rifles and derivatives should be better.
The second is the behavior of opponents in this game. Enemies always try to shorten the distance, weapons do not have clear scopes and maps are too small/constantly foggy to allow you to shoot at targets from a distance greater than 100 meters. Which means that shotguns are almost always within the effective range, and sniper rifles are ultra-accurate at weak points, which gives them instant time-to-kill on enemies like devastators with one click, when an assault rifle needs to fire a burst. And if you can hit weak spots, why would you need an assault rifle instead of a precision rifle or dominator? The lack of enemies that keep their distance and are too fast to be easily hit with sniper rifles means that assault rifles do not have their "favorite" combat distance and target category.
In addition, the form of enemy reinforcements, which discourages firing at enemies from a longer distance, and the ubiquitous fog and rough terrain do not provide many opportunities to use the accuracy of this weapon at distances longer than 50 meters.
Another problem is the design of the enemies. Medium targets either have armor that this weapon category cannot respond outside of the adjucator, or a life pool that is too large to kill quickly due to low overall damage of assault rifles. So at higher levels, the number of medium targets necessitates shotguns or precision rifles. Because you have to deal precise damage to weak points with 1-2 shots or flood the target with pure brutal firepower because it has a lot of HP. Automatic rifles can't do both very well.
FIFTH PROBLEM The fifth problem is how half of the submachine guns available in the game are presented. Two work as they should - rapid-firing weapons with quite high DPS, quite low DPM and low effectiveness at longer distances. Of which, the Redeemer in the pistol category is considered a very good secondary weapon, and the Knight SMG from the Super Citizen Edition is plagued by several problems, which makes it as useless as assault rifles. However, two others have specifications more suited to carbines than smg.
The Defender and Pumeller may not have sky-high DPS, but they have good accuracy, large magazines, good damage per bullet (higher than all assault rifles except one!), the ability to use a shield/carry drives, and the Pummeler makes up for its slightly weaker features with a fantastic stagger. That's why they are much more popular than assault rifles, because they are universal in their parameters and simply work, being somewhere in the middle between power, rate of fire and accuracy, and effective both at close range and at medium distance against bugs and automatons. Looking at the features and what they are supposed to reflect, the Liberator and Defender should have their parameters swapped, because the Defender's features are much more suited to a low-caliber rifle like the Liberator than to the SMG.
SUMMARY OF PROBLEMS Currently, automatic rifles are weapons that fire weak bullets, have low knockdown power and the ability to stagger opponents, with unsatisfactory DPS and DPM that does not allow them to effectively combat numerous or resistant targets, there is a class of weapons that are better as assault rifles than assault rifles themselves, opponents in the game overly reward weapons that are good at close quarters, the design of the maps and the reinforcement system make it difficult to use accuracy combined with the hight fire rite at longer distances.
To this we could add the fact that there are actually only 2 models. That is, liberator and adjucator. Because the liberator variants are terribly weak compared to the regular version, and the tenderizer is practically a copy of it. In addition, the description, size and probably the creators assumptions mean that we have 3 models designed to fill the same high powepenetration niche and only one of them succeeds. So we have weak, boring weapons that are not very fun to use. Instead of a universal weapon, good for killing most small and medium-sized targets, not the best in a given situation, but making up for it with flexibility, we have glorified submachine guns pretending to be assault rifles.
SOLUTIONS Enemy behavior, map design, and gameplay systems are too major a changes to fix a single weapon class. So I will focus on suggestions for fixing assault rifles in the current game environment.
This category of weapon requires much greater bullet power. This should be a class of weapon with a bullet that is weaker than shotguns or precision rifles, but noticeably more powerful than regular pistols and submachine guns. Increasing damage should also result in much better DPS and DPM. At the same time, the number of magazines should be limited to that similar to other categories of weapons. In my opinion, most weapons in the game, apart from submachine guns and secondary weapons, should be designed for 6 magazines and 7 for the basic model. Then we can keep different magazine sizes - from 25 to 45 bullets for given types, to differentiate them by the ability to divide their firepower into smaller fire units. So that models with a smaller capacity aim to better eliminate medium-sized targets at longer distances, and models with a larger capacity perform better at close range and against numerous weak enemies.
In my opinion, the Liberator is currently the only relatively pleasant rifle to use. Easy to control, it has the best-in-class DPM of 2700, the second-best DPS of 640, and the second-lowest recoil of 15. Combine this with a 45-round magazine and you have a weapon that performs reasonably well. However, it has lower DPM than the Defender with 3150, although slightly better DPS, and its bullet is weaker than that of the SMG and the regular pistol.
My proposal is to increase the damage from 60 to 75 per bullet, which in my opinion should be the minimum in this category of weapons and fits the description of this model as low caliber-easy to control rifle. It then receives a DPM of 3375, have a nice equal DPS of 800. I would leave the number of magazines at 7, so that the liberator, just like the basic breaker, would have an advantage in their number over his variants and stronger models. So we have a weapon that is noticeably more dangerous than the Defender, but with greater recoil. Because the Defender, as a smaller SMG, can be used with one hand and gives easier control as a balance to less raw power.
The Liberator penetrator is a terribly weak weapon. It has a extremely low DPM of 1350 due to only 45 bullet damage and a small magazine capacity of 30 bullets. It also gives a weak DPS of 480, but still has relatively low recoil of 19. The only advantage is supposed to be average penetration, but with such low DPM and DPS it cannot be used efectly. The result is one of the worst weapons in the game, poor at killing large groups of weak targets, and due to its low power, even worse at eliminating medium-sized enemies. It could also be criticized for the fact that the much larger version of the weapon has a weaker stopping power.
My proposal is to increase the damage from 45 to 80, while perhaps increasing the recoil. It then receives DPM 2400, DPS 853, I would reduce the number of magazines to 6. So we have a weapon that sacrifices the ease of eliminating numerous targets in favor of greater firepower needed to eliminate medium ones more effectively. Moreover, it is more difficult to use due to its greater recoil.
The Liberator concusive is probably the least pleasant weapon in the game. Its DPM is 1950, which is only 1000 less than the pumeller who does EVERYTHING better. A terribly low DPS of 346.67 due to the fact that this version only has half the fire rate of other Liberator variants. Low magazine capacity, i.e. 30 bullets and bullet damage of 65. In addition, the second highest recoil in the class - 28. The advantage is high stagger and push statistics, but this weapon literally has a problem killing targets stronger than the basic Terminid.
This weapon should be changed so that it fulfills its function, but does not eliminate the purpose of the Pummeler. SMG should be better for close combat and flooding enemies with stagger. So I would leave the L-C with a low rate of fire, but it would increase the bullet's power quite dramatically. You could also give it an area effect or change the carbine category to an explosive weapon.
I have two suggestions. The first is to improve the current version while maintaining a low rate of fire while increasing the damage from 65 to 95. It then receives DPM 2850, DPS 506, the number of magazines would be reduced to 6. So we have a weapon with relatively low DPS and overall damage, but it is used to support others with its push and stagger. However, still having a weapon that can kill something, and not just spray useless bullets.
The second proposal is to turn it into a full-fledged explosive liberator. I would also leave the damage at 95, but increase the fire rate to the level of a regular Liberator and add an explosive effect to hit the sensitive points harder. We then get a weapon with a DPM of 2850, but a DPS of 1013 and greater recoil, making it difficult to use it in continuous fire at longer distances. So we have a liberator that specializes in quickly dealing more damage at close range, with significant recoil and worse ammunition economy, because the total DPM of all magazines is noticeably lower than in a regular liberator.
According to the description and appearance, the Tenderizer is supposed to be the equivalent of the battle rifle from Halo. That is, an assault rifle with high knockdown power, but quickly running out of ammunition. Currently, it has a DPM of 2100, DPS of 600, bullet damage of 60 and the lowest recoil of 10. In addition, it has a magazine of 35 bullets and as many as 10 of them. Drag, push and stagger are exactly the same as the liberator. So we have a Liberator that is easier to control, deals damage slower, but has a bit more bullets distributed over more magazines. The weapon fails as a paid warbond item because it is more similar to the Liberator than its own variants.
My proposed change is to focus on pure damage, making it the highest in weapon class, but without medium penetration. Additionally, the tenderizer is visually much larger than the liberator. So I would increase the damage to 100, while maintaining low recoil, at the price of worse ergonomics than the Liberator - noticeable drag, and reducing the rate of fire to 500 or only burts fire mode. It then receives DPM 3500, DPS 833, number of magazines 6. So we have a powerful carbine capable of quickly eliminating targets at medium distance. With particular emphasis on shooting at weak points, but less flexible for larger groups of enemies. Low recoil and high damage per bullet combine well with burst firing - allowing to accurately eliminate weak points at short and medium distances.
The Adjucator is a problematic weapon because it is a de facto precision rifle that was relegated to another category because it performed poorly in its own category. It has a DPM of 2000, a highest DPS of 733.33, a bullet with a damage 80 and medium penetration, but also the worst recoil 40.
This is where the problem of crowding comes in - repairing the tenderizer and the penetrator liberator causes the adjucator to lose its uniqueness as assault rifle. Because the above two carbines really just want to be adjucators, only faster or less difficult to use. Simply increasing adjucator damage by 20-30 points will make it a better precision rifle than the Diligence/counter-sniper, because it will have enough power to eliminate automatons very efficiently with accurate headshots, while also providing better DPS and close combat ability.
My proposal is to return this weapon to the precision rifle category and slightly rebuild it. So that the diligence should be replaced with adjucator, the counter sniper's statistics should be trasfer to normal deligence, and the Counter sniper should be changed into a sniper rifle with a small bullet capacity, e.g. 10, but a very high single bullet damage of somewhere around 250-300.
If you have read this to the end, thank you for your time. I encourage you to think about improving assault rifles and comment on this post.
submitted by evolgrdeen to Helldivers [link] [comments]


2024.06.08 13:17 VortexTalon I had a dream that was extremely vivid about titanfall

It was extremely vivid down to being an exact replica of the map war games, it had the exact same graphics of the game everything was the same except there was no hub and it was first person and obviously i didn't have a titan and was fighting pilots in a random ass store with a r45 while sliding but all the titan encounters where in war games except for 1, first in wargames i was running from a scorch with god aim and i died
I was sandwiched between a ronin and a scorch and the scorch was attempting to flame shield me and the ronin did what ronins do and never used shotgun and just tried to melee me but his sword hitbox was as big as a fucking football stadium that i had to grapple upside down just to doge it
got neuralinked to titanfall 3 early its worth it guys :)
submitted by VortexTalon to titanfall [link] [comments]


2024.06.08 07:25 shabiggles_ The end of an era.

Hey fam 👋,
Hope you have all been well, and thanks for supporting the new trailer. However there is bad news. We have come to the end of an era. The era of triple wielding in Halo Traxus, is over. It 7ruly is the end of something special.
Halo Traxus v21 Update
I am of course talking about Jorge, and his ability to switch between 3 weapons. The era of button smashing Y has come to a sad end. However we believe that this simplification will help new players, and lessen de-sync.
Of the Turret, Melee Bomb, and Shotgun we have decided to cut the Shotgun. This will hopefully get the Turret and Melee Bomb into new players hands more often. We will always remember you Jorge’s Shotgun. We will always remember you.
Halo Traxus Official Trailer 2
I hope you all enjoyed the latest trailer for the game. Big thanks to everyone and our fans new and old for all the amazing support. We couldn’t be happier with the results. If you haven’t seen it yet, you can check it out here.
Obviously not all positive reviews. We still have the occasional comments addressing the skin issues with Jorge, Kelly, and Beserker unfortunately. It’s just not an issues we can address at the time with our limitations. However their are other updates coming soonTM…
See you guys in the next one.
♥️
submitted by shabiggles_ to haloTRAXUS [link] [comments]


2024.06.08 00:52 Acrobatic-Kale929 The physical addition details

Here's a full description of the physical editions
Pre-orders for both start on June 8, 2024. The physical Deluxe Edition will be published on October 22, 2024 by publisher Epic Games, developed by Remedy Entertainment. It will be available for $80 on the PS5 and Xbox Series X/S.
It includes the base game, Digital Deluxe Edition items including Nordic Shotgun Skin for Saga; Parliament Shotgun Skin for Alan; Crimson Windbreaker for Saga; Celebrity Suit for Alan; the Lantern Charm for Saga; Expansion Pass (includes Night Springs and The Lake House); Reversible cover sleeve with exclusive artwork; Alan Wake Remastered Digital Edition (as a code in the box).
The Limited Collector's Edition, created by Limited Run, is published by Epic Games and developed by Remedy Entertainment. It will be available in November 2024 on PS5 and Xbox Series X/S for $200.
It includes the base game; Digital Deluxe Edition items including Nordic Shotgun Skin for Saga; Parliament Shotgun Skin for Alan; Crimson Windbreaker for Saga; Celebrity Suit for Alan; Lantern Charm for Saga. It has the Expansion Pass (includes Night Springs and The Lake House); Reversible cover sleeve with exclusive artwork; Alan Wake Remastered Digital Edition (as a code in the box); Comes in an exclusive Collector's Edition box; Alan Wake's Angel Lamp replica (functional with a light); Ocean View Hotel; Keychain and key (room 665); Coffee World pin set and Alan Wake 2 artbook.
submitted by Acrobatic-Kale929 to AlanWake [link] [comments]


2024.06.08 00:49 rbonaime Alan Wake 2 Collector’s Edition Coming from LRG

Alan Wake 2 Collector’s Edition Coming from LRG
https://preview.redd.it/77cz5r8ef85d1.jpg?width=900&format=pjpg&auto=webp&s=823e68efb5b4c8ad24d22a695fdb4af01e8f491d
Sounds like the regular Deluxe Edition won't be from LRG, but the Limited Collector's Edition will be.
https://venturebeat.com/games/remedy-unveils-alan-wake-2-night-springs-expansion-at-summer-game-fest/
Pre-orders for both start on June 8, 2024. The physical Deluxe Edition will be published on October 22, 2024 by publisher Epic Games, developed by Remedy Entertainment. It will be available for $80 on the PS5 and Xbox Series X/S.
It includes the base game, Digital Deluxe Edition items including Nordic Shotgun Skin for Saga; Parliament Shotgun Skin for Alan; Crimson Windbreaker for Saga; Celebrity Suit for Alan; the Lantern Charm for Saga; Expansion Pass (includes Night Springs and The Lake House); Reversible cover sleeve with exclusive artwork; Alan Wake Remastered Digital Edition (as a code in the box).
The Limited Collector’s Edition, created by Limited Run, is published by Epic Games and developed by Remedy Entertainment. It will be available in November 2024 on PS5 and Xbox Series X/S for $200.
It includes the base game; Digital Deluxe Edition items including Nordic Shotgun Skin for Saga; Parliament Shotgun Skin for Alan; Crimson Windbreaker for Saga; Celebrity Suit for Alan; Lantern Charm for Saga. It has the Expansion Pass (includes Night Springs and The Lake House); Reversible cover sleeve with exclusive artwork; Alan Wake Remastered Digital Edition (as a code in the box); Comes in an exclusive Collector’s Edition box; Alan Wake’s Angel Lamp replica (functional with a light); Ocean View Hotel; Keychain and key (room 665); Coffee World pin set and Alan Wake 2 artbook.
submitted by rbonaime to limitedrun [link] [comments]


2024.06.07 02:16 RoomTemperatureIQMan Any Gears 2 MP veteran still around?

Gears 2 to date is still the greatest competitive game I have ever played, which is just insane because it also by far the worst. I'm an OG who played BF2, UT2004, CS:1.6, Halo 2, CoD4, Halo 3, Gears 1, etc. in their heydays and nothing compares to Gears 2. I had a 3.0+ K/D and 2.0+ W/L ratio in Warzone, Execution, and Guardian after over 30 days of game-time logged.
How do we now feel about Gears 2? I remember that it took me months upon months of gameplay, maybe even more than a year, to get my K/D ratio over 1.0. I was a chainsaw noob who had no idea how to use the shotguns, #memories. I soon became an expert with tagged grenades to the point that over half a decade after first playing the game, I was still the guy who my teammates would stand clear from and let grab the nades.
submitted by RoomTemperatureIQMan to GearsOfWar [link] [comments]


2024.06.06 17:09 InThePaleMoonLyte [REQUEST][STEAM] Destiny 2: The Final Shape, the culmination of everything I've been hoping for since this franchise's inception.

My interest in Destiny goes back a long time.
Growing up, I owned the original Xbox, and among the great many phenomenal games on that console, one stood out from the pack: Halo. Blowing up alien fanatics with the rocket launcher, exploring a strange new universe filled with intrigue and secrets and especially having a fun time bonding with my friends and family over split-screen co-op play - little me was infatuated from the beginning. And that love would continue to grow with every subsequent release. Halo 3 might just be my favorite video game of all time.
So when Bungie, the architect behind my favorite video game series ever, announces that it's leaving Microsoft behind to start its own, brand new IP, I'm excited beyond words. I love you, Halo, but your story was complete (I don't give a fuck about what has happened to Halo after Reach), and it was time for something new.
I scour every piece of news I can, read every article, devour every interesting tidbit I can about this mysterious new game and come to find out it's called Destiny. It's a weird, FPS-MMO-RPG hybrid with a myriad of planets of to explore, enemies to fight and social spaces to engage in. Music to Younger Me's ears.
If there was ever a competitor to Halo as my favorite series ever, it would be Star Wars: Knights of the Old Republic, a now-classic RPG set in the Star Wars universe. I love RPGs, even from that era of early console RPGs. I still boot up Morrowind every now and again. And now we're getting an RPG from the people who gave us Halo. Younger Me already knows: this is going to be the greatest video game ever made.
Then Destiny comes out, and I hate it.
The story is nonsensical. You need an app just to understand what is happening or who everyone is, and I didn't have a smartphone at the time either. You're given vague slices of exposition during the loading screens to kinda sorta tell you what to do but it still doesn't make any sense.
The PvP is just a bunch of Hunters with Thorn and shotguns blinking their way around the map so they can oneshot you with very little real counterplay. The "classes" are barely distinguishable from each other, they all play the exact same way just with a different super ability. It's terrible.
If Dragon Age 2 didn't exist, this would be the most disappointed I've ever been in a video game. I wanted so badly to like this game, but it was impossible.
My dislike for the first Destiny stopped me from trying Destiny 2 for many years, even when the game went free-to-play. You might be familiar with the toxic, vitriolic and largely negative press that the game has experienced in the past. The very negative reception previous expansions (such as the most recent previous one, Lightfall) have received only further cemented in my mind that it was the right decision to abandon the franchise.
I know, this is a weird thing to say in a request for a DLC in the same franchise. Shitting on a game doesn't exactly scream "I should buy this for this person", but I think it's important because it brings me to Destiny 2, which is a better game in virtually every way.
It wasn't until a few months ago when every Destiny 2 expansion went on sale on Humble Bundle that I decided to give it a try, and to my great surprise... I loved it. No, really. It was everything I could have hoped for.
Destiny 2 has a story (many stories, in fact). I don't need an app to explain things to me. Destiny 2 has characters that develop and grow (and that I can remember the name of). Destiny 2 actually cares about making the classes feel unique and this time around they have distinct builds that separate them from each other. In many ways, Destiny 2 is the game I'd been dreaming of all the way back in 2013 before the first game released.
And so now I ask for the latest adventure in the Destiny universe. The Witness, the architect of every sin, every enemy, every catastrophic event dating back before the events of Destiny 1, has returned, and now it's time to take the fight to them, once and for all. The Final Shape, as the name suggests, is the finale to that decade-long journey, and I can't wait to find out where it takes me.
So, if you'd like to gift me this expansion, here's my Steam profile.
And here's the expansion itself.
Thank you for taking the time to read this, regardless of whether you choose to gift or not, and I'm sorry if this post rambled on for way too long. I appreciate you greatly.
submitted by InThePaleMoonLyte to GiftofGames [link] [comments]


2024.06.06 08:30 David_the_Lizard Postal Merch Ideas

DOLLS
Idea 1 - Postal Doe, but wearing an Outfit similar to Corkscrew/Russian Postal Dude. Voice box has lines by the Actress from the Japan-only English Dub. Since Corkscrew Rules was made by the same folks associated with Postal 3, give Corkscrew Doe a Brown Sleeveless Vest.
Idea 2 - Larry the Crab. That's all.
PROPS
Literally Static Replicas or Guidebooks on Making Budget Props of Weapons that exist exclusively in the Postal Universe - such as the Super Hooker Shotgun from Brain-Damaged, the Fournicator from Postal 4, or the Beta Shotgun from Postal 2 (mainly because Idk if a SPAS-12 with a Wooden Pump & Handle exist IRL)
submitted by David_the_Lizard to postal [link] [comments]


2024.06.06 05:00 Geronimo011 A Helldivers Guide to weapons

Greetings fellow Helldivers. The purpose of this post is to give insights about the current weapons and their uses in the current state of the game as of 5th day of the month of June in 2024. (This took me 14 hours)
I have accumulated over 400 hours of gameplay since I bought it and have been having a blast with it. I wanted to give something back to the community for giving me such experiences so here I am.
Note: *I am not assigning letter "tiers" to weapons. If you want something like that read/watch one of the many articles and videos out there with that format. I personally find that style very disingenuous as you can use every weapon in the game effectively as long as you are willing to play around it. I admit that there are easier to use than others but do not let that stop you from picking the one you want.
Note: *It is important to state to pick the weapon you enjoy the most. IE: If you are blasting Marty Robbins "Big Iron" while using the P-4 Senator and this is peak gameplay for you, do not let me or others stop you from playing how you want.*
Note: *that these numbers may change as the life of the game continues*
Note: *these are my thoughts/opinions on the weapons which may or may not be different from your own. Criticism is encouraged*
Note: *Considering the context of this post, reiterating the penetration capabilities of light and medium classes could result in redundancy. I will address their capabilities as relevant situations arise, but will try to refrain from repeatedly stating that "they can defeat x type of enemy more easily than y."*
Note: *I will not be covering any weapons that truly requires real money outside the game because: 1: I only own the standard version of the game 2: The experience I will have will be limited because of reason 1*
Note: *This will be a long post and if you are a desktop/laptop, I Strongly recommend using control f (Windows) or command f (Mac), or the equivalent for Linux based operating systems. For the mobile users out there.... I am sorry.
If I get any information wrong, I apologize for any misinformation and will edit the post as needed. Without further ado let get started.
Assault Rifles:
A-23 Liberator: The initial firearm for many, if not all, Helldivers at the game's start is this gun. It boasts LP capabilities with 60 DMG, a 45-round capacity, 15 recoil, and 640 ROF. The weapon features adjustable scopes, variable fire rates, and an integrated flashlight. It can swiftly transition from one side of the screen to the other. When performing automatic fire, there is little kickback from the recoil making it easy to land your bullets on the designated target. Lightly armored foes, such as standard humanoid bots, green/orange bugs, hunters, and warriors, can be eliminated with ease. Medium adversaries, like devastators, Hive guards, and Brood commanders, may require several rounds or even full magazines to defeat. Targeting heavily armored enemies with this weapon is generally futile. However, certain heavily armored units, such as hulks and chargers, have vulnerabilities or can be stripped of their armor, making them susceptible to defeat if you have an excess of mags to spare.
TLDR: This weapon is a versatile "jack of all trades," consistently reliable and effective. Completely viable on both fronts.
AR-23 Liberator Penetrator: Before changes were made to certain firearm types, this weapon stood out as more effective compared to others in its category. However, currently, its practicality seems limited to aesthetic purposes. If you enjoy using this firearm, my opinion should not deter you. It possesses medium armor penetration with 45 DMG, a 30-round mag, 19 recoil, and a 640 ROF. The gun is equipped with adjustable scopes, a variable fire rate, and an integrated flashlight. It can quickly move across the screen. When performing automatic fire, there is little kickback from the recoil making it easy to land your bullets on the designated target. Lightly armored foes are easily defeated, while medium armored adversaries may pose a challenge due to the lower damage per shot, even when aiming for vulnerabilities. Heavily armored opponents present a significant challenge. Notably, if a Bile Titan's armor is removed on one side, targeting the exposed orange area can defeat it, provided you have enough magazines at your disposal. This works for all weapons capable of MP BTW. It is worth mentioning that due to the lower number of rounds per magazine compared to the standard-issue Liberator, you will find yourself reloading frequently during sustained automatic fire.
TLDR: You can use this weapon but be wary of its shortcomings. IMO dmg needs be increased for more usage. Slightly favors bots imo due to MP.
AR-23 Liberator Concussive. This is the "crowd control" weapon for assault rifles. It has 65 DMG, 30 round per mag, 28 recoil, and a 320 ROF. Listing the pros and cons of this weapon would be simpler. I'm uncertain if it includes a flashlight. Pros: LP properties, inflicts decent damage, has a sizable magazine, an adjustable scope, manageable recoil, and satisfactory weapon handling across the screen, with the capability to stagger enemies wearing up to medium armor, if I recall correctly. Cons: The fire rate is dismal. Low rounds per mag. It is worth mentioning that due to the lower number of rounds per magazine compared to the standard-issue Liberator, you will find yourself reloading frequently during sustained automatic fire. Due to the low rate of fire, even crowds of basic enemies can pose a challenge, and taking damage is a genuine concern. It doesn't come to mind as a go-to weapon for either combat scenario; I'd generally prefer an alternative. Although the ability to stagger adversaries like Stalkers and Heavy Devastators is advantageous, there are superior options available. However, I must acknowledge the appealing orange aesthetic. TLDR: As always if you love this weapon great, it's just not for me.
AR-61 Tenderizer: I need to state this first: It looks like the Halo Battle-Rifle, and I love it for that. Aesthetically I am extremely biased as I recently completed Halo CE, 2, 3, 4, Reach, and Infinity campaigns on Legendary and it was my beloved when I could use it. Now back on topic. It has LP properties. Has adjustable scopes and fire rate (but let's be real, you only use the burst fire) and possibly a flashlight. It has 65 DMG, 35 rounds per mag, 10 recoil, 600 ROF. The weapon can quickly move from one side of the screen to the other. With automatic fire, the minimal recoil kickback makes it simple to hit the intended target. However, it's notable that the smaller magazine capacity, in comparison to the standard-issue Liberator, necessitates frequent reloading during continuous automatic fire. It matches the standard-issue Liberator in performance, thus gaining the nickname "jack of all trades." Like the Liberator, prioritizing weaker enemies will get you the most bang for your buck but in a pinch, it will get you out of harder jams.
TLDR: If you like the standard-issue liberator and Halo, this weapon is for you. They are on a par with each other for effectiveness. There is a good chance this weapon will have changes to it in the future. Completely viable on both fronts.
BR-14 Adjudicator: Initially introduced as a marksman rifle, with recent changes not too long ago, this weapon became an assault rifle. It possesses MP capabilities. It has a whopping 80 DMG, 25 rounds per mag, 40 recoil, and a ROF of 550. Currently, this is the most damaging weapon in the assault rifle category. The recoil used to be so severe that it would make you stargaze into the heavens above, making it one of the least comfortable primary weapons in the game. Additionally, moving it from one side of the screen to the other was quite an endeavor. However, this has been significantly reduced. Now, enemies will dread your choice of this weapon as it tears through most of them effortlessly. It features various fire rates, a modifiable scope, and a flashlight. The weapon can quickly move from one side of the screen to the other Nonetheless, there are drawbacks. Automatic fire causes noticeable recoil, necessitating downward adjustment to target smaller enemies. Using full auto is recommended only when engaging nearby enemy groups or if you're adept at landing most shots by pulling down on the mouse or controller. This assault rifle has the lowest round-to-magazine ratio to date, necessitating frequent reloading. However, with sufficient practice and control, you can conserve ammunition by burst firing. With time, you'll be able to do this without needing to switch to single fire.
TLDR: Good damage, completely viable on both fronts, noticeable recoil on full auto, small mag size, can shred most enemies with sustained fire.
Marksman Rifles:
R-63 Diligence: I like single shot weapons as I am sucker for M1 Garands in games and marksman rifles are the closest to it. When I first started playing this game, I used to use this on the bug front and would have quite a difficult time as I just constantly ran out of ammo. Now that I have a lot more experience, I can confidently say this weapon is strongly favorable towards bots. It has LP capabilities with 125 DMG, 20 rounds per mag, 35 recoil, and a 350 ROF. The scope can be adjusted further than most weapons and should have a flashlight. The recoil is completely manageable because of the single fire but if you are rapidly shooting you will have to drag down a little bit. It can feel slow to use at times as the ROF isn't as fast as other weapons. I believe this weapon is better suited for combat against bots because it is single fire only. Different strategies are required to effectively counter bots and bugs. Bugs tend to overwhelm with numbers, necessitating hit-and-run tactics to avoid being encircled. With only 20 rounds per magazine, you'll deplete ammo swiftly during a bug breach, particularly on higher difficulties with greater numbers. Conversely, bots demand tactical movement from cover to cover, allowing you to engage without being exposed. Bots have more designated weak spots than bugs, necessitating precise shooting that marksman rifles excel at. Like any weapon, this one has its shortcomings that must be considered. When facing a swarm of enemies, its single-fire attribute can become a significant vulnerability.
TLDR: High damage, good scope, good weapon handling from left to right, recoil is only an issue if spamming, not recommended in instances where enemies are near you (10 meters or less.
R-63CS Counter Sniper: The "mature older sibling" of the regular R-63 Diligence. It has MP capabilities, 140 DMG, 15 rounds per mag, 53 recoil, and a ROF of 350. It has the same relative strengths and weakness as the R-636 Diligence. Previously, there was a significant issue with its slow side-to-side movement. The recoil further complicated its use. Similar to the BR-14 Adjudicator, it underwent modifications that resolved these problems, enhancing its battlefield efficacy against bots. It can eliminate all kinds of devastators with a single shot, and with its MP capabilities, targeting a hulk's orange back spots can bring it down, provided another helldiver distracts it or it is stunned. Arguably one of the best guns to use against bots.
TLDR: Diligence but better in just about everything but recoil and rounds per mag.
Submachine Guns: The ones you can get from the battle pass have one-handed properties which allow you to shoot with only one hand. Meaning if you are carrying a data package, you do not have to switch to your side piece. You can also run away from enemies and shoot without fully turning around so you can keep moving, if necessary, though your accuracy will suffer. Additionally, the ballistic shield works great when paired with the SMG's. Try it out sometime.
SMG Defender: For some reason that is beyond me, both submachine guns that you can get by grinding out the game in the battle passes (which are free if you are willing to work for it, ya gonks who pay for it) have higher base DMG than the most Assault rifles. This particular one has LP properties, 70 DMG, 45 mags per round, 10 recoil, and 520 ROF. Keep in mind that the standard AR-23 Liberator now has 10 less damage, 5 more recoil, and 120 higher rate of fire after its buff. Previously, the difference was much more pronounced. Unlike assault rifles, they lack an adjustable scope for long-range engagements. Both submachine guns feature varying fire rates, a flashlight, and essentially a red dot sight in first-person view. The recoil is practically non-existent when standing still or moving and the weapon can easily transition from left to right. The slower rate of fire is noticeable but honestly is not that big of a deal.
TLDR: The "run & gun" weapon. Targeting lighter armor enemies are more worthwhile while using it.
SMG Pummeler: Do you have a problem with Stalkers getting in your space? Heavy devastators keep barraging you with their minigun of death? Then look no further than this weapon. With only 5 less damage than the SMG defender and a slower ROF of 45, this weapon can "stunlock" enemies to death. You read that right. It can "stunlock" enemies till their free trial of living is over. I do not know how this weapon was released with it's current capabilities, but I am glad it did. Also, it has LP and one-handed capabilities. Do with that as you will.
TLDR: The Smg Defender but less dmg and ROF but can stunlock enemies. "Run and gun" weapon number 2. Some heavier enemies won't be affected by the stun. However, A good chunk of enemies will and for those that are affected, it is extremely useful.
Shotguns:
SG-8 Punisher: Has LP properties, 405 DMG, 16 rounds, 120 recoil, 80 ROF. This weapon uses standard shells when fired. Each shell of the SG-8S Slugger can be reloaded individually, ensuring a full magazine without discarding remaining ammunition, unlike other weapons. Primarily designed for close-quarters combat, it can engage targets at longer distances (approximately 20-30 meters), although this is not recommended. Due to updates, the SG-8 Punisher stands out as one of the few weapons in the game capable of staggering or stun locking opponents. Due to its high base damage, it tears through the majority of enemies, despite lacking medium armor penetration. If I recall correctly, the total ammunition count is 60. A Helldiver must be vigilant about their ammunition usage. The SG-8 Punisher features a slow rate of fire and lacks an adjustable scope. Helldivers must be cautious of enemy forces; the weapon's slower firing rate may result in breaches by bugs, drops of bots, and the risk of being overwhelmed by enemy units. Recoil is redundant because of its slow ROF.
TLDR: High damage, useable on both fronts, ammo efficient, can stagger, can be slow to reload, slow fire rate, no scope.
SG-8s Slugger: Insert This gun slapped at its peak. It could stunlock/stagger up to medium armored units. Kill devastators in a single slug. At the time, it was a superior "marksman rifle" compared to the actual marksman rifles, despite lacking a scope. It was also among the few weapons that possessed MP capabilities. It could even take down metal doors to get the items inside. Today, it is merely a shadow of its former glory. It no longer has the ability to stunlock/stagger foes. While you can still maintain the ability to shoot down medium armored units with ease, if may find yourself in an unfavorable situation if you miss their weakspot. It shares the same ammunition capacity, recoil, and rate of fire as the SG-8 Punisher, but its damage is reduced to 250. However, it is more precise, allowing for greater range as it fires slugs. Helldivers must be cautious of enemy forces; the weapon's slower firing rate may result in breaches by bugs, drops of bots, and the risk of being overwhelmed by enemy units. Recoil is redundant because of its slow ROF. Can move the weapon left to right with ease.
TLDR: Good damage, useable on both fronts, MP capabilities, very precise, ammo efficient, cannot stagger :(, can be slow to reload, slow fire rate, no scope, cannot take down metal doors anymore :(
SG-225 Breaker: The weapon is quite solid overall. The only significant drawback is its low ammunition capacity. It sports LP, 330 DMG, 13 rounds per mag (unlike the previous two this uses mags to reload, the rest of the shotguns uses mags to reload at this point), 55 recoil, 300 ROF. It can be used at full auto making it very good to turn enemies into mincemeat. Better at close range for sure. Longer ranges with this gun is not favorable. I think it fires shells, but I am not exactly sure. Can move the weapon left to right with ease.
TLDR: Good damage, good fire rate for a weapon of its class, recoil is not since you are most likely nearby, be mindful of your ammo when using it. Viable on both fronts.
SG-225SP Breaker Spray&Pray: The philosophy with this weapon is to be used against light armored enemies and that's about it. With LP capabilities, 192 DMG, 26 rounds per mag, 45 recoil, 330 ROF, and birdshot as the ammo type, it was made to take down smaller foes on the ground and air. It will take several rounds to take down any medium armored units. Recoil is only an issue if you just hold the trigger down or tap fire rapidly. I am pretty sure it had multiple fire modes. Can move the weapon left to right with ease.
TLDR: shoots fast, high mag size for a shotgun, not made for taking out more armored foes. IMO more useful on bugs since most of them have light armor.
SG-225IE Breaker Incendiary: Fire + shotgun = good times for you, bad times for enemies, and a lot of frustration for your fellow helldivers if ever so slightly grazed by one of its pellets. To start off, this thing will make just about everything catch on fire. The pellets spread outwards like cone, meaning if you have the legendary tactic of having the high ground, you will slaughter so many enemies. The stats are LP & Incendiary properties, 240 DMG, 25 rounds per mag, 28 recoil, and 300 ROF. Recoil isn't a problem. If it does both you try tap firing or pulling down. Good damage. Good mag size for a shotgun, and it shoots fast. There is a stark difference between using this on bugs than bots. Bots, for some reason, feel resistant to fire damage. I am not confident in complete confirming this but it feels like it You could try to brute force since the damage is good enough anyway, but I would primary use this for bugs. When you are using the weapon = feels good, when an ally is using it = pick someone you think is fair and start believing
TLDR: Good DMG, Good ROF, High rounds per mag, lighting things on fire always feels good in games (Please do not light things on fire IRL without proper safety and knowledge), mainly used for bugs
Explosive Weapons (primary): I am pretty sure weapons with explosive properties do full DMG to weak spots.
CB-9 Exploding Crossbow: It is tied for the highest DMG for a primary weapon in the game when it comes to a single round fired. However, there are notable drawbacks. Firstly, the bolt arcs, requiring visual calculations when firing. Additionally, using it at point-blank range against an enemy can be lethal to both you and your adversary due to the explosion. It has explosive properties of course, 420 DMG, 005 rounds per mag, 35 recoil, 50 ROF. You might notice that I added two 00's for the magazine size. This is not an error. You get 5 bolts per mag. A helldiver must exhibit precision when executing missions with this weapon due to its slow fire rate and reload speed. Moreover, a significant issue remains unresolved: although it was released concurrently with the R-36 Eruptor, it still lacks the capability to destroy bug holes, metal doors, and bot factories, despite its classification as an "explosive" weapon. I am pretty sure it has an adjustable scope of some kind. <"Why isn't it possible. It's just not. Why not you stupid bastards">
TLDR: Damage is good but not exactly worth the trouble, can cause you to waste reinforcements, low rounds per mag, the arc for the bolt isn't that bad once you get used to it, slow fire rate = no worries for recoil, cannot take down stuff a weapon in the same battle pass was capable of doing. In fact, there are 2 of them that can but this one cannot.
Tar-5 Dominator: MP capabilities, 275 DMG, 15 rounds per mag, 75 recoil, 250 ROF. The handling of this device is subpar. Although the damage output is satisfactory, the magazine capacity is somewhat disappointing due to the rapid rate of fire. Even with recoil-reducing armor, the recoil remains problematic. While it can be effective, the effort required to manage it is substantial and eventually becomes excessively burdensome. It has multiple fire modes, light armored units get deleted, and I think I saw this gun stunlock/stagger medium foes when using it throughout my career.
TLDR: Good DMG and ROF, potentially staggers/stunlock, everything else kinda blows through. If you are willing to put up with its shenanigans then this weapon is downright amazing.
R-36 Eruptor: Also Tied for having the highest damage for a primary weapon in the game when it comes to a single round being fired. Upon its release, this weapon surpassed all others in the game. It could destroy bug holes, robot factories, and metal doors with ease. Its potent single-target and area-of-effect capabilities were unmatched. It was even capable of taking down chargers with shots to the face, although it's uncertain if this is still possible. With both explosive and MP features, it stands as one of the most distinctive weapons to date. Recently, its shrapnel effect was removed, slightly diminishing its effectiveness, but it remains formidable. Similar to the CB-9 Crossbow, using it in close quarters can deplete reinforcements, so it's important to consider enemy placement. Additionally, it can obliterate radio towers, spore mushrooms, and possibly shrieker nests. Plus, it comes with an adjustable scope. The numbers of this weapon are 420 DMG, 005 rounds per mag, 75 recoil, and 25 ROF. Although the weapon's raw damage output is impressive, its slow reload time is a drawback. Being a bolt-action rifle, it requires operating the lever after each shot, which results in a reduced rate of fire. However, it's noteworthy that pairing this weapon as a primary with support weapon stratagems, like the Stalwart or a basic machine gun, allows for effective engagement with most in-game enemies. This effectiveness is further enhanced when the remaining stratagem slots are utilized for more aggressive options to counter enemies that are not ideally matched for those weapons.
TLDR: High damage, low rounds per mag, recoil is not an issue cause of fire rate, slow fire rate, adjustable scope, can take down some heavy armored enemies (charger (on tail), hulks (on orange vents), bile titans (when armor is exposed on side), can clear bases, open metal doors, Can become a secondary when using Stalwart or Machine Gun. It’s a very strong option against both enemy types.
Energy Based Weapons: SS-8P Punisher Plama: A completely slept on weapon. The only learning curves are for the low mag size and the arc the plasma makes. Very effective for taking down crowds of enemies, especially on higher elevation. Has explosive properties, 250 DMG, 8 rounds per mag, 110 recoil (dont worry about it), 80 ROF. Like the R-36 Eruptor, using support weapon stratagems are recommended to be safe. Because it does explosive DMG, you can die if used in close quarters. I believe it can also stagger medium armor enemies. Good on both fronts. TLDR: Good damage, slight learning curve, low mag size, slow ROF, potentially staggers, good mob clearing device, a good option on both fronts.
ARC-12 Blitzer: Use it for bugs. Trust me. You will cry if you bring it against bots. I don't want you to cry. The biggest change for this weapon was the increased ROF. Honestly it’s the only thing it really needed. It had good DMG at 250, Infinite ammo, 60 recoil that practically does not exist, and 80 ROF. Staggers medium armor foes. A little learning curve for how the lightning works. Generally speaking against bugs, for crounds: aim a little bit above hunters, warriors, green/orange small fries, for more focus: direct aim towards foe. Will require hit and run tactics for bug breaches. TLDR: Good DMG, Never worry about ammo, hit and run necessary, fire rate takes some effort to get down but once you know “your golden ponyboy.”
LAS-5 Sythe: Don't use it for bugs. Trust me. You will be upset and might punch a hole in your monitor or laptop. Your electronics and I do not want this to happen. Use for Bots. Jokes aside, seriously only use it for bots. It cannot deal with crowds. I learned this the hard way. The weapon releases a continuous beam when the fire key is held down. It starts off dealing 350 damage, presumably per second, but this is an assumption and the actual implications for the weapon's mechanics are unclear if incorrect. Rather than conventional ammo, it utilizes a charge bar that fills up as the fire key is maintained, indicating the weapon's charge status. Excessive use requires a coolant swap, colloquially known as "changing ice" among divers. With proper heat management, the ammunition can be effectively limitless. Despite a recoil rating of 1, there is an initial sway when firing, which stabilizes after a short period to match mouse or controller movements. Similar to this weapon, the LAS-16 Sickle and LAS-7 Dagger pistol should be characterized by firing limits instead of a fire rate. For clarity, I will refer to it by its specific name. It is also notable for its ease of handling. Personally, I prefer bullets or the Sickle as the results from using them are more readily available than continuous beam weapons.
TLDR: Very accurate gun, DMG is good if DPS/bad if not, “infinite ammo,” piss poor against crowds.
Las-16 Sickle: Like heat weapons it can have “infinite ammo” if the heat meter is managed. Has a scope, flashlight. Viable against both enemy types. 55 DMG, recoil is 2, 750 fire limit. I skipped rounds because of the nature of the gun itself. If the gun is getting too hot, which you will notice from the sound and steam emitted from the gun, just don’t use it for like 10 seconds or so and you are fine. Only downsides I could possibly think of is stuff that has to do with the environment of the planet you are diving on. I forgot to mention in the previous weapon that heat based weapons on cold planets in particular become ludicrous. Cold planets allow you to fire the weapon even longer than normal. On hot planets, the weapon time they can be fired is shorter.TLDR: Just a great overall weapon. No real complaints. On a par with AR-23 Liberator on planets with “neutral atmosphere” (neither cold or hot) and does surpass it on hold planets. Inverse for hot ones.
Plas-1 Scorcher: It’s like the Covenant Carbine had a small mini explosion whenever it landed on an enemy. For non Halo players who do not understand, it’s extremely solid. Despite having LP, it can take down Medium armor enemies because of the explosion properties it has. 200 DMG, 15 rounds per mag, 20 recoil, 250 ROF. You could cause reinforcements to be used for you but throughout my experience this is very rare. Ammo management is more necessary for this weapon because of its low rounds to mag ratio. No scope but that’s fine it’s really accurate without one. It’s slightly more useful on bots because it can take down “At-ST’s” with a few shots where the pilot is, bypassing the armor it has. Easy to use, easy to handle.
TLDR: Very solid weapon, do not tell the devs about it. And if they do ask, tell them it sucks.
Side Arms: If carrying a package like a data case, you will default to using your side arm unless you drop by switching to your main gun or support weapon stratagem, or are using another weapon with one-handed properties like the SMG’s. Not including TLDR’s for this section. Will keep these brief with an exception or 2. P-2 Peacemaker: 75 DMG, 15 rounds per mag, 23 recoil, 900 ROF. Starting side arm. Not bad after the damage buff it received. Not the worst in emergencies. Do note that it will fire as fast as you can tap your fire key.
P-19 Redeemer: The OG side arm in this game when you are swarmed and out of ammo in your primary. Still holds up to this day. 60 DMG, 31 rounds per mag (limited total mags though :( ), 15 recoil, 1100 ROF. Has both Auto and Semi-Auto fire modes.
GP-31 Grenade Pistol: Can close bug holes and bot factories. Decent AOE effect. Only get 8 shots total. Ammo packs found on grounds and places of interest, not supply packs, only give 2 shots back per gather. 600 DMG, 1 round (8 total shots), 43 recoil (ignore it), 900 ROF (ignore it)
LAS-7 Dagger: “infinite ammo” side arm. 200 DMG, IIRC 3 mags in total in case heat meter fills up, 001 recoil (see the Scythe for more info about recoil and beams), 005 fire limit. Rather just use the P-2 Peacemaker as it gives more readily available results than beams.
P-113 Verdict: P-2 Peacemakers mature sibling. 125 DMG, 10 rounds per mag, 40 recoil, 450 ROF. Recoil is noticeable.
P-4 Senator (aka the Big Iron, aka The biggest Iron): Out of all the sidearms in the game I have the most experience with the Senator. It has MP capabilities, 175 DMG, 6 bullets (more than enough to kill anything that moves), 43 recoil (noticeable if spamming), 200 ROF. You get 40 rounds in total with this gun. IMO it is the only sidearm that you “could” use effectively for an entire mission if you have the supply backpack or ballistic shield backpack. IIRC it more or less takes 8 shots to blow off a charger's tail. ~Big Iron. Big Iron. The revolver is the katana of handguns.
Grenades: Remember you can “cook” your grenades
G-9 Frag: 250 DMG, 003 penetration, 008 OR, 2.4 FT. Not bad for the first grenade you get. Good in a pinch if thrown on the ground and sprint in another direction. Mainly used for clearing bases.
G-13 High explosive: 400 DMG, 004 penetration, 007 OR, 3.5 FT. Like the frag but higher damage and longer FT.
G-10 Incendiary: 150 DMG, 003 penetration, 007 OR, 2.9 FT. Can do damage over time fire damage. Notable effectively on light armored bugs.
G-16 Impact: 400 DMG, 004 penetration, 007 OR, 0.00 FT (as soon as it makes contact with something it will explode). Pretty much the “best” grenade for instant damage. Good for destroying bases (bot factories will require some learning on how to get the angle right). I’ve seen this used on tanks and they explode. Kills heavy devastators with ease. ‘Nuff said.
G-13 Incendiary impact: Fire dmg of impact grenade. Can do damage over time fire DMG. 150 DNG, 003 penetration, 007 OR, 0.00 FT (read impact). Better on bugs.
G-23 Stun: The safety net of grenades. Can stun everything except bile titans (it used to long ago) and Factory Striders. Cannot be used to clear bases. 0.DMG, 6 penetration, 10 OR, 1.8 FT
G-3 Smoke: I’ma be real, I used this like once and never touched it again. Divers who are more akin to stealth can give you a better explanation than I could. Cannot clear bases 0 DMG, 0 penetration, 005 OR, 2.4 FT
G-123 Thermite: When it came out it sucked unless you were the host.Nowadays it’s “better.” You can take down chargers, bile titans, and hulks if you throw quite a few at them on their weaker areas like the chargers legs/face, bile titans face, hulk eye or vent in the back. Unsure about taking down Factory striders. I try not to get close to them. Definitely requires armor with bonus grenades. 100 DMG, 007 penetration, 002 OR, 2.9 FT
Terms used:
  1. DMG: damage
  2. rounds: bullets
2.5 Mag.: Magazine: the entire number of rounds before you have to reload. IE the P-4 Senator has 6 rounds per magazine before it needs to be reloaded. In other words: 1 mag = 6 rounds or vice versa.
  1. recoil: how much the weapon "kicks" back when firing.
  2. ROF: rate of fire
  3. FL: fire limit (applies to weapons that uses energy beams. There are two types to this: concentration based like the LAS-5 Scythe that emit a singular beam when the trigger is held or rapid one like the LAS-16 Sickle that more or less functions like a fully automatic weapon)
  4. LP: Light Penetration
  5. MP: Medium Penetration
  6. OR: Outer Radius
9: FT: Fuse Time (measured in seconds or instantaneous in nature)
10 Stunlock/Stagger: The ability to stop a target indefinitely (or util you the resource that allows you to do that runs out)
submitted by Geronimo011 to Helldivers [link] [comments]


2024.06.05 23:17 Curious_Profile_3190 Gears of War 6 Wishlist

We are days away from the much anticipated Gears of War 6 announcement, which is expected to happen during the Xbox Summer Showcase on June 9th. Or at least, that’s been the rumor for the last few months. In anticipation of this announcement, I wanted to create a Gears of War 6 wish list as somebody who started on Gears 1. I’ve been playing since the Gears 1 release, and I’ve played every game in the series extensively. So I’ve put together a list for what I think would be the best Gears of War game in the series.
I've made a video regarding this, but considering I can't post it here, I wanted to outline my wish list to see what you all think:
Gameplay:
[HORROR FEELING] I’m really hoping that the grungy, grittiness of Gears of War comes back. I want that horror feeling that was truly displayed in the Gears trilogy. After GoW3, the creepy horror feeling of Gears of War was gone. Within that, I want more Gears of War 1 style gore. The blood was darker, the way bodies split with chunks and body parts just made sense. It kept the game dark and gritty. By GoW5, the gore took a turn for the worse. When you body someone with the shotgun, their entire body just explodes. It’s really hard to describe but it just doesn’t have the horror element that Gears 1 had. And on a side note, I’d love a variety of headshot noises. There’s something about the way headshots sounded in Gears 1 that’s just unmatched. It’s like hearing a watermelon explode. In each Gears game, they’ve altered the sound and I truly believe we need to go back to the roots of Gears 1 to revive the gore and horror aspect of the game.
[MOVEMENT] Another aspect of gameplay that needs to change is the movement. The movement has changed per game and after the trilogy, it has completely missed the mark. In Gears 5, movement doesn’t have any weight to it and the fact that you can slide cancel has completely changed the way the game is played. In the original trilogy, you were punished for your mistakes with movement. If you wall bounce to the wrong wall, it’s over. In Gears 5, you can slide cancel and glide around the map. Slide canceling needs to GO. If you slide to a wall, you need to commit and be punished for your mistakes. This will bring back the tactical shooter feeling that the original trilogy had. In my personal opinion, Gears 3 was the perfect balance between fast movement that had weight and felt solid.
[WEAPONS] In terms of weapons, I’m a big advocate for symmetrical starting weapons. A big component of Gears multiplayer was how symmetrical it was in multiplayer. Everybody started with the same weapons, and as a team, you needed to fight to get power weapons on the map which incorporated a huge level of strategy per round. The ability to start with a hammerburst, retro lancer, or sawed off shotgun completely took away from gameplay in terms of strategy. I understand the hammerburst, retro lancer and sawed off have pros and cons, but the variety of starting weapons changed gameplay and quite frankly, I don’t know if it made things much better. Gears of War is a series that operates on balance in multiplayer, and keeping starting weapons symmetrical maintains that balance.
Side note: Please remove the mantle kick. It’s fucking annoying...It completely takes away from close combat battles in cover. Nowadays you can’t get close to anybody on cover because you know you’ll be mantle kicked into oblivion.
Customization:
I want Gears Tactics barracks for customization. Give me the option to make my own COG/Locust. Face customizations with templates, tattoos, armor, height/weight (assuming hitboxes won’t be an issue), muscle, accessories like bandanas, helmets, glasses, everything. While we've had a ton of great characters to play as, there isn't a better feeling than fully creating your own character for the battle field.
Game Modes:
Personally, I’m comfortable with all of the game modes that have been produced in the Gears franchise. I think they put a lot of detail into Horde and Escape. Beast Mode was a cool concept that could have been done better. But my main take with the Game Modes is to go back to the original modes that made Gears of War what it is today. I think we need to refocus the gameplay of Gears back to Execution. Having Execution as the core game mode of multiplayer will shift gameplay back to competitive team and map based strategy. Over the years, the Gears series kept changing and moving away from what made Gears such a popular series. A massive component of what made Gears a popular series was it’s strategic one life per round style gameplay.
Also, please no battle royale mode. In theory it sounds fun, it really does. But I truly think it’ll kill the Gears franchise. The Gears community is small enough as it is, and incorporating all of these game modes will diminish matchmaking playlists. Not to mention, I just can’t see The Coalition doing an amazing job on a battle royale mode. I think it’ll lack a ton of content and become a failed game mode.
But the mode I truly want is Forge Mode. Give us the opportunity to make multiplayer maps and horde maps. Please dear god. The gears fans know what they want and if you give us the power to make our own maps with custom game playlists in multiplayer, then Gears 6 will have a ton of replayability.
Maps:
-In my opinion, The Coalition is dogshit at making maps. I'd love for the classic maps to come back from each game. Additionally, I really want the weather storms to be removed. I feel like it just delays playing. Mid game, you'll have a snow storm and have to take cover and just wait for it to end. I would prefer that maps have differing times and weather PER GAME. Let's say you find a match and it lands on Canals. For that whole game, Canals is dark and rainy. Let's say you finish the game and land in another Canals match. For that whole game, Canals is bright and sunny. I'd like some form of a randomizer for maps that changes weather and time of day without directly affecting gameplay.
Campaign:
Personally, I’ve always been a fan of the linear campaigns in Gears of War. I’d be happy with another one as long as the story is solid. But given the Gears 5 campaign and the poor attempt at an open world layout, I truly believe Gears of War 6 will go in that direction. If Gears of War 6 intends to have an open world campaign, I’d like it to be similar to Halo Infinite. Or, give me something similar to Elden Ring. Give me a full blown open world without much instruction that relies on full-blown survival, boss fights and everything in between. I also think it’d be cool to incorporate a level of base and city building within the open world aspect. For example, let’s say you’re a lonely Gear in the open world, and during your exploration you find Gears struggling to survive in a gun fight against the Locust horde. You can help in the gunfight, kill the locusts and recruit the Gears to make a squad. From there, you can build a home base or city with defenses and a marketplace. As you establish your base, you can take on Horde style missions of defending your base. Or, you can pursue the main quest of exploring the map, finding new weapons, armor, finding bosses to fight and pursuing whatever the main story line is. If the Coalition was able to achieve this style of an open world campaign, I could really see the campaign taking off and having a ton of replayability.
While there is so much more I can discuss and cover, I’m really not focused on the minor details. I’m focused on reviving the Gears community by implementing some old and new aspects to the game. Whether the announcement on June 9th is Gears 6, a Marcus Fenix collection, or something else, I'm truly hoping the Coalition does this right. We need a new and successful Gears game, for the love of god.
submitted by Curious_Profile_3190 to GearsOfWar [link] [comments]


2024.06.05 21:05 North-Flatworm7428 3D printet Halo M90 Shotgun

3D printet Halo M90 Shotgun
Not the best printer but I'm extremely happy how it turned out!
submitted by North-Flatworm7428 to halo [link] [comments]


2024.06.05 05:10 Mature_Hassan For all the noobs.

I’m a noob as well pretty much. Been playing for about a year. Never played a slasher and I’m not great at video games. Was a lifetime halo player bc I liked a lot of the up close melee type stuff. Shotguns and swords especially. After grinding for about a month something just clicked. This is what helped me.
I started using the messer as a knight. Easy forgiving weapon and getting the extra beef and armor really helped me
I started trying to focus on not dying and not hitting my teammates.
I started focusing on takedowns. I would have like 50 takedowns and 11 kills but was having a ton of fun.
Started focusing on getting east kills with my throwing axes. Yes even on Xbox it starts getting easier the more you throw.
I used training grounds for two reasons. Getting actually player vs player experience with people more my skill, and drilling stab and overhead. Making Stab and overhead etched into my brain almost as much as slash.
I also use the knight with the war axe and the horn. Really easy way to get a lot of points and be high up the board without being HIM.
I really would try to avoid the blunt weapons. They take down your health very fast.
Do not chase kills. I would get killed a ton trying to chase an archer or a hurt target. Would usually run right into the other team.
The stuff that just starts coming natural is footwork and dodging etc.
I rarely jab or kick. I prob should I’m just not super comfortable doing it.
Now I’m going like average 25-9 in 64 battle. And have been like this for about 6 months. Recently I’m pushing 40 kills with single digit deaths just using timing etc.
I started getting a lot of kills just by using stab when my teammates are all slashing at a guy.
I’m sure I’m forgetting stuff but you really don’t have to be an expert duelist to start stacking kills.
Stick around it’s awesome having so many players
submitted by Mature_Hassan to Chivalry2 [link] [comments]


2024.06.04 12:36 Spookinoot AITA for throwing a copy of Celeste at my mortal enemy?

Okay now for some backstory...
I'm a gamer who exclusively plays nintendaddy games, and I'm perfectly content with this
About 3 years ago while I was playing Garten of BanBan 809 on my Nintendaddy VirtualBoy, I was abducted by this guy who calls himself "Jikana" he tied me up in his basement and forced me to play... Halo Infinite on an Xbox Series S... eventually I managed to escape and I called 911 on him and they arrested him and gave me 67 morbillian dollars as reparation (I donated every cent to nintendaddy)
Now Jikana is probably the most pathetic person I've ever met, I've had multiple encounters with him over the years
He managed to escape jail and broke into my house, I then snapped his neck and buried his body under mount everest
Then about 2 months later he was revived by Bill Gates... then he killed Bill...
Jikana then came to me and tried shooting me with his gun, I then killed him by throwing a DS cartridge at him with mild force...
Then for the rest of that day he kept reappearing over and over, each time he apparently trained In a hyperbolic time chamber for 100 years... yet he somehow was weaker every time... but 1 version of him stuck out to me, he called himself "Mechakana" and he tried to kill me, I then threw a copy of the Super Peakio Bros movie at him, which killed him
Then for the next year and a half he would show up occasionally and I would always kill him
Then about a year ago, an alternate version of me from a different dimension showed up to try and kill me... then I was saved by Jinkana, who told me that he was revived to bring me to the person who revived him, he then knocked me out and I woke up at another person's home
This guy explained some multiverse bullshit to me and I honestly didn't care... and still don't, but I decided to give him 25 minutes of my time
We then made our way to Joe Bidens space station so we could stop him
While we were on our way, we were stopped... by Mechakana who apparently was a version of him before i met him
I then told Johnny and Jinkana to just ignore Mechakana, which we did
Mechakana had a full on mental breakdown and we actually found out that he wasn't even Jinkana... he was a robot replica, he then passed out
So Johnny, Jinkana and I went to Joe Biden's spaceship and managed to destroy it
Johnny went back to his universe, and then Mechakana showed up, I tricked him into time traveling back to our original meeting, then past me killed him with the DS cartridge.
Jinkana double crossed me
This is where someone from my past showed up
My 10th grade Drama teacher showed up to tell me about a class reunion at the local China Buffet
He then threw a copy of The Windwaker that I borrowed him back at me, it then hit Jinkana and killed him
Flash forward to yesterday, Jinkana showed up again and kept trying to kill me, I then threw my copy of Celeste at him and killed him
Am I the asshole?
submitted by Spookinoot to tomorrow [link] [comments]


2024.06.04 11:03 GhoulGriin Best Double Barrel Pistol

Best Double Barrel Pistol

https://preview.redd.it/9o991lqqsi4d1.jpg?width=720&format=pjpg&auto=webp&s=ef104dd77babfcb2347efbda43d0fb5ec416833a
Revolver enthusiasts, rejoice! We've compiled a comprehensive roundup of some of the best Double Barrel Pistol options on the market, crafted for those seeking a tried-and-true handgun for personal protection and recreational shooting. Dive into our picks and discover the perfect addition to your firearm collection.

The Top 14 Best Double Barrel Pistol

  1. Double Barrel .45 Pistol Dart Blaster by Adventure Force - Experience the thrill of double the action with Adventure Force Double Fire, a must-have twin barrel dart blaster perfect for adventurous playtime.
  2. Denix 1246 Scottish Flintlock Pistol 4-Barrel Replica (Historic Model) - Step back in time with the Denix 1246 Scottish Flintlock Pistol - a meticulously crafted replica of the gun that initiated the American Revolutionary War, perfect for history enthusiasts and collectors alike.
  3. World War I and II Era 1911 Webley Revolver Replica - Transform your gun collection with the historic DX1119 - Denix Webly British Revolver, a non-firing replica inspired by the Mk IV Webley Revolver featured in the "Indiana Jones" movies, offering a unique blend of functionality and aesthetics.
  4. Realistic Airsoft Desert Eagle Pistol Replica - Experience the thrill of owning the iconic Desert Eagle Replica Black Pistol, inspired by its blockbuster appearances on screen and perfected for airsoft action with a removable clip and authentic working mechanism.
  5. Denix 1860 Henry Repeating Rifle Brass Finish Frame - Experience the thrill of the Old West with the Denix 1030L, a brass finish lever action rifle that captures the spirit of the 1860 Henry Repeating Rifle.
  6. Non-Firing Winchester Lever-Action Reproducible Rifle - Get your hands on the exquisite Winchester 1873 Lever-Action Repeating Non Firing Rifle, featuring an engraved silver finish receiver and octagonal barrel, for an unmatched shooting experience that's both realistic and safe.
  7. Realistic 410 Double Barrel Shotgun for Ages 5+ with Ejecting Shells and 4 Shells Included - Experience the thrill of the Wild West with this authentic 410 Double Barrel Shotgun, featuring realistic sounds and ejecting shells, making it a perfect gift for children aged 5 and above.
  8. 410 Double Barrel Shotgun - 1866 Old West Collectible - Experience the history of the Old West with the 1866 Double Barrel Derringer, an authentic replica featuring faux ivory grips, engraved barrels, and easy reloading for a captivating collectible experience.
  9. Nerf N-Strike Double Barrel Blaster - Compact, One-Handed Firing - Experience the thrill of double-barreled blasting with the Nerf N-Strike DoubleDown, perfect for one-handed, compact shooting action with 4 darts included.
  10. Denix 1106N 1873 Old West Revolver .45 - 12.25 Inch Metal Barrel with Wood Grips - Experience the authenticity of the Old West with the Denix 1106N 1873 Revolver, boasting a 4.8-star rating and featuring a 5.5-inch black cast metal barrel, wood grips, and a boxed presentation.
  11. Authentic Western Revolver with Gallery Stand (Metal Frame, 13-inch Overall) - Add a touch of western charm to your décor with this ornate, navy-style 4 Barrel Pistol, featuring a flint mechanism and silver finish, accompanied by a handsome study stand.
  12. Realistic Double Barrel Shotgun Toy Set for Kids - Introducing the Child Double Gun Set, an entertaining and visually appealing Western-style toy set with a durable double holster and two stylish pistol replicas that use roll caps for realistic play, perfect for your child to enjoy.
  13. Vibrant Wood & Metal Hex Pistol Toy Gun for Kids - Unleash hours of fun with Parris Toys Hex Double-barrel Pistol Toy Gun - a brightly colored, fully functional wooden & die-cast metal gun that captures the essence of kid's playtime.
  14. Gonher Double 101/0 Revolver Toy Gun - Fun and Safe Play for Kids (Ages 3+) - Experience realistic toy gun play with the GONHER Double 101/0 Revolver, complete with belt, holsters, and 100 shots. Made in Spain, it's a must-have for fun-loving adults, just don't forget to play safely!
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Reviews

🔗Double Barrel .45 Pistol Dart Blaster by Adventure Force


https://preview.redd.it/dj9ont8rsi4d1.jpg?width=720&format=pjpg&auto=webp&s=78df07f2c9c2113f92013a77e10e623ed40e9a25
Adventure Force Double Fire Blaster from Buzz Bee Toys: The perfect addition to your child's arsenal of toy weapons! . This innovative double barrel dart blaster includes a break action priming system, offering a new and exciting way to load and launch its foam darts. The sturdy green construction and vibrant accents make it both durable and visually appealing.
The dart holder on the side allows for increased ammunition capacity, ensuring your little one can keep the battle going for longer. It's compatible with all Adventure Force Blasters, making it a handy addition for collection enthusiasts. Overall, this dart blaster offers a thrilling experience for kids, combining fun, accuracy, and a touch of realism.

🔗Denix 1246 Scottish Flintlock Pistol 4-Barrel Replica (Historic Model)


https://preview.redd.it/4ypooeprsi4d1.jpg?width=720&format=pjpg&auto=webp&s=ec16b2aaf459429ca5e1507a7a115d6acb6ecc49
This Denix 1246 Scottish Flintlock Pistol is a stunning replica, perfect for history enthusiasts and gun enthusiasts alike. With its 12-inch overall length, it's a serious piece that weighs in at 2 pounds, giving it a substantial presence. The all-metal design is heavily detailed and embossed, with a belt hook on the left side for convenience.
One feature that stands out is the simulated firing mechanisms, which adds a level of realism to the replica. This pistol was the one that fired the first shot of the American Revolutionary War, making it a historical artifact in its own right. The boxed packaging and "Made in Spain" label adds to its authenticity and appeal.
However, the Denix 1246 pistol can be quite heavy and may not be the most practical for everyday carry. Despite this, the replica's detail and accuracy make it a worthwhile investment for those interested in the history of firearms.

🔗World War I and II Era 1911 Webley Revolver Replica


https://preview.redd.it/1v5oz7zrsi4d1.jpg?width=720&format=pjpg&auto=webp&s=34d4970247e05c9dbffe0954b70751b708cc136a
As a history buff, I was drawn to the Denix Webley Revolver replica, with its ties to the Indiana Jones movies. The first thing that struck me was its weight, which made it feel like a real gun. The details were incredibly accurate, right down to the checkered grip and the engraving on the barrel.
However, I found it a bit disappointing that the break-open action didn't work. It may be a minor issue for some, but for me, it took away a bit of the authenticity.
Nevertheless, it's a great display piece and does justice to its historical origins.

🔗Realistic Airsoft Desert Eagle Pistol Replica


https://preview.redd.it/m4mkundssi4d1.jpg?width=720&format=pjpg&auto=webp&s=5a05456af08befeec383b79dedcab74a5a49f75e
The Desert Eagle Replica is a standout piece, reminiscent of the iconic gun from various movies, TV shows, and games. When I first held it, I felt a sense of nostalgia and excitement, as though I was wielding a true movie gun. The intricate detailing and the sturdy build make it a joy to handle, and its iconic design leaves no doubt that it's the real deal.
One of the most impressive features is the removable clip, which lends a feeling of authenticity to the replica. While some might argue that this detail is not necessary, I appreciate it for the way it adds to the overall experience of using the Desert Eagle Replica.
However, one thing that could use improvement is the working action. While it's a nice touch, it feels a bit too stiff and requires more force than necessary to cycle the chamber. An adjustable cylinder or smoother action would enhance the overall experience and provide a more authentic feel.
As I continue to use and appreciate this replica, I find that its blend of realism and collectible value make it a worthwhile addition to any airsoft enthusiast's arsenal.

🔗Denix 1860 Henry Repeating Rifle Brass Finish Frame


https://preview.redd.it/u5rgboqssi4d1.jpg?width=720&format=pjpg&auto=webp&s=0e37191edca3f6ce8339901c3cdc71df87e4a69e
The Denix 1030L Old West Lever Action with a brass finish frame is a captivating replica of the Henry Repeating Rifle, a revolutionary design from the Civil War era. Standing at an impressive 42.5 inches long, this rifle has its original tubular magazine system and 24-inch octagonal barrel that once held 15 rounds of. 44 caliber metal cartridges.
The brass finish frame adds an authentic touch to this historical weapon and offers a robust feel when held. However, one must remember that although it looks and feels the part, it lacks the necessary components for actual firepower.
It serves as a striking conversation piece or a nostalgic reminder of the Old West, but it comes with its own set of challenges as well. Overall, the Denix 1030L offers a blend of history, aesthetics, and a bit of a learning curve for enthusiasts who appreciate the craftsmanship of the past.

🔗Non-Firing Winchester Lever-Action Reproducible Rifle


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Recently, I had the opportunity to try out this replica Winchester 1873 rifle. As someone who appreciates the craftsmanship that goes into these reproductions, I was pleasantly surprised by the detail and weight of this piece. Holding it, you can feel the authenticity of the design, with its engraved silver finish and octagonal barrel that harkens back to a time when guns were crafted with precision.
However, one thing that stood out in my experience was the non-functioning mechanism. As a replica, it's expected that you can't actually fire it, but I was a bit disappointed that you couldn't simulate the loading process either. Other than that, I think it's an excellent addition to any collection, be it for aesthetic purposes or for use in photoshoots or performances. It certainly adds a touch of authenticity to any setting, and with its sturdy construction, it will likely last quite a while.

🔗Realistic 410 Double Barrel Shotgun for Ages 5+ with Ejecting Shells and 4 Shells Included


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In my daily life, I've often found myself wishing I could relive the thrilling Western Legends experiences. The Double Barrel Shotgun has been the perfect companion on that journey. The realistic shotgun sound it produces is both exhilarating and immersive, transporting me straight into the midst of a Wild West showdown. With the 4 gun shells included, my Western experiences have never been more authentic and exciting.
However, the product has had its fair share of frustrations as well. Firstly, the age grading of 5+ can be a bit restrictive for some, as it leaves out a significant portion of potential users. Another drawback is the battery life; being limited to only AA x 2 (included) can be quite inconvenient during extended playtimes.
All in all, the Western Legends Double Barrel Shotgun has been a hit-and-miss experience for me. Its strengths lie in the realistic sound effects and the convenience of having the gun shells provided. Yet, it's let down by the limited age grading and battery life.

🔗410 Double Barrel Shotgun - 1866 Old West Collectible


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I was excited to get my hands on the 1866 Double Barrel Derringer with Gold Finish, a classic replica gun inspired by William Elliot's design for Remington. What struck me immediately was its compact size, measuring only 5 inches overall - perfect for concealed carry in the old west. However, the hinged barrel required a bit more effort to open for reloading, making it slightly less convenient than I anticipated.
The weapon's engravings and faux ivory grips added an elegant touch to its functional design, making it a great display piece. I was pleased that it weighed like the real thing, which added to its authenticity appeal. Though it doesn't function, it definitely looked the part, which made it a compelling addition to my replica gun collection.
The icing on the cake was the price, which was surprisingly affordable for such an intricately detailed piece. I can see myself recommending this replica derringer as a gift or simply to add some flair to a collector's display. Just be prepared for the handling experience, as it might be a bit cumbersome for some users. Overall, I'm happy with my purchase and would love to add more of these relics to my collection.

🔗Nerf N-Strike Double Barrel Blaster - Compact, One-Handed Firing


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I recently got my hands on the Nerf N-Strike DoubleDown Blaster, and it quickly became a staple in my gaming arsenal. The double-barreled blaster has a unique design that allows for one-handed firing, making it super easy to use - even for kids. The compact size makes it perfect for travel or storage.
One of the standout features of this blaster is its dart storage on the blaster itself. No more fumbling around for lost darts! The blaster comes with 4 darts, which is a nice touch. However, the DoubleDown doesn't have the flashiest appearance or the most advanced features, which might be a downside for some.
Overall, the Nerf N-Strike DoubleDown Blaster is a simple, reliable, and fun addition to any Nerf enthusiast's collection. It's a great choice for both beginners and experienced players looking for a solid and durable blaster at a reasonable price.

🔗Denix 1106N 1873 Old West Revolver .45 - 12.25 Inch Metal Barrel with Wood Grips


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I was pleasantly surprised by this 1873 Old West Revolver from Denix, it felt tough and well-constructed. The 5.5 inch black cast metal barrel and trigger give it a solid, weighted feel, while the genuine wood grips lent a touch of authenticity. In my daily life, it served as a perfect replica for a western-themed event and even in my holster, it looked great.
However, I did notice that the action of the trigger wasn't as smooth as it could be, but overall, this was a good purchase.

🔗Authentic Western Revolver with Gallery Stand (Metal Frame, 13-inch Overall)


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I've been using this decorative western-style navy revolver with a flint mechanism in my study, and it's quite a conversation starter. The ornate engravings on the barrel have made it a standout piece, drawing attention from my friends and family. The revolver's silver finish adds a touch of elegance to my space, making it a unique addition to my decor.
One thing I should mention, though, is the size. With an overall length of 13 inches, it takes up some room on my desk. It might be a bit too large for those with smaller studies, but it fits nicely in mine. The display stand provided is also quite handsome, complementing the revolver's design perfectly. Overall, I'd highly recommend this decorative piece to anyone looking for a standout addition to their study or office.

🔗Realistic Double Barrel Shotgun Toy Set for Kids


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I recently got my hands on the Child Double Gun Set, and I must say, it has become a staple in my daily life. I love the ambidextrous design that allows me to use it with ease, and the inclusion of leather holsters for holding the guns is a great touch. The toy set comes complete with two die cast repeater cap pistols, which were a hit among my kids.
One of the coolest features is the ability to use any kind of paper roll caps, giving the guns a realistic feel. The Western cactus design on the holster adds a nice visual appeal, and the red and green colors of the pistols are vibrant and eye-catching. However, I noticed that the guns are quite loud when used, which might be a drawback for some parents.
Overall, the Child Double Gun Set was a fun and entertaining addition to our household, and it has provided hours of enjoyment for my children. The sturdy construction and realistic design make it a great choice for any child who loves cowboys and guns.

🔗Vibrant Wood & Metal Hex Pistol Toy Gun for Kids


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Hey there, so I recently got the Parris Toys Hex Double-barrel Pistol for my little one and I must say, it's an impressive toy gun. This mini replica packs a punch with its solid wooden stock, metal barrel, and painted die-cast parts. It's the perfect size for little kids around 7 years old, measuring at about 10 inches long. The brightly colored orange and green design catches the eye and provides a friendly, playful look.
What I really enjoy is that it shoots paper roll caps one by one, just like the real deal. The design looks impressive and pretty cool for kids who love playing cowboys and Indians. The bulk packaging is handy, especially when it comes to gifting or purchasing multiple toys. However, I noticed that sometimes the plastic caps get jammed. It's a bit tricky for little ones to figure out how to fix it. But overall, this toy is a winner for kids who like pretend play and action figures.

🔗Gonher Double 101/0 Revolver Toy Gun - Fun and Safe Play for Kids (Ages 3+)


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During my time working as a playground supervisor, I came across the Gonher Double 101/0 Revolver - a toy that captured the attention of both kids and adult supervisors alike. This set consisted of a belt, two revolvers, and two holsters, all geared towards providing a hundred shots of pure fun-filled playtime. The material of the gun was a perfect mix of plastic and metal, giving it both durability and a genuine look and feel.
However, this playful experience came with its fair share of concerns. Though the product weighs at a decent 0.422 kg, it does not come with detailed instructions which may lead to safety hazards. Moreover, the toy resembles an authentic flintlock pistol, posing potential risks if not properly supervised by an adult. It's important to note that the package states that it should be displayed or carried in public only when accompanied by an adult.
The kids under my supervision eagerly engaged with the toy, expressing their delight as they took turns firing it. While the sounds might be a bit disappointing, they found the experience to be a delightful blend of play and learning. In conclusion, the Double 101/0 Revolver seems like an exciting toy, provided the proper safety precautions are followed.

Buyer's Guide

Welcome to the buyer's guide section for double barrel pistols. This guide aims to provide you with essential information, features, considerations, and advice to help you make an informed decision when purchasing a double barrel pistol. Double barrel pistols are firearms that have two barrels, allowing for multiple shots before needing to be reloaded. They are typically used for self-defense or recreational purposes.

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Key Features

  1. Barrel Length: Double barrel pistols come in various barrel lengths, typically ranging from 6 inches to 22 inches. Longer barrels generally provide more accuracy and velocity but are less concealable. Shorter barrels offer better concealability but may reduce accuracy.
  2. Caliber: Double barrel pistols are available in various calibers, including 12 gauge, 20 gauge, and. 410 bore. The choice of caliber depends on your intended use and personal preference.
  3. Action Type: Double barrel pistols come in pinfire, rimfire, or centerfire ignition systems. The most common type is centerfire, which provides better performance and reliability.
  4. Loading Method: Double barrel pistols can be manually loaded or have an automatic loading mechanism, such as a bottom loading mechanism or a side gate.

Considerations

  1. Intended Use: Determine the primary purpose of purchasing a double barrel pistol. The type of use will influence your choice of features and specifications, such as barrel length and caliber.
  2. Safety: Ensure the pistol has safety features, such as a safety lever or manual hammer, to prevent accidental discharges.
  3. Quality: Opt for a quality-built pistol from a reputable manufacturer to ensure reliability and durability.
  4. Price: Establish a budget, as double barrel pistols are available in various price ranges, from entry-level to high-end models.

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Additional Tips

  1. Research and Read Reviews: Before making a final decision, research different models and read reviews from other buyers to gather valuable insights and experiences.
  2. Visit a Local Store or Range: Try out some double barrel pistols in person at a local store or gun range to get a better feel for the firearm and test its performance.
  3. Get Proper Training and Licensing: Familiarize yourself with the proper handling and usage of the double barrel pistol. Obtain the necessary licenses and permits in your area.

FAQ


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What is a Double Barrel Pistol?

A Double Barrel Pistol is a type of firearm that features two barrels. This design allows the gun to fire two shots with a single trigger pull, making it a popular choice for self-defense and hunting purposes.

What are the benefits of using a Double Barrel Pistol?

  • Faster follow-up shots: With two barrels, you can fire two shots in quick succession without reloading.
  • Improved accuracy: The double barrel design can help improve accuracy by reducing the chances of shot dispersion.
  • Easier to use for beginners: Double barrel pistols are typically simpler to operate compared to other types of firearms, making them an excellent choice for newcomers.

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What types of Double Barrel Pistols are available?

There are several types of Double Barrel Pistols available in the market, including over-under, side-by-side, and break-action designs. Each type offers its unique advantages and can be suitable for different shooting scenarios.

What are the key features to consider when choosing a Double Barrel Pistol?

  • Barrel length: A longer barrel generally provides greater accuracy and range, while a shorter barrel is easier to maneuver in tight spaces.
  • Gauge: The size of the shotshell determines the power and range of the rifle. Common gauges include. 410, . 22LR, and. 12G.
  • Action type: Over-under, side-by-side, and break-action designs offer different advantages, so it's essential to choose the one that best suits your needs and preferences.

How safe is a Double Barrel Pistol?

As with any firearm, a Double Barrel Pistol can be dangerous if not handled properly. However, the double barrel design inherently features a safety mechanism, such as an automatic ejector that discharges spent shells after each shot. Make sure to always follow proper safety guidelines and practice proper gun handling to ensure your safety and the safety of others around you.

Are Double Barrel Pistols legal to own and use?

The legality of owning and using a Double Barrel Pistol depends on your location and local laws. It's essential to research and understand the specific firearms laws in your area, as well as any restrictions on the types of guns and ammunition you can use. Always consult with local authorities or a legal professional if you have any concerns about the legality of owning or using a Double Barrel Pistol.
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2024.06.04 11:00 GuiltlessMaple Best Double Barrel .45 Pistol

Best Double Barrel .45 Pistol

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Are you in search of a reliable and powerful pistol? Look no further than the Double Barrel. 45 Pistol. This article offers an in-depth review of this exceptional firearm, highlighting its key features, performance, and user-friendly interface.

The Top 20 Best Double Barrel .45 Pistol

  1. Double Barrel .45 Pistol Dart Blaster by Adventure Force - Experience the thrill of double the action with Adventure Force Double Fire, a must-have twin barrel dart blaster perfect for adventurous playtime.
  2. Denix 1246 Scottish Flintlock Pistol 4-Barrel Replica (Historic Model) - Step back in time with the Denix 1246 Scottish Flintlock Pistol - a meticulously crafted replica of the gun that initiated the American Revolutionary War, perfect for history enthusiasts and collectors alike.
  3. WWII Era Walther P.38 Replica Pistol by Denix - The Denix Replicas 1911 Automatic Pistol is a non-fireable, historically accurate tribute to the iconic German sidearm, perfect for collectors and enthusiasts alike.
  4. World War I and II Era 1911 Webley Revolver Replica - Transform your gun collection with the historic DX1119 - Denix Webly British Revolver, a non-firing replica inspired by the Mk IV Webley Revolver featured in the "Indiana Jones" movies, offering a unique blend of functionality and aesthetics.
  5. Authentic Tubular Magazine Lever-Action Repeating Rifle Replica - Non-Firing - Bring home a piece of the Old West with this non-firing M1866 Lever-Action Repeating Rifle, featuring a gray finish, wooden stock, and the iconic lever-action loading system that made it a legend.
  6. Classic Old-West 410 Double Barrel Shotgun Toy Gun for Kids - Revive the Old-West spirit with the Parris Toys Coachman Double-Barrel Shotgun Toy Gun, perfect for imaginative play, costumes, or history lessons.
  7. Realistic 410 Double Barrel Shotgun for Ages 5+ with Ejecting Shells and 4 Shells Included - Experience the thrill of the Wild West with this authentic 410 Double Barrel Shotgun, featuring realistic sounds and ejecting shells, making it a perfect gift for children aged 5 and above.
  8. 410 Double Barrel Shotgun - 1866 Old West Collectible - Experience the history of the Old West with the 1866 Double Barrel Derringer, an authentic replica featuring faux ivory grips, engraved barrels, and easy reloading for a captivating collectible experience.
  9. Denix 1106N 1873 Old West Revolver .45 - 12.25 Inch Metal Barrel with Wood Grips - Experience the authenticity of the Old West with the Denix 1106N 1873 Revolver, boasting a 4.8-star rating and featuring a 5.5-inch black cast metal barrel, wood grips, and a boxed presentation.
  10. Authentic Western Revolver with Gallery Stand (Metal Frame, 13-inch Overall) - Add a touch of western charm to your décor with this ornate, navy-style 4 Barrel Pistol, featuring a flint mechanism and silver finish, accompanied by a handsome study stand.
  11. 1825 Italian Percussion Pistol - 4 Barrel Dueling Replica - Embrace history with the meticulously crafted 1825 Italian Percussion Pistol 4-Barrel Edition, a stunning replica of the legendary dueling pistol boasting intricate engravings and timeless appeal.
  12. Ebony Latex Pistol Replica for Devil May Cry Fans - Experience the thrill of Devil May Cry with this exquisitely crafted Ebony Latex Pistol replica, a must-have for collectors and cosplayers alike.
  13. Desert Eagle Chrome 4 Barrel Realistic Pistol Replica - The Desert Eagle Replica Chrome Pistol, a popular 4-barrel firearm, brings legendary action and screen presence to life with its removable clip and realistic working action.
  14. World-Famous Collectible German Luger Parabellum P-08 Pistol Replica - The German Luger Parabellum P-08: A WWII Era Pistol Replica, 8 7/8" Long, Non-Firing, and Renowned for Its Legacy.
  15. Vibrant Wood & Metal Hex Pistol Toy Gun for Kids - Unleash hours of fun with Parris Toys Hex Double-barrel Pistol Toy Gun - a brightly colored, fully functional wooden & die-cast metal gun that captures the essence of kid's playtime.
  16. Nickel Finish Smith and Wesson 1869 Army Revolver Replica - Experience the authenticity of the Smith and Wesson 1869 Army Revolver replica with its nickel silver finish and original "single action" and "top break" loading mechanisms.
  17. Authentic Walther PPK Replica Pistol for James Bond Fans - Relive the iconic James Bond moments with the Denix 1277 31 Walther PPK Pistol replica, a 7-inch non-firing German-made classic perfect as a collectible or display piece.
  18. Smith & Wesson MP-45 Pistol Building Brick Toy for Gun Lovers - Experience the meticulously detailed and sturdy Smith & Wesson MP-45 brick toy, perfect for gun enthusiasts and LEGO fans alike!
  19. Napoleon's Flintlock Pistol Replica by Medieval Collectibles - Authentically crafted Napoleonic flintlock pistol, perfect for history and gun enthusiasts, and a stunning conversation starter.
  20. Authentic-Looking Double Barrel .45 Pistol Replica with Engraving & Brass Finish - Experience the thrill of a classic single action 0.45 Army Revolver, with this deluxe brass engraved pistol replica, perfect for collectors and enthusiasts.
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Reviews

🔗Double Barrel .45 Pistol Dart Blaster by Adventure Force


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Adventure Force Double Fire Blaster from Buzz Bee Toys: The perfect addition to your child's arsenal of toy weapons! . This innovative double barrel dart blaster includes a break action priming system, offering a new and exciting way to load and launch its foam darts. The sturdy green construction and vibrant accents make it both durable and visually appealing.
The dart holder on the side allows for increased ammunition capacity, ensuring your little one can keep the battle going for longer. It's compatible with all Adventure Force Blasters, making it a handy addition for collection enthusiasts. Overall, this dart blaster offers a thrilling experience for kids, combining fun, accuracy, and a touch of realism.

🔗Denix 1246 Scottish Flintlock Pistol 4-Barrel Replica (Historic Model)


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This Denix 1246 Scottish Flintlock Pistol is a stunning replica, perfect for history enthusiasts and gun enthusiasts alike. With its 12-inch overall length, it's a serious piece that weighs in at 2 pounds, giving it a substantial presence. The all-metal design is heavily detailed and embossed, with a belt hook on the left side for convenience.
One feature that stands out is the simulated firing mechanisms, which adds a level of realism to the replica. This pistol was the one that fired the first shot of the American Revolutionary War, making it a historical artifact in its own right. The boxed packaging and "Made in Spain" label adds to its authenticity and appeal.
However, the Denix 1246 pistol can be quite heavy and may not be the most practical for everyday carry. Despite this, the replica's detail and accuracy make it a worthwhile investment for those interested in the history of firearms.

🔗WWII Era Walther P.38 Replica Pistol by Denix


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I recently got my hands on the Denix Replicas 1081 Walther P. 38 Automatic Pistol and I have to say, it's a real treat for history enthusiasts! The detailed recreation of this iconic WWII weapon is impressive, and it's not just for show. It's heavier than one might expect, which gives it a solid feel in the hand. The pistol-like click of the slide and the smoothness of the mechanism make it a joy to handle, even if it's not fireable.
However, there are some minor drawbacks, like the fact that the slide doesn't lock back and the magazine can't be removed. But considering this is a replica for display purposes rather than practical use, it's not much of a hindrance. It's a conversation starter and a great way to add a piece of history to your collection.

🔗World War I and II Era 1911 Webley Revolver Replica


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As a history buff, I was drawn to the Denix Webley Revolver replica, with its ties to the Indiana Jones movies. The first thing that struck me was its weight, which made it feel like a real gun. The details were incredibly accurate, right down to the checkered grip and the engraving on the barrel.
However, I found it a bit disappointing that the break-open action didn't work. It may be a minor issue for some, but for me, it took away a bit of the authenticity.
Nevertheless, it's a great display piece and does justice to its historical origins.

🔗Authentic Tubular Magazine Lever-Action Repeating Rifle Replica - Non-Firing


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I've had the opportunity to use the M1866 Lever-Action Repeating Rifle myself, and I have to say, it's a real piece of history. The gun has such a powerful presence, it demands attention wherever you put it up. The gray finish certainly adds an antique touch, and the wooden stock is both sturdy and aesthetically pleasing.
One of my favorite aspects of this replica is the lever-action mechanism. It works just like the original, giving you a feel of the Old West right in your own home. And even though it's a non-firing version, it perfectly demonstrates how the loading system works.
However, there's one thing I would change. At 38 3/4 inches, it's quite a large piece to handle. Despite its grandeur, it can feel a bit unwieldy at times. But overall, this M1866 is a remarkable replica that captures the essence of the legend.

🔗Classic Old-West 410 Double Barrel Shotgun Toy Gun for Kids


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The Parris Toys Coachman Double-Barrel Shotgun Toy Gun for Kids takes us back to the Old West era in the most exciting way. With its realistic design, the toy gun quickly became my little one's favorite plaything during costumes and pretend play. The double barrel feature truly stands out, adding an extra level of authenticity to their make-believe adventures.
However, I do wish it were easier to switch between the two barrels - a minor inconvenience that didn't dampen the overall enjoyment of the toy. Its connection to American history also brought in some engaging conversation starters.

🔗Realistic 410 Double Barrel Shotgun for Ages 5+ with Ejecting Shells and 4 Shells Included


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In my daily life, I've often found myself wishing I could relive the thrilling Western Legends experiences. The Double Barrel Shotgun has been the perfect companion on that journey. The realistic shotgun sound it produces is both exhilarating and immersive, transporting me straight into the midst of a Wild West showdown. With the 4 gun shells included, my Western experiences have never been more authentic and exciting.
However, the product has had its fair share of frustrations as well. Firstly, the age grading of 5+ can be a bit restrictive for some, as it leaves out a significant portion of potential users. Another drawback is the battery life; being limited to only AA x 2 (included) can be quite inconvenient during extended playtimes.
All in all, the Western Legends Double Barrel Shotgun has been a hit-and-miss experience for me. Its strengths lie in the realistic sound effects and the convenience of having the gun shells provided. Yet, it's let down by the limited age grading and battery life.

🔗410 Double Barrel Shotgun - 1866 Old West Collectible


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I was excited to get my hands on the 1866 Double Barrel Derringer with Gold Finish, a classic replica gun inspired by William Elliot's design for Remington. What struck me immediately was its compact size, measuring only 5 inches overall - perfect for concealed carry in the old west. However, the hinged barrel required a bit more effort to open for reloading, making it slightly less convenient than I anticipated.
The weapon's engravings and faux ivory grips added an elegant touch to its functional design, making it a great display piece. I was pleased that it weighed like the real thing, which added to its authenticity appeal. Though it doesn't function, it definitely looked the part, which made it a compelling addition to my replica gun collection.
The icing on the cake was the price, which was surprisingly affordable for such an intricately detailed piece. I can see myself recommending this replica derringer as a gift or simply to add some flair to a collector's display. Just be prepared for the handling experience, as it might be a bit cumbersome for some users. Overall, I'm happy with my purchase and would love to add more of these relics to my collection.

🔗Denix 1106N 1873 Old West Revolver .45 - 12.25 Inch Metal Barrel with Wood Grips


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I was pleasantly surprised by this 1873 Old West Revolver from Denix, it felt tough and well-constructed. The 5.5 inch black cast metal barrel and trigger give it a solid, weighted feel, while the genuine wood grips lent a touch of authenticity. In my daily life, it served as a perfect replica for a western-themed event and even in my holster, it looked great.
However, I did notice that the action of the trigger wasn't as smooth as it could be, but overall, this was a good purchase.

🔗Authentic Western Revolver with Gallery Stand (Metal Frame, 13-inch Overall)


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I've been using this decorative western-style navy revolver with a flint mechanism in my study, and it's quite a conversation starter. The ornate engravings on the barrel have made it a standout piece, drawing attention from my friends and family. The revolver's silver finish adds a touch of elegance to my space, making it a unique addition to my decor.
One thing I should mention, though, is the size. With an overall length of 13 inches, it takes up some room on my desk. It might be a bit too large for those with smaller studies, but it fits nicely in mine. The display stand provided is also quite handsome, complementing the revolver's design perfectly. Overall, I'd highly recommend this decorative piece to anyone looking for a standout addition to their study or office.

🔗1825 Italian Percussion Pistol - 4 Barrel Dueling Replica


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As an enthusiast of historical firearms, I recently had the pleasure of trying out the 1825 Italian Percussion Pistol. This replica is a true beauty, with its intricate engravings and detailed furniture. It's the kind of piece that can instantly become the centerpiece of any collection, whether you're a seasoned collector or just starting out.
Using this pistol sparked a deeper appreciation for the craftsmanship that goes into creating such intricate weapons. The trigger was smooth and the accuracy was impressive, just like what you'd expect from an authentic piece.
However, my experience was marred by a minor issue. Upon receiving the product, I found that the stock was broken. While this wasn't a showstopper and I managed to fix it with some glue and tape, it was an unexpected inconvenience.
Despite this minor hiccup, I still think the 1825 Italian Percussion Pistol is a great addition to any collection. Its unique design, accurate specifications, and the satisfaction of handling a piece of history make it more than worth the investment.

🔗Ebony Latex Pistol Replica for Devil May Cry Fans


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The DMC Ebony Latex Pistol is a fantastic addition to any Devil May Cry fan's collection. In my personal experience, I loved the intricate attention to detail and the way it accurately resembled the original design from the game series. The gun's weight and solid construction were impressive, and it truly felt like a high-quality prop.
One of the most striking features of the Ebony Latex Pistol is its realistic design, with hand-painted details that make it stand out in any display. I also appreciated that it could be used during LARP events or taken to conventions. However, there were some minor drawbacks - such as not having a sticker for the handle or not being available with its companion, the Ivory gun.
Overall, the DMC Ebony Latex Pistol is a great choice for fans looking to add a unique and visually impressive piece to their collection. With its realistic feel and fine details, it's sure to become a favorite among enthusiasts.

🔗Desert Eagle Chrome 4 Barrel Realistic Pistol Replica


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As a fan of the silver screen, I couldn't resist the Desert Eagle Replica Chrome Pistol. This sleek, shiny pistol has made its way into countless movies and video games, and I was thrilled to get my hands on it.
The first thing that stood out to me was its impressive weight - it felt like I was holding a real, trustworthy sidearm. The removable clip made it easy to reload, and the working action added that extra touch of realism.
While the pistol's chrome finish did attract some fingerprints, it cleaned up easily and added a touch of flair. On the flip side, the plastic components made it feel less sturdy than I would have preferred, and the lack of a proper safety did leave me a bit uneasy. Overall, this Desert Eagle Replica had its moments of glory and its flaws, but I'll definitely be looking for the next big thing in movie props.

🔗World-Famous Collectible German Luger Parabellum P-08 Pistol Replica

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I've been using this WWII era pistol replica in my daily life and it's been a fascinating experience. The black finish metal construction and black checkered composition grips give it a solid, sturdy feel, while the realistic action adds an element of authenticity. One downside I've noticed is that the metal construction tends to attract fingerprints and smudges easily, but that's a minor issue to consider.
I found it quite intriguing to handle and show off to friends, who were equally impressed with its historical significance. Overall, the German Luger Parabellum P-08 is a captivating addition to any collection.

Buyer's Guide

Welcome to our Double Barrel. 45 Pistol buyer's guide! If you're in the market for a powerful and versatile handgun, you've come to the right place. In this guide, we'll discuss the essential features and considerations to look for when purchasing a Double Barrel. 45 Pistol. We'll also provide you with some general advice to help you make an informed decision.

Types of Double Barrel. 45 Pistols

There are two primary types of Double Barrel. 45 Pistols on the market: break-action and pump-action. Break-action pistols typically feature a hinged or pivoting mechanism that allows the user to open the pistol by rotating or pushing down on a section of the gun. Pump-action pistols require the user to pull the action back and release it to eject the spent shell and load a new one.

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Barrel Length

Another important consideration when purchasing a Double Barrel. 45 Pistol is the barrel length. Longer barrels generally provide better accuracy and range, while shorter barrels are more portable and easier to maneuver in tight spaces. Common barrel lengths for Double Barrel. 45 Pistols range from 6 to 16 inches.

Chamber Capacity

Double Barrel. 45 Pistols typically come in either single-shot or double-shot chamber capacity. Single-shot pistols can be reloaded quickly, while double-shot pistols allow for rapid firing with minimal reloading. Consider your shooting requirements and preferences when choosing between these two options.

Sights

A good set of sights is crucial for accurate shooting with a Double Barrel. 45 Pistol. Common sight options include iron sights, red-dot sights, and laser sights. Choose a set of sights that suit your shooting style and environmental conditions.

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Material and Build Quality

When selecting a Double Barrel. 45 Pistol, pay close attention to the materials and build quality. High-quality materials, such as stainless steel or carbon fiber, contribute to durability and reliability. A well-built pistol should also have a sturdy frame and solid trigger mechanism.

Ammunition

The. 45 caliber is a versatile cartridge that can handle a wide range of ammunition types. Consider the type of ammunition you plan to use, such as full metal jacket or hollow point, and ensure that the pistol you choose is compatible with your preferred ammunition.

Weight and Ergonomics

Weight and ergonomics are essential factors when selecting a Double Barrel. 45 Pistol. A well-designed pistol should be easy to handle, even under recoil, and fit comfortably in your hand. Additionally, consider the balance and weight distribution of the pistol to ensure it is well-suited for your shooting style.

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Safety Features

Safety features should be a top priority when selecting a Double Barrel. 45 Pistol. Look for pistols with features such as an automatic or manual safety, a grip safety, or a transfer bar to prevent accidental discharges. Always handle firearms with care and respect for safety.
When purchasing a Double Barrel. 45 Pistol, it's essential to consider factors such as the pistol's type, barrel length, chamber capacity, sights, material, build quality, ammunition compatibility, weight, and ergonomics, as well as safety features. By taking these factors into account and choosing a pistol that meets your needs and preferences, you'll be well on your way to enjoying the versatility and power of a Double Barrel. 45 Pistol.

FAQ

What is a Double Barrel. 45 Pistol?

A Double Barrel. 45 Pistol is a handgun that has two chambers capable of firing a. 45-caliber round. These pistols were popular in the late 1800s and early 1900s but have since been mostly replaced by semi-automatic pistols.

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How does a Double Barrel. 45 Pistol work?

A Double Barrel. 45 Pistol operates by using two chambers in the cylinder. When the hammer is cocked, it moves a cartridge into one of the chambers, which is then fired. After the bullet is fired and the cylinder is rotated, the second chamber is prepared for a second shot. The process repeats, allowing the pistol to fire two shots before reloading is needed.

What are the benefits of using a Double Barrel. 45 Pistol?

The main benefit of using a Double Barrel. 45 Pistol is its simplicity and reliability. With fewer parts and moving elements than semi-automatic pistols, these guns can be more durable and easier to maintain. Additionally, the double-action mechanism provides a trigger pull that is smoother and more consistent than that of single-action pistols.

What are the drawbacks of using a Double Barrel. 45 Pistol?

The primary drawback of using a Double Barrel. 45 Pistol is its slower rate of fire compared to semi-automatic pistols. These guns only have two chambers, so the pistols need to be reloaded after each shot. This can make them less suitable for situations where a quick firing rate is necessary.

Are there any modern Double Barrel. 45 Pistols?

While Double Barrel. 45 Pistols are no longer produced by major firearm manufacturers, Smith & Wesson initially designed the. 456 Ruger Double Pistol as a Double Barrel. 45 Pistol. Another company, Freedom Arms, has developed a limited-edition Double Barrel. 45 Pistol called the "Hawk, " which features custom engravings and an adjustable rear sight.

What is the accuracy of a Double Barrel. 45 Pistol?

The accuracy of a Double Barrel. 45 Pistol depends on the shooter's skill and proficiency with the weapon. Despite its simplicity, a properly used and maintained Double Barrel. 45 Pistol can deliver accurate shots at close ranges. However, the longer-range accuracy of these pistols is limited by their relatively slower rate of fire and lack of adjustable front sights.

What calibers can be used in a Double Barrel. 45 Pistol?

Traditionally, Double Barrel. 45 Pistols chamber the. 45-caliber round, which is also known as the. 45 ACP (Automatic Colt Pistol) or. 45 Auto. However, some modern reproductions and custom models may be chambered for other calibers, such as the. 45 Colt or. 45 Long Colt. It is essential to check the specific caliber of the gun you are interested in before purchasing ammunition.
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submitted by GuiltlessMaple to u/GuiltlessMaple [link] [comments]


2024.06.04 06:35 cornstinky [H] Games [W] Bud Spencer & Terence Hill - Slaps And Beans 2

12 is Better Than 6
A Case of Distrust
ADOM (Ancient Domains of Mystery)
AI War 2
Aaero
Aces & Adventures
Aegis Defernders
Afterimage
Ageless
Aliens vs. Predator Collection
Almost There: The Platformer
Ara Fell
Aragami
Automachef
Autonauts vs Piratebots
Aven Colony
Backbone
Battlestar Galactica Deadlock
Beacon Pines
Beholder
Between the Stars
Beyond the Wire
Bionic Commando Rearmed
Black Skylands
Blade Assault
Bleed 2
Book of Demons
Boomerang Fu
Boreal Blade
Capitalism 2
CastleStorm
Chroma Squad
Circuit Breakers
Cities in Motion 2
Citizen Sleeper
Colt Canyon
Crazy Pixel Streaker
CryoFall
Cyber Hook
Dark Future: Blood Red States
Darq
Dead Effect
Dead In Bermuda
Dead In Vinland
Deadly Days
Dear Esther: Landmark Edition
Death's Gambit: Afterlife
Deleveled
Desert Child
Destroyer: The U-Boat Hunter
Disciples: Liberation
Do Not Feed the Monkeys
Double Kick Heroes
Driftland: The Magic Revival
Dungeons 3
EXAPUNKS
Eliza
Embr
Epic Chef
Espire VR
Eterium
Eternal Edge +
Etherborn
Evergarden
Evoland Legendary Edition
Fallout 1
Family Man
Farmer's Dynasty
Fell Seal: Arbiter's Mark
Final Exam
First Class Trouble
Fling to the Finish
Fluffy Horde
Foretales
Forged Battalion
Founders' Fortune
Freaking Meatbags
Frog Detective 2: The Case of the Invisible Wizard
From Space
Full Metal Furies
Full Throttle Remastered
GemCraft - Chasing Shadows
Genesis Noir
GoNNER
God's Trigger
Golf Gang
Good Robot
Grand Ages: Rome
HackyZack
Hammerting
Hard Reset Redux
Holy Potatoes! We're in Space?!
Honey, I Joined a Cult
Homefront
Hot Brass
Hotshot Racing
I'm not a Monster
Icewind Dale: Enhanced Edition
If Found...
In Other Waters
Infectonator: Survivors
Interplanetary: Enhanced Edition
Iris and the Giant
Ken Follett's The Pillars of the Earth
Kill It With Fire
Kill the Bad Guy
Kraken Academy!!
Last Call BBS
Layers of Fear
Leisure Suit Larry - Wet Dreams Don't Dry
Leisure Suit Larry - Wet Dreams Dry Twice
Levelhead
Lords and Villeins
MOLEK-SYNTEZ
MOTHERGUNSHIP
Mad Games Tycoon
Main Assembly
Meeple Station
Merchant of the Skies
Midnight Fight Express
Midnight Protocol
Monster Prom 2: Monster Camp
Mr. Shifty
NAIRI: Tower of Shirin
Nether: Ressurected
NeuroVoider
Night Call
Nimbatus - The Space Drone Constructor
Not Tonight
Oaken
Opus Magnum
Orwell: Keeping an Eye On You
OTXO
Out of Space
Out of the Park Baseball 17
Override: Mech City Brawl
Ozymandias: Bronze Age Empire Sim
Pac-Man 256
Paradise Killer
Paratopic
Partisans 1941
Patch Quest
Peaky Blinders: Mastermind
Pesterquest
Pivot Pilot
Planescape: Torment: Enhanced Edition
Planet Alpha
Popup Dungeon
Primordia
Project Winter
Punch Club
Purrfect Date - Visual Novel/Dating Simulator
Puss!
Raiden V: Director's Cut
Railroad Corporation
Railway Empire
Rapture Rejects
Rebel Cops
Rebel Inc: Escalation
Regions of Ruin
Regular Human Basketball
Replica
Retimed
Reverse Crawl
Revita
Roguebook
Rustler
SHENZHEN I/O
Sam & Max: Season 1
She Remembered Caterpillars
Shoppe Keep 2
Shotgun King: The Final Checkmate
Size Matters
Skulls of the Shogun
Snowtopia: Ski Resort Builder
Spellcaster University
Spirit of the Island
Splasher
Still There
SuchArt: Genius Artist Simulator
Sudden Strike Gold
Super Cloudbuilt
Super Daryl Deluxe
Super Magbot
Surgeon Simulator: Experience Reality
Surviving the Aftermath
Sword Legacy Omen
Swords and Soldiers 2 Shawarmageddon
Tabletop Playground
Tales of the Neon Sea
Tannenberg
Telltale Texas Hold'em
The Adventure Pals
The Ambassador: Fractured Timelines
The Anacrusis
The Dark Eye: Chains of Satinav
The Haunted Island, A Frog Detective Game
The Hex
The Life and Suffering of Sir Brante
The Pale Beyond
The Red Lantern
The Shrouded Isle
The Spiral Scouts
The Wild Eight
This is the Police 2
Through the Darkest of Times
Tin Can
Total Tank Simulator
Tower of Time
Train Station Renovation
Tumblestone
Undead Horde
Underhero
Vampire: The Masquerade - Shadows of New York
Verdun
Vikings - Wolves of Midgard
Waking
Warstone TD
Weaving Tides
Werewolf: The Apocalypse — Heart of the Forest
Where the Water Tastes Like Wine
White Noise 2
Wurm Unlimited
X-Morph: Defense
Yoku's Island Express
Yooka-Laylee
You Suck at Parking® Complete Edition
Zombie Night Terror
Zwei: The Arges Adventure
Zwei: The Ilvard Insurrection
submitted by cornstinky to GameTrade [link] [comments]


2024.06.04 01:12 awfeel XDefiant Game Review - Level 47, All Challenges,

Hey all, gamer dad mid 30's been hammering this game since my son showed it to me; I've completed all challenges (well except one). I have around 36 hours played at the moment. This is going to be an opinion review on all aspects of xdefiant starting from basic workings to all maps, modes, abilities and weapons I've used along the way. There will be a TL;DR of my overall review of the game at the bottom for anyone that doesn't want to be hit with a wall of text. I will also include some "noteworthy comments" at the end just in case someone important sees this.
Worth mentioning - I play a lot of Zone Control as my main mode, but I dabble in mostly everything and tried hotshot a few times but I am largely not a fan of that style of gameplay. I think there needs to be a TDM or Kill Confirmed mode added.
GAME DESIGN
No SBMM - Thank god. This single choice is the basis for why the multiplayer feels like old CoD. Please keep this.
Netcode - I wish the netcode were better for the sake of hit registration, but it's a brand new game and despite its issues, I'm obviously still playing a ton. Hitmarkers being client side is noticeable and makes me sad when It shows a hit and dudes at 100hp when I die.
Matchmaking - I feel the community believes that the crossplay function toggle does not work as intended. PC players are shown as PS/xbox players in lobbies for example etc
Exp Gain - This feels slow for getting attachments, but the account exp seemed to go smoothly. I think the community feels the 'base exp' should be 2x and 2x should feel more like 4x the current exp rates.
UI - My only gripe with the UI is that I think the Team Composition Overlay should be turned on by default as it shows how many players are alive on each team etc. Otherwise everything else feels fine.
Character Design - I've seen the old designs and was fine with either and understand both. This doesn't affect me.
Loadouts - Why are the attachment counts on weapons capped? I really didn't like this when I found out.
WEAPONS
Assault
M4A1 - Used at the start before I found anything better, Bit weak even for the base weapon imo
MDR - Seems fine, didn't use a ton
Ak-47 - A lot of people like it, but it felt meh without attachments and getting attachments feels slow but I plan to revisit
M16A4 - Heard this was good, haven't used it once myself
ACR 6.8 - Feels good and heavy, Netcode makes the reg feel bad sometimes
SMG
Vector .45 ACP - I haven't used but I get deleted by this when I occasionally play against one
P-90 - Used maybe once, I also hardly ever see it
Mp7 - Friends who use SMG swear by this gun, which seems odd considering my relationship with Vector
Mp5A2 - Base SMG, Seemed fine for challenge completion
Shotgun (Please fix the spread issue with all shotguns, it feels awful)
Double Barrel - Inconsistent, maybe netcode AA-12 - I would die a lot more to this gun if the spread issue was fixed, fire rate seems high
Third Shotgun - Yep, nope.
LMG
RPK / M60 - Haven't used either
M249 - Used it, seems like an LMG
Marksman
SVD - Haven't had the need to not use SSR Mk 20 SSR - I love this weapon, only one I have at 50+, default loadout felt good even
Sniper
Tac-50 - Isnt always 1-hit KO due to other game mechanics; otherwise feels maybe overpowered without flinch M44 - Feels like slightly better csgo scout, seems fine
Pistols
I dont have an opinion outside of challenges which were meh, ive died averagely to the deagle
Device
Sticky / Flashbang / Frag - Works as Intended
Proximity Mine - The claymore that wasnt; wish it persisted permanently once placed (does it?)
EMP - Seems like good tech that hardly anyone uses
FACTIONS
Cleaners
Incinerator Drone - The ground fire seems like it should do more, but I used this as a grenade mostly
Firebomb - High Risk, High Reward melee explosion. Feels good.
Purifier (Ult) - Feels really good when you dont die from someone just out of range
Incendiary Rounds (Passive) - Extra damage, feels really nice.
Phantoms
Mag Barrier - Feels very underrated, I love this ability personally
Blitz Shield - Solid ability, I get why people dislike it, but its good and has a drawback (not shooting). Feels bad only due to the way collision works atm.
Aegis (Ult) - This feels borderline broken in some modes, and worthless in others, exactly like it should be.
Hardened (Passive) - This is boring honestly, but it feels nice to survive when you woulda died otherwise.
Libertad
BioVida Boost - This is without a doubt the worst ability in the whole game. This is the only challenge I have not completed. It needs one of two if not both of these things: A lower cooldown (10-15 seconds) and/or the healing should be converted into a ~50 shield so that the ult reflects both Libertad abilities. The challenge is a real slog and problematic for casual players to complete.
El Remedio - Healing AoE Zone, Works as intended, feels good.
Medico Supremo (Ult) - Very strong if used correctly, I enjoyed this one.
Esp de Libertad (Passive) - This heals people? I've never even noticed it.
Echelon
Digi Ghillie Suit - This challenge was awful to complete, it should give kill credit any time the ability is just on cooldown imo. I had to use a sniper rifle and hope I didn't miss when I came out of my janky half invis or that the timer lasted long enough.
Intel Suit - TAKE THIS OUT OF THE GAME PLEASE. I cannot stress enough that walls should strictly be reserved for the ultimate. It's such a pain to play against and promotes cheaters slipping by pretending to use this ability imo.
Sonar Goggles (Ult) - Feels really good. I wouldn't change anything about it.
Low Profile (Passive) - I imagine this is useful, but I didn't pay it much mind.
Dedsec (Unlocked via challenge) Hijack - This felt inconsistent and didn't make a lot of sense until I understood the lines connecting to my phone. Casual players may have a hard time using this.
Spiderbot - Using this and having it used against you both oddly feel bad. The spider just randomly stands in corners and stuff sometimes, but when it does get to someone they're doomed. Instead of shooting it off which feels inconsistent, it should have a button with a cast timer to remove it from your face maybe.
Lockout (Ult) - Works as intended, wouldn't change it.
Fabricator - 3D printed grenades while alive in a game where you get ONE grenade per spawn otherwise, need I say more?
MODES / MAPS
Arena Modes
Domination - Very typical domination.
Occupy - King of the Hill, Seems fine.
Hotshot - This feels like it wants to just be kill confirmed.
Linear Progression Modes
Escort - Overwatch mode but you cant sit on the moving objective like in OW. Is fun.
Zone Control - Feels like tug of war almost? My favorite mode of the current five.
Arena Maps
Arena - Track / Stadium map, really solid layout and 'cover' design
Attica Heights - Halo-ass map with bad lighting, its aight at best and blinding at worst
Dumbo - Outdoor map with the apartment scaffolding and the shipping container in the middle courtyard, small map but I like the number of nooks and crannies in an arena map
Echelon HQ - I dont think I've ever seen this map literally ???
Emporium - The mall - Its pretty small but I enjoy the clutter of the map and verticality
Liberty - balanced map, the boat is both a plus and minus for snipers
Mayday - Air Force One rubble map - Seems really unfair with the way cover is laid out in the plane itself
Nudleplex - Looks like a "google HQ" type map - One of the best for domination and occupy imo
Pueblito- Has a big churchy brick building in the middle that feels underused, have really only played domination here, A and B site in Dom are way too close together imo
Showtime - Wild West meets Space Mountain, Having a roof building on one side and not on the other makes this map feel a little lopsided maybe but the map is adequately mid
Linear Prog Maps
Meltdown - Some really solid chokepoints but I wish there were more tertiary avenues, seems very tight in some spots of the map
Midway - Absolutely love the design aesthetic, the map itself is designed fine imo, maybe the sand area could use one more "lane" of travel for flanking
Times Square - You either love this map or get stuck at 20% and never touch site B, Seems like its really built for well coordinated groups
Zoo - My personal favorite map I think, I could play on this map for hours and never be bored
NOTEWORTHY COMMENTS
The cheating / Anti-cheat / Flying - it seems cheaters just getting warnings? Idk what the deal is there, someone said blocking stops getting matched with them but who knows - I have not seen very many blatant cheaters at all, but I have seen them, and if someone is 200 yds above the map it should be an instant red flag permaban
Objective Exp Multiplier - Maybe just increasing this multiplier would feel like a fix for progression feeling slow, objective play should be more incentivized imo
Leaving Matches - This should be punishable if you do it too many times in a short amount of time. Leaving a match hurts other players gameplay loop as well as constantly going AFK, even if it just kicks you, a certain number of kicks in an hour should be a short cooldown penalty imo
Player Collision - this is straight up backwards, or I should collide with enemies and friends alike
Prestige - Please? Need I say more?
Jump Spam - I hear this is getting fixed but currently it feels really bad to play against this stuff
Lobby Parties - The community wants to be able to see which players are grouped please
Persistent Lobbies - This was the bread and butter of the old cod feeling, being able to bs in a lobby game chat with people who are all staying in the same functioning lobby feels nice and would add a LOT to the overall feel - maybe add opt-in global text chat in game also? idk either way persistent lobbies are FUN.
Support Score - It feels bad to use a non-support ability because you get less score shown even though you're 'doing the thing' - maybe get a small fraction of score just for having your ability on cooldown?
Daily / Weekly Challenges - Any chance we get the ability to reroll these like once just in case we get something we really don't want to do ?
TL;DR This no SBMM old school cod style game has a ton of potential and I'm excited for it's future. There are very few things I would actually change at the moment and anticipate the progression of the content to feel nice, that said, the netcode issue and hitregistration are a standout for things that NEED to be fixed for the game to take off.
submitted by awfeel to XDefiant [link] [comments]


2024.06.03 18:24 Ok_Cook_1033 Halo, combat shotgun range

I just want to say that the combat does damage at max of 60meters. It also reloads 2 bullets at a time so I don’t know what the speed mag attachment does. Goodbye now
submitted by Ok_Cook_1033 to FortniteCompetitive [link] [comments]


2024.06.01 13:15 thatoneguy79134 Splinter- 3rd darkness subclass fanconcept

Splinter is inspired by the slicing and mirror powers that the witness uses during the lightfall and tfs trailer. This is basically just a fun idea as to what a 'witness subclass' would look like.
Visuals: The splinter subclass would have its designs consist of broken glass and reflecting mirrors. Its energy would be a pale red with bright white streaks. Enemies killed by a splinter debuff would have look as if they were sliced into red segments before disappearing. Lore: If stasis is control and strand is going with the flow, splinter is ignorance. Rather than controlling or flowing with the universe, you have to actively deny its rules to use splinter. The witness carved a hole in the traveller by ignoring the strength of its shell.
GAMEPLAY:
Verbs:
Cut - enemys hit by cut take a small amount of damage and are given one stack of cut. If they receive 100 stacks, they will be hit by dismantle.
Visual: Cut would look like a small red slice going across the enemy's body
Dismantle - when an enemy is 'dismantled' they will receive a moderate amount of damage over the course of 1.5 seconds. Other enemies hit by dismantle will be given a varying amount of cut stacks, depending for how long they were in the aoe. Cut and dismantle would be your bread and butter for general ad clear. Dismantle would also stun overloads.
Visual: Where cut is one single slice, dismantle is a flurry of these slices going across the inflicted targets body, as if they're being diced.
Displacement - enemies affected by displacement are initially slowed by 60%, before going back to normal speed over the course of 3 seconds. Projectiles slowed by displacement are permanently slowed by 50%, and their damage decreased by 15%.
In pvp: Displacement would slow players by 30% and gradually return them to normal over 3 seconds.
Visual: Normal enemies that have been displaced would look like segment of their body have been cut offer and separated. These pieces eventually fuse back together as the slow effect decreases. Boss enemies would simply have a red hue to show they have been affected by displacement.
Rend - A high power single tick of damage in a small radius. This would be more helpful for taking care of healthier targets quickly. Hitting a barrier champion while they are shielded stuns them.
Visual: Rend would appear like a gash in the air, as if the universe itself was cut open. This gash would stay for half a second after a rend attack. This gash would look similar to the portals made by vergil in dmc5 (although more red instead of blue)
Guard points (splinter's main gimmick) When using a splinter powered melee, the first 0.3 seconds of the attack while have a guard point. If an enemy hits while the guard point is up, you will receive 60% reduced damage and be immune to one shots. It will also boost the damage of the melee by 50%. Projectiles will also proc the guard point depending on the overall damage of the projectile. Enemies hit by a guard point empowered melee are briefly flinched.
Visual/audio: When in the 'guard point stance' your guardian will radiate red splinter energy with white streaks. When hitting the guard point, the white streaks will turn black and make it resemble an impact frame.
The audio and animation of the melee would also change to make the attack feel more impactful.
Reflective plating - while reflectjve plating is active, gain 20% dr and empower your guard points to be more effective. Guard points with reflecting plate now active in the first 0.7 seconds of the melee rather 0.3, and will increase the damage resistance to 90%. Lastly, projectiles that hit the guardian while guard point is active will reflect back to the enemy (although for reduced damage)
In pvp: The only difference with pvp is that your head hit box will not be immune to one shots.
Visual: Reflective plating will look similar to guard point, the energy will just be much less intense.
Rupert drop (probably not what it would be in game but bubbles already taken) - Rupert drops are the splinter subclass pickups (even though you don't actually pick them up). Rupert drops are a hybrid between stasis crystals and tangles. They can be for either cover or they can be shot to pop into a small cutting explosion. When shot by their creator or allies, rupert drops will move away from where they were hit, the bigger tha damage, the faster it moves. Ruperts drop would have a 15 second cool down and be generated by killing enemies with rend.
Visual: Rupert drops would look like giant bubbles roughly the size of a guardian. when taking damage, they slow crystallize before exploding into shards of glass.
When spawning in. The rupert's drop would look as if its slowly being formed by pieces of glass coming out of the gash made by the rend.
Grenades:
Shred grenade - explodes on impact to create a moderately sized explosion (slightly larger than a scatter grenade) that would deal a total of 110 stack of cut over the course of 0.75 seconds.
Cleave grenade - sticks to target before exploding into a small radius rend attack.
Dispersing grenade - explodes into a field of displacement that slowly implodes to create a small displacement explosion. The initial field would act similarly to a dusk field grenade, while the implosion would be similar to a snare bomb in damage.
Subclasses:
Each of the subclasses would mirror the arc subclasses in a way, Since splinter would be the darkness antithesis to arc (like solastasis, void/strand)
Ronin - hunter subclass Where arcstriders use their hand to hand prowess and expertise with the pole arm, Ronin use their skill with the blade to fell even the largest of does with a single slash.
Ronins are inspired primarily by heroes from old samurai movies. Wandering swordsman who could defeat armies with nothing but their trusted sword.
The gameplay fantasy of ronin would consist of well timed guard points and high power single target damage using rending attacks. The subclass would have a higher skill ceiling than most, rewarding knowledge of enemy attack patterns with high damage attacks.
Melee - Unsheathing strike (2 charges) Striking enemies with your katana inflicts them with 30 stacks of cut. Standing still before attacking will increase the damage of the strike by 15%. When empowered by a guard point, the strike will deal 60 stacks of cut in a large radius.
Visual: The splinter katana's is made up of various uneven panes of broken glass. When empowered, the katana's blade goes from red and white to pure black.
Super - shimmering blade (roaming/one off) The Ronin unsheathes their blade when beginning the super. While in super, there are 2 attacks. Light attack - fast slashes that each deal 40 stacks of cut. Heavy attack - quickly sheathe the blade and become immobile. Releasing the attack button has the Ronin slash the air and rend every enemy in a large radius. This attack ends the super immediately.
Holding the attack for a longer period of time increases the damage of the rends, fully maxxing out at an 80% boost.
During the release of the attack, a guard point is active for 0.3 seconds (0.7 when reflective plating is active). Hitting the guard point immediately increases the attack damage to 80%, while also further boosting the range and damage by 15%.
Aspect 1 - crossguard slash After a successful guard point, follow up with a second slash that rends the opponent. Killing an enemy with slash regenerates 50% of your melee charge.
Aspect 2 - quickdraw sheathe Gives hunter a guard point during initial activation. Successful guard points now boost class a ability regeneration by 150% for 4 seconds.
Blastmarine - Titan subclass Blastmarines mirror arc strikers as both are 'soldier' subclasses. Where strikers are frontline fighters, blastmarines are the 'heavy artillery' weapons experts of their fireteam.
Where ronin are calm, collected samurai, Blast marines are loud, explosive 80s action heroes. Big guys with bigger guns.
The blastmarine gameplay fantasy consist of being the heavy weapons guy, battling the hordes of their enemies with their cutting and dismantling projectiles.
Melee - Knucklebuster Raise your left arm briefly (this is when the guard point is active) before cocking back their right arm's wrist cannon. Hitting enemies with this inflicts them with 50 stacks of cut. When empowered, the radius of the blast is increased and inflicts 80 stacks of cut
Visual: The guard point would resemble a boxer blocking a punch before counter attacking with a jab. The wrist cannon would resemble the red arm punch from ultrakill. The attack would also end with the blastmarine pumping their arm like a shotgun (cus it would look cool)
Super - devastator cannon (one off) The blastmarine would ready the cannon onto their shoulder (similarly to a scorch cannon). The cannon would need to be charged fo a short period before firing. The initial blast would deal high single target damage before imploding into this cloud large cloud of dismantling slashes. This cloud would last front seconds before disappearing.
Visual: the devastator cannon would look similar to a halo spartan laser, just much bigger and with a much bigger blast radius.
Aspect 1 - coverfire blaster Rally barricades now spawn in a heavy cannon for the blastmarine and their allies to pickup. This cannon fires at 300 rpm and has a total 25 rounds that it can fire before disappearing. These shots have a small aoe effect and each deal 20 stacks of cut. Continuous damage with the turret Grant's reflective plating. This aspect would act similarly to a gauss cannon from halo.
Aspect 2 - ballistic bombard
Enhance the functionally of your splinter grenades.
Shred grenade - improved radius and total damage and duration (now deals 170 stacks of cut over 1.5 seconds) Cleave grenade - can now be charged to skip across the ground up to 3 times. Each bounce creates a rend.
Dispersing grenade - increased radius of initial field and increased damage of implosion. Initial field now pulls in enemies and flinches them.
Glassformer - warlock subclass (name tbd) Where stormcaller is harmony within, the glassformer embraces the chaos of splinter to conquer the battlefield.
glassformers are inspired from crackpot scientists from monster movie. Creating inconceivable creations.
The gameplay of glassformers revolves around using rupert drops and creating unpredictable combinations.
Melee - broken flurry (2 charges) The glassformer sends a burst of 8 panes of splinter. Each pane inflicts 6 stacks of cut. When empowered, the total amount of panes increases from 8 to 12, they also can increased tracking to targets.
Visual: Each of the panes would shoot off from the glassformer's fingertips. When empowered, the panes turn black.
Super - razing burst (one off) The glassformer raises a giant ruperts drop infront of them, before slashing it with their splinter infused hand and rending it, this creates a large ape explosions that dismantle enemies in its radius. Enemies near the giant gashes are slowly pulled in.
Visual: Razing burst is essentially a large spherical blender that would pull in enemies not originally caught in its blast.
Aspect 1 - fracturing chasm Rends now linger for a longer duration and suck in enemies in radius of it. Killing enemies that are pulled grants reflective plating.
Aspect 2 - chromatic concoction Inflicting ruperts drops with elemntal verbs gives the explosion that property. (For example, applying jolt to the rupert's drop gives the explosion jolt.) A singular bubble can hold up to 3 new verbs.
Visual: When a verb is given to the ruperts drop, the respective subclass energy will begin swirling around the inside of the drop. The more verbs, the more colours swirling around.
Fragments: Fragments would be obtained similarly to strand, killing enemies with splinter will have a chance to give a 'shard of splinter'
Killing targets with rend reduces rupert's drop cooldown (0.5 seconds per enemy)
Apply more cut stacks
Picking up orbs of power grants reflective plating
Rapid finale blows with dismantle grant grenade energy
Precision finale blows against displaced enemies creates a displacing explosion
Super finale blows create cutting explosions.
Conclusion: I'm ngl this post is wayyyy longer than I thought it'd be. I wanted to just spitball an idea I had the other day for a new subclass
submitted by thatoneguy79134 to DestinyTheGame [link] [comments]


2024.06.01 12:19 slavapb 1880s style shootout but with OPTRE(Halo) shotguns. Plus video!

1880s style shootout but with OPTRE(Halo) shotguns. Plus video! submitted by slavapb to arma [link] [comments]


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