Mp40 blank olny

Can somebody explain how the minor 1.6.5 patch flipped the tables towards allies? This makes no sense to me

2024.05.05 03:41 Hour_Persimmon4350 Can somebody explain how the minor 1.6.5 patch flipped the tables towards allies? This makes no sense to me

Can somebody explain how the minor 1.6.5 patch flipped the tables towards allies? This makes no sense to me
https://preview.redd.it/1klf4rcngiyc1.png?width=1504&format=png&auto=webp&s=4fd8aef49e7c0891c34a2ca69debc29e2e477548
I really don't understand how that is possible. The patch was not that huge, the changes were pretty minor. Somebody explain how slightly nerfing the PG bundle grenade, the panzerfausts, buffing unused part of the Advanced Infantry Battlegroup the designate assault position and the free fire drills led to the flipped faction winrates.
This makes no sense to me?
A few explanations
a) The seemingly small buffs to allies opened up a lot of more viable strategies which now axis has to respond and adapt to, which in fact became a larger buff even though the individual attribute values of the units have not been increased significantly.
b) Axis was crutching on the panzerfausts, PG + bundle, and the MP40 gren spam and once this got nerfed a lot of people's one trick pony no longer is a one-trick pony
c) The 2v2 tournament has opened up a lot of new meta builds for allies that people are using to steamroll axis
or...
d) People are abusing Rangers w/ designate assault position (which I am skeptical, as this thing is munitions expensive and a temporary ability)
Again I really want to iterate my confusion on how minor changes like the following has seesaw table flip:
Crusader 6-pdr Conversion Upgrade
We are increasing the point-blank penetration of the 6-pounder Crusader to make this unit stronger once it has closed the distance with enemy vehicles.
  • Point-blank penetration increased from 180 to 220
Requisition Stuart Unlock
  • Fuel price decreased from 30 to 25
Supply Truck
The CMP 15cwt Supply Run was too risky for what it offered despite it being a core ability to the Battlegroup. We are improving the ability by slightly reducing the cost and increasing the speed of the truck when it is returning to base.
  • Loaded speed penalty from 67% to 57%
  • Manpower cost reduced from 150 to 125
Indian Artillery War Cry
  • Command Point Cost decreased from 2 to 1
  • Munition cost reduced from 125 to 100
Indian Artillery Valour
  • Command Point cost increased from 1 to 2
Foot Guards Section
While Foot Guards could be powerful in the right circumstances, model losses affected them disproportionately compared to other infantry squads due to their Bazookas. We are further increasing the damage done by their submachineguns to remedy their fast loss in damage-per-second when taking casualties.
  • Thompson damage increased from 4 to 5
Grenadier Squad
We want the decision of Merge to be more of a calculated choice, rather than a player immediately using Merge to reinforce combat squads every time it takes a single casualty. The delay will force players to decide when they want to Merge during combat situations.
We have also removed the Veterancy 1 range bonus on Panzerfausts as it made light vehicle play extremely difficult against the Wehrmacht.
  • Merge now has a 15 second cooldown
  • Veterancy 1 Panzerfaust range bonus removed
Panzergrenadier Squad
The kill radius of the Bundle Grenade was a little too high. The following change reduces the kill radius of the Bundle Grenade.
  • Bundle grenade area mid damage reduced from 0.625 to 0.5
Free Fire Drills
Free Fire Drills did not offer enough reward to the player when they built their howitzers closer to the front-line where they could be attacked by the enemy if the line was pushed. We are significantly increasing the rate of fire to encourage putting the howitzer closer to the front-line when this Battlegroup ability is selected.
  • Command point cost reduced from 3 to 2
  • M2A1 105mm Howitzer auto-fire reload speed sped up from 15 to 10 seconds
  • Auto-fire ready-aim time reduced from 2 to 1
Ammunition Storage
Ammunition Storage has languished due to a combination of opportunity cost, extremely low durability, and inability to support front-line forces. We are increasing the health and radius to give the Ammunition Storage increased survivability against direct and indirect fire while the bonuses have also been increased to solidify this structure’s role as a major force multiplier.
  • Ability recharge and reload bonuses increased from 25% to 33%
  • Health increased from 280 to 480
  • Aura radius increased by from 30 to 35
Infantry Assault
The cost of Infantry Assault was a little too high, both in opportunity cost against the passive bonuses of Ranger Weapon Training and how quickly the ability could be shut down in certain circumstances. We are reducing the Command Point and munitions costs to increase accessibility given the high munition costs already required by the Advanced Infantry Battlegroup in the form of its Rangers.
  • Command Point cost reduced from 4 to 3
  • Munitions cost reduced from 120 to 100
Designate Assault Position
Designate Assault Position is an under-utilized ability that we want to be a viable option against forward retreat and healing. To emphasize the ability’s role in supporting infantry pushes, we are granting suppression resistance to all units affected.
  • Now provides +50% suppression resistance in addition to current bonuses
submitted by Hour_Persimmon4350 to CompanyOfHeroes [link] [comments]


2024.04.26 16:10 Uranium_Heatbeam Thompson SMG converted to take MP40 magazines with 7.62x25 blanks for the Soviet film industry

Thompson SMG converted to take MP40 magazines with 7.62x25 blanks for the Soviet film industry
Soviet films that involved portraying foreign gangsters, cowboys, or the American military, usually had at least one of these onscreen. I wonder if they were originally lend-lease pieces.
submitted by Uranium_Heatbeam to ForgottenWeapons [link] [comments]


2024.03.25 01:42 gew_43 My opinions on every gun (if you disagree that's pretty neat)

These are my opinions(skill issue) if you like a gun i hate that epic I don't think there is a bad gun as even some people are probably good at using the Springfield and I know someone who is good at using the mat49 all are good (not the mac 10 )
(keep in mind im not that good)


tomson: good reloads itself so you don't need to chamber it.

agram: goated you can fire it one handed its accurate a all around great for killing bots for challenges and other players for self defense.(funnest gun besides the mac11)

glock: mid but good enough.

usp: over priced would never buy it unless you don't have dlc then its great.

2011: better usp go to gun for side arms and sometimes in general.

five seven: no recoil and accurate as shit with a high capacity so if going in kitted its the best also easy to find as a lot of people go in with nothing besides a decked out five seven for some reason.(use usp or 2011 if you want more power)

tt30: 1911 2.0

1911:good cheap handgun if you don't have the 2011 because you did not buy the dlc.

makarov: good enough cheep thing.

ruger: if you want to kill bots and you are too poor to buy a silencer it is quieter so that something i guess i have a wall of them that i don't use as a funny goof.

mp5: best bot killer for some reason like it has aim bot for aiming at bots lol.

cx8 storm: the poor persons m4 bad but good. it has the same amount of ammo as a mp5 i think its just worse to aim.

mp40: best budget smg for really poor low level people.

mac 10: buy a mac 11 or nothing killed kitted dude with it once its just hard to hold pals buddys.

mat49: some people are good at it i would rather have spring field jk but a makorav for sure.

luty: pretty good at point blank.

deagle: of course its a video game so its a good weapon despite irl being utterly useless .... pretty good.

mpx: don't like its kinda good if you love it than that's great its just kinda expensive.

pp bizon: i love it one of my favorite guns of all time.

mp9: eh pretty good.

ppsh(aka the oldest knock off) got it once it would not fire full auto so idk but its probably the best on silo.

ump: better Tomson but it dose not load itself at least you can hk slap it makes it s tier.

mp7: idk mp9 but bigger lol.

vector 9mm: i sell it but keep its drum for my glock or smt.

vector 10mm: i sell it and don't keep its mag.

p90: mag is worth a lot pretty good i guess. maybe not the best but its kinda cool.

fin reaper: i get raperd before i can get jack so no way im going to play night lol.

sks: good cheap powerful easy to control akm.

akm: good but hard to use on full auto at any range sometimes for me pals great but im not good at useing it.

m16 sucks: good at semi but bad on burst.

aks74u: best cheap gun in the game i use it over a m4 over a akm over a ak74 over a sks it is cheap powerful controllable and overall the best. amazing irons man its one of may favorites.(also don't forget the S in the name poor S).

l85: yea useless literally just buy a galil or m4.

fammas: seems useless but when you actually use it its goated accurate as shit i counter sniped a fucker with it easy.

aug: great scope if you dont have attachments its a good budget decked out gun.

galil: better m4(to me personally) easy to use fire selector is more noticeable i prefer my scopes higher up anyway.

m4: I only use for durms i just sell them. pretty good tho.

scamk16: like the deagle great in games useless irl. in game its pretty good. still prefer the galil and aks74u but its better than the m4 in game.

ak74: aks74u is better lol still great tho just a bigger krinkov.

vss: great sniper but where my ammo go.

g3a3: budget m1sas but very good very powerful

sig552 commando: small m4 with no foregrip pretty good i guess.

stoner: why? i mean taking the mag is good but any other way why would use it or buy it damn.

tapco: budget ak109 pretty good very neat i love it its cool.

g36k: idk m4 but cool looking.

ak5c: really good high fire rate but low recoil ugly to me tho but some people think its smexy so good for you. (sweetish😤)

asval: assault vss pretty good.

m1sass: stop sniping me with it plz ):

ak109: best gun not worth buying i just find them. found one in a box yesterday and a gpu and killed a guy with a decked out vss with a acog and a 30rounder, one thirty rounder pretty epic.

gold sks: never found the boss lol.

awm: found one on a bench pretty epic.

hunter: better Springfield.

Springfield: wow big bullet it would be great if i could hit something with it( quick rant why did they not give us the post ww2 irons like its not like they wanted the guns to be ww2 accurate the bar has a post ww2 carry handle and the Tomson is a early 1928 so why cant the Springfield have post ww2 irons what ever.

mosin: better Springfield pretty epic tho.

barret: cool beans i sell them easy 30 grand nice stuff.
svd: also kool beans bro not that good kinda epic. cool with a k because it can't cant kill so the k has got to be somewhere in there pals if you are good with it you are a gamer.

post ww2 bar: better Springfield same bullet but full auto and better sights.

Benelli: garbage dose -29 damage again if you are good with it you are a gamer.

saiga: shreds its goated and one of the best guns in the game especially on missile silo.

mac 11: my favorite gun in the game its fun high fire rate just a better mac 10 in every way its is so damn good, fun as shit bro. i call it the mac and cheese.


submitted by gew_43 to GhostsOfTabor [link] [comments]


2024.01.14 08:37 anChaitligeach Somewhat affordable blank firing full auto mp40?

Looking around I’m seeing $2500+ prices for (albeit very nice) variants. Are there any good reliable ones that can be had for ~$1500?
submitted by anChaitligeach to WW2Reenactors [link] [comments]


2023.11.06 04:04 Jclj2005 Been lurking here and it finally happened to me

WTF Sunday
Well today I noticed my mp40 dropped down from its normal position. I was wth, so not paying attention stuck my hand into the the tank(300 gallon 8ft long) and bang stuck the tip on my thumb right into the spine of my lionfish. Wtf this thing hurt for over 6 hours of pain and throbing just from one little sting. Coyote Peterson was not kidding. I have had this lion fish almost 2 years and its probably about 5 years old as he came with the tank. He has never gone after me or tried to sting me. I think the was hungry and came over and was looking to see if i was going to feed him and my ADHD just blanked him out of thougth and view and bam. Thanks walgreens for not being able to get my medicine for over a week. So in the end i rate a 1 out of 10 do not recommend. I will keep an eye on him now.
submitted by Jclj2005 to ReefTank [link] [comments]


2023.09.04 17:42 Trotski7 Returning player, I feel it is nearly impossible to kill players

I just triple headshot a dude (upper chest/head area) with a trench gun from 4 fucking feet away, then pulled out a klobb and mag dumped him and the dude STILL didn't die. I mean, what the fuck else am I supposed to do??? He didn't even have a good helmet on, like a level 5-6 at best. I mean, you can't possibly tell me 3 fucking shotgun headshots and a mag dump handgun from point blank range isn't enough to kill them. Other times I am using an MP40 and just shooting the shit out of them and it looks like I don't even hurt them yet they kill me in like 2 or 3 bullets.
I genuinely have no idea how to kill someone in this game because it feels like nothing I do matters while they just use anything and kill me. Yes, I know you are supposed to go for headshots, and I do, the game even tells me I am getting headshot hits/kills and yet it never fucking does anything. Why do I get killed by a light breeze yet a dude whose head would literally be removed from his body by shotgun headshots can survive as if I am not even shooting them??? Edit: just played a raider mode, got a liberator, shot a dude directly in the head when he didn't even have a helmet on and didn't kill him, the game said "accuracy 100%, headshots 1" and I didn't kill them. I mean, this is a joke dude, it has to be, wtf is this??
submitted by Trotski7 to MaraudersGame [link] [comments]


2023.08.08 08:02 X-mariOlof-X Gunfight Rework Mod

https://steamcommunity.com/sharedfiles/filedetails/?id=3007247686

Key Features:
  1. Entirely Different Gunfight Experience
  2. Combat Para Rework
  3. Firearm, Caliber, Armor Rework
  4. Body Part Rework
  5. Weapon Component Rework
  6. Optional Ammo Stack, Modification Cost, Headshot Damage
  7. Localization Friendly

# Combat Para

# Firearm

# Ammo

# Armor

# Body Part

# Weapon attachment

# Notes
submitted by X-mariOlof-X to JaggedAlliance [link] [comments]


2023.07.25 18:07 Gabby_RE [PC] Emerald Bear 1.2.0 - Patch Notes 2/3 - Faction balance

[PC] Emerald Bear 1.2.0 - Patch Notes 2/3 - Faction balance

Roar part 2
Here's part 2/3 of the notes!

FACTION CHANGES

US FORCES
US Forces has been powerful in 1v1 and weak in larger team modes. These changes will be toning down the Easy Eight while improving underperforming units like Elite Infantry and support units.
¼-ton 4x4 Truck
  • Lethality for mid to far range increased by 10%
Air Support Center
  • Damaged aircraft no longer increases the recharge time of Air Support Center abilities.
  • Double Sortie fuel cost decreased from 50 to 40.
  • P-47 Dive bomb cost decreased from 90 to 70 munitions.
  • P-47 Dive Bombs now deal +50% bonus damage to vehicles.
  • P-47 Strafing Run cost decreased from 60 to 50 munitions.
Bazooka Team
  • Bazookas reload and wind down adjusted for a rate of fire increase from 4.75/5.5 to 4.25/4.75 seconds.
  • Health increased from 90 to 95.
Captain Retinue
  • Now gains Shared Veterancy.
  • Off-Map mortar barrage can now be used when suppressed.
Engineers
  • Engineer health increased from 80 to 85. This change does not impact health when upgraded to Assault Engineers.
M1 81mm Mortar
The Delayed Fuse ability is primarily meant to demolish emplacement bunkers. However, its current power allows it to devastate team weapons when abilities such as Airburst are meant to be the premiere anti-infantry ability of the mortar.
  • Area of effect damage distances significantly reduced from 1/1.5/5 to 0/0.5/5.
  • Delayed fuse mid-range damage reduced from 33% to 25%.
  • Delayed fuse radius increased from 4 to 5 (to better match the effect).
  • Delayed Fuse Shells cooldown between shots increased from 0.75 to 1.5 seconds.
  • Delayed Fuse Timer from 1.25 to 3 and now properly displays a timer.
M1919 Machine Gun Team
  • Manpower cost reduced from 240 to 220; does not affect the Airborne variant.
M29 Weasel
  • Machine guns can no longer target aircraft.
M3 75mm Gun Motor Carriage
  • Direct-fire range increased from 45 to 50
M4A1 76mm Conversion Upgrade
  • Fuel cost reduced from 50 to 40 fuel.
M4A3 Sherman Bulldozer
  • Bunker-buster deals +100% bonus damage to emplacement.
  • Frontal Armor increased from 195 to 240.
  • Population decreased from 14 to 12.
  • Scatter angle decreased from 9 to 5.
  • Scatter distance scatter ratio decreased from 1 to 0.
Weapon Support Center
  • Cost decreased from 120 manpower and 15 fuel to 100 manpower and 10 fuel.
Armored Battlegroup
M4A3 Sherman Easy 8
The following change puts the Easy 8’s area of effect and accuracy on-par with the standard Sherman 76mm. This is meant to significantly reduce the E8’s power against infantry.
  • Accuracy increased from 0.075/0.0563/0.045 to 0.1/0.0563/0.047.
  • Area of effect mid-range decreased from 2 to 0.75.
  • Area of effect model limit decreased from 4 to 3.
  • Area of effect radius increased from 4 to 4.5.
M8 Scott
  • Auto-fire and barrage fire-aim time decreased from 1 to 0.5.
  • Fuel cost decreased from 50 to 45.
Special Operations Battlegroup
SSF Commandos
  • Bazooka reload and wind down adjusted for a rate of fire increase of 3.6/4.5 to 3.5/4 seconds.
  • Population decreased from 10 to 9.
  • SSF Commando health increased from 95 to 110.
Whizbang
  • Rockets per barrage increased from 10 to 15
  • Range increased from 70 to 80
  • Rocket area of effect mid-range distance increased from 1.5 to 2
  • Rocket area of effect far damage increased from 0.175 to 0.3
  • Rockets now deal 50% deflection damage
Airborne Battlegroup
Carpet Bombing Run
  • Now drops 2 additional bombs per bomber; bombs dropped now fill the entire reticule correctly.
HMG Paradrop
  • Manpower cost reduced from 240 to 220.
  • Recharge time increased from 30 to 75 seconds.
P-47 Rocket Strafe
  • Damage to buildings reduced by 75%.
  • Damaged against infantry reduced by 75%.
  • Delay before the 2nd plane attacks increased from 1 to 2.
  • Rocket count from 6 to 5.
Paratroopers
  • ‘Cooked’ Frag Grenade fuse time decreased from 1.6 to 1.
  • Bazooka reload and wind down adjusted for a rate of fire increase of 3.6/4.5 to 3.5/4 seconds.
  • Carbine short-range lethality increased by 8%.
  • M1919A6 Light machine gun mid-far lethality increased by 15%.
  • Population decreased from 10 to 9.
Supply Drop
  • Cost decreased from 150 to 125 manpower.
WEHRMACHT
The Wehrmacht has been overperforming and these changes are meant to tone down overall performance. To promote a more diverse gameplay, some units that have been underused have been improved.
221 Armored Car
  • Machine gun mid-far lethality increased by 10%.
  • Sight increased from 35 to 45.
2cm Flak 38 AA Gun Team
  • Manpower cost decreased from 320 to 280.
Flakpanzer IV Wirbelwind
  • Bonus damage to aircraft decreased from +50% to -25%.
  • Cost decreased from 360 manpower and 70 fuel to 320 manpower and 60 fuel.
Grenadier
  • MP40 Submachine gun mid-range lethality decreased by ~15%.
  • MP40 Submachine gun near lethality decreased by 5%.
Marder M III
  • Long-range accuracy from 0.045 to 0.04.
  • Long-range accuracy reduced by 12%.
MG 42
  • Suppression against suppressed targets from 0.5 to 0.35.
  • Suppression applied to other squads increased from 88% to 93%.
StuG III (All Variants)
  • Machine Gun burst length reduced by 15% at mid and far.
  • Machine Gun can no longer target aircraft.
  • Machine Gun far accuracy reduced from 45% to 33%.
StuG III G
  • Point-blank Blast area of effect limit decreased from 4 to 3.
Luftwaffe Battlegroup
Luftwaffe Strafing Run
  • Command Point cost decreased from 2 to 1.
  • Cost reduced from 75 to 50 munitions.
BRITISH FORCES
The Training Center changes impacted the British Forces more than anticipated. To adjust, some core units are gaining increased performance and the Training Center will now be available from the start. We are planning to continue making further improvements to the British in the future.
17-pounder Anti-tank Gun
  • Weapon range increased from 70 to 80.
CWT 15CMP Truck
  • 20mm AA gun cost reduced from 75 to 60 munitions.
Dingo Armored Car
  • Machine gun can no longer target aircraft.
Foot Guards
  • Bazooka reload and wind down adjusted for a rate of fire increase of 3.6/4.5 to 3.5/4 seconds.
Infantry Section
  • Bren Weapon lethality increased by 4-6%.
  • Lethality at all ranges increased by 3%.
  • Population decreased from 8 to 7.
Forward Observer Base Howitzer
  • Fog of War scatter increased from 1.25 to 2.5.
  • Ready-aim time reduced from 2 to 0.5.
  • Rotation rate increased from 25 to 45.
  • Scatter max decreased from 15 to 6.
M3 Stuart Light Tank
  • Self-repair ability speed increased from 0.66 to 1.2.
  • Stuart Utility package cost reduced from 60 to 40 munitions.
Training Center
  • Now immediately available at the start of the game and does not need to be purchased.
  • Training upgrade experience for infantry, team weapons, and light vehicles increased from 500 to 800.
  • Training upgrade experience for medium and heavy vehicles increased from 500 to 1250.
Vickers Heavy Machine Gun Team
  • Mid and far range lethality increased by 5/7.5%.
Air and Sea Battlegroup
Commandos
  • ‘Cooked’ Mills Bomb fuse time decreased from 1.6 to 1.
Commando LMG Section
  • Now use unique Lee Enfields that have increased accuracy and damage over the standard Infantry Section at all ranges.
  • +31% increased lethality at short-range, +34% at mid-range, +20% at long-range.
Incendiary Carpet Bombing Run
  • Now drops 2 additional bombs per bomber; bombs dropped will now fill the entire reticule correctly.
  • Munitions cost increased from 110 to 150.
Naval Blockade
  • Command Point cost decreased from 2 to 1.
Supply Surplus
  • Now provides a 25% discount on built Resource caches to the player by Royal Engineers or those built directly on territory points.
  • Field Infirmaries cost decreased from 200 manpower to 150.
DEUTSCHES AFRIKAKORPS
The DAK is receiving adjustments to address key weaknesses in early game options. This is meant to open options for different styles of play.
8 Rad Armored Car
  • Scatter angle and Scatter max increased from 2 to 3.5.
250 Light Carrier
  • Cost decreases from 280 to 260.
  • Now gains shared veterancy.
Armored Reserves
  • Cost decreased from 200 manpower and 150 fuel to 100 manpower and 75 fuel.
  • Requires only the Panzerarmee Kommand to be purchased.
  • Tiger fuel cost increased from 180 fuel to 240 fuel.
Assault Grenadiers
  • Grenade Assault cost decreased from 45 to 35 munitions.
Combined Arms Ability
  • Now triggers on the 250-mortar half-track, 254 Reconnaissance Tractor, and the Walking Stuka Halftrack
Flak 36 Anti-Tank Gun Team
  • Fire-aim time increased from 0.125 to 1.
  • Ready-aim time from 0.125 to 0.25/5.
  • Reload time increased from 2.125 to 2.5/2.75.
Flakvierling Halftrack
  • Bonus damage to aircraft decreased from +50% to -25%.
  • Weapon range increased from 40 to 45.
Le.IG 18 Howitzer
  • Barrage recharge times decreased from 30 to 20.
Marder III
  • Long-range accuracy reduced by 12%.
Panzergrenadiers
Panzergrenadiers will now be more powerful without Combined Arms while retaining the same overall strength. This was to help address the significant difference in viability of the unit in small vs large games while still incentivizing Combined Arms play.
  • Base Lethality at mid and long-range increased by 10%.
  • Combined-Arms accuracy bonus decreased from +30% to +20%.
  • MG42 LMG accuracy increased by 10%.
StuG III (All Variants)
  • Machine gun burst length duration multiplier from 1/0.95/0.7 to 1/0.8/0.6.
  • Machine gun can no longer target aircraft.
  • Machine gun far accuracy from 45% to 33%.
Tiger
  • S-Mines Launcher now deals significantly less damage to infantry but now will suppress and pin them.
Walking Stuka Rocket Launcher
  • Rockets now deal 40% deflection damage.
Italian Infantry Battlegroup
Booby Traps
  • Increased health on the booby trap from 20 to 140.
  • Now uses the demo charge model.
Guastatori
  • Reinforcement cost from 40 to 35.
  • SMG moving burst increased from 35% to 100%.
Italian Combined Arms Battlegroup
Semovente 75/18 Assault Gun
  • Barrage recharge time decreased from 90 to 45 seconds.
  • Barrage reload decreased from 3.5/4 to 3 seconds.
  • Ready-aim delay on HEAT Shell ability removed.
Strafing Run
  • Bonus damage to vehicles decreased from +225% to +200%.
  • Damage increased from 10 to 15.
Armored Support Battlegroup
Vehicle Awareness
  • Command Point cost increased from 1 to 2.
submitted by Gabby_RE to CompanyOfHeroes [link] [comments]


2023.06.19 01:24 sempersubi Anyone else losing connection with steam server all day today?

Anyone else losing connection with steam server all day today?
I havent been able to play all day today as within 3 minutes of the game loading and getting to the home screen its losing connection with server. Box pops up and says "server has been disconnected" and olny option is click the button that says return to home screen. Cant even go to support and try to get help as the COD page in steam doesnt stay connected long enough to submit a complaint or find a way to get help from Activision as it just goes blank and says Server Disconnected.
submitted by sempersubi to CODWarzone [link] [comments]


2023.05.18 15:52 Candid_Management441 Wholesome VOIP

Fresh off work and decided to play a few games and try to get some questing done. First 3 raids I re-rolled trying to get Navy, but to no avail. 4th raid in I decide re-rolling isn’t worth the time anymore so I’ll just get a little loot and reset. 5 ft from docking at terraformer I get breached….fuckkkkkk. He starts VOIPing and asks what I’m doing and what kind of loot I have.
Me: I really need to go Navy to kill captains, but I can’t get the spawn so I’m going to the other place.(Blanked on the name) As for my kit I just have an MP40 and the lvl. 9 plate rig I crafted. Him: you mean the Terraformer? Me: YEAHHHH, that’s it. See you know things! Him: ahhh I see. You want some gear?? Me: I don’t really need it, but I’ll take it if your just giving away kits. Him: No, not mine. Let’s run terraformer and get you some loot. I’ll kill everything and you loot… sound fair? Me:you know what, I’m down.
So off we went on our terraformer adventure. Pushing towards center tower to hit locked crates for a torch, we start taking fire. Me new teammate starts giving coms in VOIP, and the people in the central tower start VOIPING back and start talking shit. After a bit of silence I realize my new friend had gone missing. Center tower VOIPs again…
Tower: We killed your buddy, just run off and leave us alone and we’ll let you live. Me: oh shit, honestly idk who tf that was😂 he breached me as I was coming in and we decided to run a raid together. Tower: oh shit for real?!?!? You some pretty trustworthy. Come into the tower I have a peace offering.
I go into the tower and they (2man) give me some warbonds and meds. We all look at each other for a second to memorize the kits so we don’t shoot each other. About 10 second later we start getting shot at by a 3 man. We all shoot back, and one of the tower team dies. Me and the remaining new friend rush where we last saw the enemy, but they(enemy)just took off to extract. Guy says I can grab anything I want off his buddies body. So I go back and grab his blowtorch to hit the vault. Ended up finding the initial breach buddies body, and getting all his lvl12 gear and china lake as well. Hit the vault and got some good loot out of the purses and proceeded to extract.
When I initially got breached there was no thought in my head the raid would end up like that. I’m going to have to start using VOIP more often. If you happen to be any of the guys I teamed with, shoot me a DM and let’s run some more. I should have checked keycards for names, but didn’t think of it at the time😔
Posted on my phone so it restructured some of this. Sorry if it’s hard to read😂
submitted by Candid_Management441 to MaraudersGame [link] [comments]


2022.12.14 17:58 GMedlin_T17 Red Baron Update is LIVE! (Full Patch Notes)


Welcome Space Pirates, to the first content update for Marauders, The Red Baron! Get ready to face this infamous foe who will be roaming your raids in his personal Strike Frigate, a ship capable of some of the fastest manoeuvres you’ve seen to date. If you get lucky, you can board his ship and go toe to toe with him for his valuable Blast armour and weapons. Don’t forget to search the ship for any hidden loot!
If you are returning to Marauders, heads up, this Update includes a full Wipe of everyone's progress and accounts. For those of you not familiar with the term ‘Wipe’ in this context, during early access there will be times that we will need to implement new systems or gameplay features. Sometimes these new features will require us to reset everyone's progress back to a clean slate. With the new Raid Missions and Daily Market that we have added in this update, it required a wipe in order for the features to work as intended.

Beware of The Red Baron
Before we get into the juicy details of this Update, check out this list of Known Issues that we are aware of and will be implementing fixes for as soon as we can.
WARNING: This update and wipe will cause settings to be reset to default, we apologies for the inconvenience. This includes graphic settings, sound and keybinds.

Known problems:
Localisation may be incorrect or missing, due to content changes
And now, all the details of today's Update!
NEW
CHANGES
ART
BALANCING
UI
ANIMATION
SOUND
OPTIMISATIONS
FIXES
That was a lot to get through, thanks for sticking with us all the way through! Now it’s time to suit up, and get out there Space Pirates. There’s loot to be found, and other Marauders to kill in order to earn it.
submitted by GMedlin_T17 to MaraudersGame [link] [comments]


2022.10.25 21:45 Kamonichan Ashes: A Butter in a Cocoon Fanfic (Feel Free to Ignore)

Griffin Storehouse - November 1st, 20XX, 2:01AM
Straightening up after setting down the last supply crate, MP40 groaned as she tried to stretch and work a kink out of her back. The rest of the warehouse was fairly quiet, and her only company were the dolls on guard duty. Negev and Galil were chatting at the entrance on the far side of the storage area, but otherwise the area was devoid of activity.
Just as she was considering joining them, she saw both of them snap to attention and salute an oncoming figure. Given how Negev's stiff expression turned even stiffer, there was only a handful of people it could be. And sure enough, the Commander soon came into view, returning the sharp gestures with the casual air of an officer.
The Commander's gaze traveled across the mostly empty space and came to rest on her. MP40 saluted from across the warehouse and received the same relaxed response as the two standing guard. But to her surprise, the Command began closing the distance between them. Their target was clearly MP40 herself, and she stood at attention until they were directly in front of her.
"At ease," the Commander said once they were at a comfortable distance. "I swear, it's not just those two. You're as formal as ever."
MP40 didn't have a response to their remark, so she instead shifted the conversation and asked, "How might I be of assistance, Commander?"
"I realize you just got back from your latest logistics operation," the Commander said, "but there's another mission for you. An escort mission."
"We're always ready to deploy," MP40 replied. Internally, she bemoaned her dashed plans to meet up with Jae at Miss Springfield's cafe. But that complaint was made in the privacy of her base layer, and outwardly she said, "I'll call up P38 and FG42 immediately, and we'll be on our way--"
"That won't be necessary," the Commander interrupted. "You're the only one I'm assigning to this mission."
Confused, MP40 nonetheless said, "I understand, Commander. Who is the target, and where are we headed?"
"Well..." the Commander's voice trailed off in an uncharacteristic show of uncertainty.
They turned around, and for the first time MP40 saw that they weren't alone. Standing timidly behind the Commander, fidgeting nervously, was an unfamiliar doll. She was dressed as a maid, soaked through to her skin, and looking as though she'd like nothing more than to disappear.
"...huh?"
---
Griffin Education Auditorium - November 1st, 20XX, 3:02AM
MP40 rapped on the door lightly with her hand. Despite her quiet politeness, she still heard a tiny squeak of surprise from the other side. She pushed the door open, grimacing as it creaked ever so slightly. Sitting alone in the otherwise empty expanse was the caretaker civilian doll, staring wide-eyed back at her. Only when she realized it was just MP40, her escort, did the doll finally relax.
"Sorry to scare you," she apologized, handing over one of two cups of hot coffee, a to-go order from Miss Springfield's cafe.
"No," the doll shook her head as she accepted the proffered gift. "I'm just a little nervous, that's all."
"Do you want to talk about it?" MP40 asked. "We have time before you're supposed to ship out."
"I'd rather not," the other doll gave an apologetic smile. "It's still a little too...fresh."
"That's fine," MP40 decided not to poke the clearly raw nerve.
They sat in awkward silence for a moment, but it was the doll who spoke first.
"Thank you," she said. "For the coffee. And for this."
She touched her hand to the collar of the uniform she was currently borrowing. Her own clothes were currently being laundered, so MP40 had loaned her one of her spare sets of clothing. The doll had a slighter build than MP40, so the clothes were a little big on her. MP40's neural cloud idly wondered if this was what human women felt when they had little sisters.
"It's not a problem," MP40 waved away the other doll's concern. "After all, your uniform was soaked through and covered in mud and....and..."
MP40 immediately kicked herself for trailing off like that. It was obvious what she was going to say next, which made the returning awkwardness so much more oppressive. But the other doll smiled with the good natured air of a saint.
"Covered in mud," the doll continued for her, "and ash."
"Yeah," MP40 muttered softly, barely above a whisper.
The two fell into silence once more. MP40 knew exactly who this doll was, just as the doll likely knew that she knew. The news stations were all reporting on the incident, and details and delusions were circling around Grifchan like locusts. Without a doubt, everyone with any connection to the rest of the world knew what had happened not far from where they stood, and this doll, whether she liked it or not, was in an uncomfortably bright spotlight.
Or rather, she would be, if she hadn't somehow escaped the media frenzy and found her way to this base.
A soft cracking sound broke the silence. MP40 looked at the doll sitting in the chair, trembling and trying her best to shrink in on herself, as if she was trying to disappear. The once-clean mug in her hands was dripping coffee through the newly appeared fissures in its surface.
"Why?" the doll asked. "Why did this have to happen?"
MP40 frown as she looked into her own cup. She could see her image in the surface, but it was small, blurry, and oddly nostalgic. After making up her mind, she set the coffee aside, walked over to the doll, and enveloped her in a soft embrace.
"It's all right," she whispered. "I understand."
"She was a strict mistress..." the doll whimpered.
"I understand."
"She could be distant, and mean."
"I understand."
"We didn't have much, and we had less and less every day."
"I understand."
"What am I going to do?"
MP40 didn't have an immediate answer to that. Her eyes looked past the doll's shoulder and toward the blank screen used during lessons to display learning materials or new battlefield procedures. She didn't see a reflection of herself and the sobbing caretaker. Instead, staring back at her was a single doll, formerly just a civilian model, standing in an unfamiliar place, holding a strange object that she'd never before seen outside of old pictures and movies but that she nonetheless knew intimately well, and starting a life completely unlike the one she'd had the day before.
"You'll find a way to keep going," she spoke quietly to the doll. "And I know you won't be alone."
The crying didn't stop, but it did abate little by little.
---
Griffin Command Center - November 1st, 20XX, 4:03AM
Staring at the screen on their desk, the Commander made a thoughtful sound as they watched the camera-feed to the first education auditorium. The two dolls on the monitor were chatting away. Out of respect for their privacy, the Commander had turned off the microphone, so they had no idea what they were talking about. But it looked like the civilian doll had stopped crying, and she even smiled every now and again.
After staring at the screen for a minute, the Commander heard their console ping. Taking their eyes off the scene playing out over the monitor, they opened the message that had just arrived.
"Distraction successful. Move the package whenever you're ready. Thank you for your business."
The S-es in that last word had been replaced with a sarcastic amount of dollar signs, so the Commander just shut the message and sighed.
"Sudden late-night operations are the worst," they muttered at the ceiling.
Before they could drift off to sleep right in their chair, they heard a knock and a voice at the door. Given the resolute tone, it was obvious who was on the other side.
"Come in," the Commander ordered.
The door pushed open, and TAC-50 stepped inside, stone-faced and resigned.
"Our operatives in the field said the distraction was a success," they informed the T-doll standing at attention.
TAC-50 didn't relax in the slightest at this news, so the Commander went on, "We can assume that means it's safe to deliver our wayward doll to the rendezvous point. Once there, I imagine she can live a quiet life without being hounded by tabloids, especially ones that are a little too hungry for the latest gossip. Ones that don't care about journalistic integrity when their source is a doll."
Still no response, so the Commander sighed and continued their monologue, "In an unrelated matter, apparently there was a cyberattack on a medical company that sells and rents civilian caregiver dolls for private use. Not many stations are covering that story, since nothing was stolen. But the company registry was corrupted. They'll have a hard time tracking any dolls they've loaned out. They may not even know if one or two are unaccounted for. Any such doll could probably disappear without a trace and no one would even know to look."
At this news, TAC-50 finally relaxed somewhat. Inhaling deeply, she looked at the Commander and said, "Commander, I know what I did may have been wrong, but I--"
Before TAC-50 could say anything more, the Commander raised a hand to cut her off. "You took a detour after a successful mission. Let's leave it at that. Anything more and I might have to write a report, and it's too late for that."
They could see TAC-50 biting her tongue and swallowing whatever she was about to say. At length, she finally nodded in gratitude.
"Thank you, Commander," she said as she took her leave.
As she was about to shut the door, TAC-50 said, "On my way here, one of our clients told me that it may take a while, but I--they'll definitely pay you back for the operational costs from tonight. Eventually."
"I'm glad to hear it," the Commander said. "Just let them know there's no rush."
"Thank you, Commander," TAC-50 said, finally sounding like herself. "Good night."
"Good night," they said.
TAC-50 shut the door, and the Commander heard footsteps receding down the hallway. Just as they were about to close their eyes and catch what sleep they could, there was another ping from their console. They opened it, scrolled down to the bottom, and groaned.
"Kalina," they lamented aloud, "is not going to like this."
submitted by Kamonichan to girlsfrontline [link] [comments]


2022.10.06 14:32 TUD0 Terminator shotgun

It definitely needs a buff or something. When i used it for the first time i point blanked a person in the chest (every shot had to of hit) and then he shot me once with the mp40 and instntly killed me. Since it only has one shot in the chamber i think it needs a damage buff so at least if your point blank it can one shot
submitted by TUD0 to MaraudersGame [link] [comments]


2022.06.16 18:27 blueJ4ykb Honest Critisism, The RPG-7

The RPG-7 is a great and iconic form of rocket ordnance projecting equipment in this beautiful game, but I personally believe that there are small things that just take away the experience for me. I personally think that the ordnance should be just as much as a learning experience as the different guns in this game, like someone would learn how to realistically operate an MP40, I think they should be given the opportunity to use ordnance in its realistic manner, other than a simplified manner. I also love the realism when it comes to video game ordnance, so I will be talking about the models too.
The functionality of the RPG-7 Launcher is pretty spot on, what I am primarily looking at is the RPG-7's rocket. for those of you who dont know, the base model of the rocket seems to be based off of the PG-7VM 70mm Rocket. if im not incorrect, this rocket was created as a modified variant of the iconic PG-7V rocket. there are some inconsistencies with the ingame model and the rocket in real life. the front part of the warhead cone appears to have the grooves of the PG-7V rocket, but the PG-7VM rocket never had these. this shows inconsistensy in the modeling of the rocket's model. The sustainer motor (aka the thing that starts from the base of the big warhead to the booster) has some inconsistencies aswell.
At the top part of this sustainer motor, you have these 12 triangle looking things that are evenly spread in a radius on the sustainer motor, these are the sustainer motor nozzles themselves, they should have holes inside of them like the real deal, also, there are no RPG-7 Rockets that have 8 of these sustainer nozzles, any russian RPG-7 rocket with a sustainer motor always has 6 of these nozzles. and on the last note of the sustainer motor, the two identical bumps on the lower end of the sustainer motor is not a thing on the PG-7VM rocket irl, it only has 1 bump of this size.
quick note, the piezo electric "detonator" at the front of the rocket is not supposed to be a bronze/brass color, i believe this was added to the model because the shipping cap was confused for the detonator. the peizo detonator (VP-7M Fuse) would be an "aluminum" in color.
now onto the realism of the rocket. when you spawn the rocket ingame, the rocket comes completely assembled and ready to fired, which is great if your trying to learn babies first steps with your players. I believe the RPg-7 rockets operation should be an exact learning experience like how one would operate the m72 law in the game (ill def be making a post on that). the rocket should come in 2 sepparate pieces, the Warhead with the sustainer motor intact, and the booster, both 2 sepparate items. the Warhead with the sustainer motor should have a shipping cap when it is spawned in, this cap would be unscrewed and the booster would be fitted onto the rear of the rocket. for those of you who dont know, the booster is the part of basically every rpg-7 rocket that shoots the rocket out of the tube so you dont have a jet of fire splashing in your face when it launches.
the peizo eletric detonator VP-7M fuse comes uncapped on the ingame rocket, all players should have to take off the shipping cap of the rocket. the shipping cap is simply a cap held on with a pin, simple step to operate. Also, I know its not in the game but if it is ever thought of adding the function of slamming the rocket on a table to self detonate the rocket, dont add thaat, Idk what story Ian got for the rpg-7 dude triping with the thing and going boom but that is just innacurate on most if not all rpg-7 rockets, the only reason why I could think this happened is because an insurgent modifyed the arming mechanism to go off instanly for dangerously close range operations.
The RPG-7 rocket should not go off if i shoot it point blank at my feet, the real rocket has a setback saftey that doesnt activate until about 5-25 meters or so away from the target.
the rpg-7 rocket should not have a huge fire jet coming off of the rocket when it is fired. there should only be a small tracer element to see where the rocket is going.
minor detail, the fins on the rpg-7 should be deployed when the launcher is fired.
Although the RPG-7 is said to be "recoiless" there is definetly a small amount of recoil that should be included in h3vr.
the Rpg-7's firing sound effect should be a huge concussive blast with a small sound of a sustainer motor going off afterwards.
All I want for H3vr is for the game to have ordnance that is as realistic as possible. sorry if this "essay" is not formulated correctly as I just typed what is on my mind.

Sources:
https://cat-uxo.com/explosive-hazards/rockets/70mm-pg-7m-rocket - PG-7M 70MM model
https://cat-uxo.com/explosive-hazards/fuzes/vp-7m-fuze fuse looks n operation
https://youtu.be/9LBW2Mle4qw -Ian's vid on the PSRL-1 for sound effects n concussive energy.
https://www.youtube.com/watch?v=b8PchoZMzrE&list=PLvp0zCdAkTmRPGdinmqoqQPRpsA9fBwmJ&index=40&t=2s I dont know what he says but the video shows proof of the rocket's saftey, functionality, and at 10:43, it shows how the rocket is assembled. we dont need all the unpacking we just need the unsecrewing of shipping cap, screwing in the booster, removing pin on cap and removing cap.
hope a dev sees and reads my concern.
submitted by blueJ4ykb to H3VR [link] [comments]


2022.06.10 07:07 LUNNCHIE Wheres the muzzle flash at?

Is there anything that would be reducing my games ability to render muzzle flash?Just watched half a squad and myself get mowed down by a mp40 at point blank rank range at my feet, zero flash, zero for almost his entire mag. *shrug*
submitted by LUNNCHIE to HellLetLoose [link] [comments]


2022.06.01 15:40 Due-Perception3956 Blank mind/no existing

Hi.. is here anybody who find a way to cure blank mind? I feel like i am dead. Olny pshyisical body left here. I dont have my inner world, i dont have opinions, emotions, connection to any human being, i dont feel connected to my family, my country, my home, my friends, i dont have my autentic sense of humour, i dont have intelligence, olny my consinous who watch every f** day this blankness inside me. I dont have soul, ego, my wishes, passions, desires, needs, dreams, imagination.. just anything what is connected to inner world is not here anymore. Everyday is same day, i am stuck nowhere. I cant connect, socialize, i have anhedonia, dont want to live like this anymore. I was smart, sharp, funny, vibrant, beautiful sexy girl, people loved me.. now i feel and look dead. Olny my pshysical body is existing. Nothing deeper dont came out of me. Is there a hope or i already died? I cant cope anymore, its hell. Please somebody give me hope, what happening???
submitted by Due-Perception3956 to Depersonalization [link] [comments]


2022.03.09 02:42 fazehappy Mp40 so inconsistent rn sometimes it absolutely insta kills other times you’ll shoot 10 bullets point blank hipfire and not even break armor

submitted by fazehappy to Warzone [link] [comments]


2022.03.03 15:44 kamikaze2112001 Optics/Iron Sights in Comp COD

Just a random thought I was having, in almost every cod SMGs use iron sights and ARs use an optic.
BO2: M8 - Optic, MSMC - Iron Sights
Drawing a blank on Ghosts honestly
AW: BAL - Iron Sights, ASM1 - Iron Sights
BO3: M8/Man O' War - Optic, VMP - Iron Sights
IW: NV4/KBAR - Optic, ERAD - technically iron sights but it was like an optic
WW2: STG/BAFG42 - Optic, PPSH - Iron Sights
BO4: ICMaddox - Optic, Saug - Iron Sights
MW2019: M4 - Mostly iron sights, MP5 - Iron Sights
Cold War: Krig - Optic, AK74u - Iron Sights
Vanguard: Automaton - Optic, MP40 - Iron Sights
ARs: Optic - 7, Iron Sights - 2
SMGs: Optic - 1 if counting the ERAD, Iron Sights - 8
Correct me if I'm wrong/missed anything but yeah just thought it's interesting that ARs mostly use optics and SMGs mostly use iron sights
submitted by kamikaze2112001 to CoDCompetitive [link] [comments]


2022.02.20 08:09 AngryShyGuy [FO4] Bullets not working

Hello.
I've come across a problem that I've never seen before. When I start a new game, everything seems to be fine until I pick up a firearm for the first time in Vault 111. The gun will shoot, you can see the casing eject, and you can reload, but it's like the gun is shooting blanks, as there are not bullet holes on the walls when I shoot there, and I can't harm enemies.

None of my mods are stopping the game from running, and any mod that I have that deals with ammo and reloading is not the issue, as I have disabled all of those and the issue still persists. I would appreciate if someone could tell me what the issue is, because I'm losing my mind, and I really don't want to test every mod one by one.

Thanks for any help you can give.
Load order:
*Unofficial Fallout 4 Patch.esp
*HUDFramework.esm
*ArmorKeywords.esm
*WorkshopFramework.esm
*Skb-MinigunsRebirth.esl
*HellcatPA.esl
*SettlementKeywords.esm
*UNSCCrewpack.esl
*Unlimited Fusion Core power.esl
*CWSS Redux.esp
*ProjectHelljumper.esm
*Robot Home Defence.esm
*Homemaker.esm
*TrueStormsFO4.esm
*Armament.esp
*TacticalReload.esm
*OVT.esp
*AmmoCounterFramework.esp
*Mossberg500.esp
*VIS-G Item Sorting.esp
*MoreUniques.esp
*PrydwenOverhaul2.esp
*Improved Boston Airport.esp
*Rebuilt_JamaicaPlain.esp
*CROSS_PlasRail.esp
*Quad_Accelerator.esp
*MojaveImports.esp
*Armorsmith Extended.esp
*brotherhood of steel overhaul.esp
*FaceMaxson.esp
*ImmersiveGenericDialogues.esp
*PiperCaitCurieDialogueOverhaul.esp
*ImmersiveGunnersPlazaExterior.esp
*The Collector's Guides AIO.esp
*Mansion.esp
*NGArevamp.esp
*True Legendary Enemies.esp
*DeadlierDeathclaws.esp
*Quantum Deathclaws V1.1.esp
*W.A.T.Minutemen.esp
*CombinedArmsNV.esp
*CombinedArmsEXPack.esp
*AtlasSummit.esp
*Enclave Paint DLC.esp
*Bunker13.esp
*Pip-Boy Flashlight.esp
*The Sanctuary Bridge.esp
*UniqueUniques.esp
*StopSetATKAIO.esp
*Institute Safe House.esp
*Synth Overhaul.esp
*EG7.esp
*DOOMMerged.esp
*MisriahArmory.esp
*UltracitePA.esp
*WZXM4.esp
*F4NVServiceRifleRedux.esp
*MA37.esp
*G11.esp
*Vault-Tec Power Armor by NewerMind43 & Captain-Ultima.esp
*Skip New Game Intro.esp
*Archimedes-II.esp
*MirelurkQueenVariants2.esp
*LugerP08.esp
*WaltherP38.esp
*FOLON_Bren.esp
*FOLON_Bren_Addon.esp
*Mosin.esp
*G43.esp
*DD_bleu_Ump_Extreme_Lore_friendly_edition.esp
*OTs-02 Kiparis.esp
*KrissVector.esp
*MG42.esp
*Quad_Fusillade.esp
*Nambu.esp
*realpowerarmorv3main.esp
*realpowerarmorv3upgrade.esp
*Scopes.esp
*Upgradeable Vault Suit.esp
*No Mirelurk Hatchlings.esp
*EvilViking13_WastelandWalls.esp
*SettlementMenuManager.esp
*AlternateSettlements.esp
*Better Vendor Stalls.esp
*More Durable Power Armor - 75%.esp
*VisibleWeapons.esp
*NX6-Avalon.esp
*mjp_PTRS41ATR.esp
*Minutemenoverhaul.esp
*SA80.esp
*Family Mauser.esp
*Colt Python.esp
*MP40.esp
*RugerMini14.esp
*fn five-seven v3.0.esp
*RSh-12.esp
*M60.esp
*M1Garand.esp
*MjolnirMKVB.esp
*ProjectHelljumper.esp
*vftfromprydwen.esp
*RRTV_UndergroundHideout_Redux.esp
*M1Garand - AWKCR-VIS.esp
*LeeEnfieldNo4MkI.esp
*StG44.esp
*Fallschirmjagergewehr.esp
*MisriahArmoryExtended.esp
*WIPAG_Power Armor Overhaul.esp
*WIPAG_Vanilla_AWKCR_PA_Addon.esp
*FMP.esp
*0080 Gundam.esp
*Type89 MWM.esp
*SVT40.esp
*UndergroundHideout.esp
*T65PA.esp
*MP7.esp
*GreaseGunSMG.esp
*SVT40-AWKCR-VIS.esp
*IMG_Castle_Wall_Patches.esp
*Hellfirenew.esp
*ExcavatorPA.esp
*RedShiftPowerArmor.esp
*T-51C Power Armor.esp
*HaxRPG7.esp
*Liberty_PA.esp
*EpilogueRestored.esp
*M1A.esp
*M1 Carbine.esp
*Sten.esp
*M1918A2.esp
*PPSh-41.esp
*Vz52.esp
*InstitutePowerArmor.esp
*GIAT_FAMAS.esp
*Famas_Addon.esp
*MidWest PA.esp
*08thTeam.esp
*RRTV_NukaRecipeRetextures.esp
*NightOfTheCreeps.esp
*Skibs-WHMk22Redux.esp
*3dscopes.esp
*3dscopes-framework.esp
*AKSounds.esp
*Better Power Armor - Extended.esp
*realpowerarmorv3-dr.esp
*tank_PA.esp
*tumbajamba Advanced Engineering.esp
*tank_PA - tAE - AWKCR.esp
*LooksMenu.esp
*Phoenix Lab Full Magazine Retexture.esp
*PAMAP.esp
ONIEquipmentOverhaul.esp
*AWKCR - Mod Power Armor Engine Glitch Fix.esp
*BAM-BetterArmoryMod.esp
*BetterGenerators.esp
*Clean Water - Tropical.esp
*Companion Infinite Ammo.esp
*FusionCoreRefueler.esp
*DansesWearableHolotags_v01-2.esp
*Deathwings.esp
*Deeper Thoughts (Curie).esp
*EasyHacking.esp
*Eli_Display Shelves.esp
*EnclaveX02.esp
*X-02 PipboyLight Patch.esp
*Immersive_Molotovs_FlamerESP.esp
*Homemaker - Streetlights Use Passive Power.esp
*ImmersiveVendors.esp
*K9TacticalHarness.esp
*LooksMenu Customization Compendium.esp
*More Where That Came From Diamond City.esp
*More Realistic Cats.esp
*NoAffinityCooldown.esp
*NiceMagRacks.esp
*PlutoniumCreatures.esp
*AzarPonytailHairstyles.esp
*PlatinumCurieV2.1.esp
*PowerArmorDisplayStations-PADisplayCategory.esp
*Siles - ModernMagazineShelf - All in One.esp
*FaceMaxson-AdVictorium_Patch.esp
*FaceMaxson-DansesWearableHolotags_Patch.esp
*The Eyes Of Beauty.esp
*TrueStormsFO4-EarlierSunsets.esp
*VaultGirl.esp
*Weapon Brackets.esp
*Weapon Rack Extended.esp
*WIPAG_Contraptions_DLC_Addon.esp
*Homemaker - Unlocked Institute Objects.esp
*SuperAffinity.esp
*TrueStormsFO4-FarHarbor.esp
*TrueStormsFO4-NukaWorld-FH-Compat.esp
*TrueStormsFO4-EarlierSunsetsFH.esp
*WIPAG_FarHarbor_DLC_Addon.esp
*WIPAG_NukaWorld_DLC_Addon.esp
*AEWS.esp
*MAID_by_Justice.esp
*AEWS_NukaWorldPatch.esp
*MWMpapa5.esp
Bashed Patch, 0.esp
submitted by AngryShyGuy to FalloutMods [link] [comments]


2022.02.18 21:20 Desister Popular opinion... This game is in the worst state it has ever been in.

First off I'll start out saying I'm a trash player and this game as slowly has been getting harder and harder for me due to the lack of time I've been willing to play (this game doesn't do anything for me anymore it's more like a god damn chore) but holy cow the amount of bugs and shit in this season is actually nuts.
That being said here is my cod tracker. https://cod.tracker.gg/warzone/profile/atvi/desist%233631576/overview
SBMM
Which starts with my first complaint.. I'm a 1.3 k/d player why the hell are all my lobbies the same k.d as me I've had one lobby under 1 k.d in the last week and like four under 1.1... over half the games I'm in I'm under average at 1.3 k.d what the fuck the sbmm is insane and I can't keep up anymore. 90 percent of my deaths are some Chad players with 3- 5 k.d beaming me from 200 m away with a Mp40 or something that shouldn't be able to beam me at that range.
Another thing which drives me absolute nuts is the amount this game prioritizes SBMM over ping. I live in North Canada so my ping is already shit (Good lobby to me is 60-70 ping) But I swear to jesus half the fucking time it throws me into some east cost sweat lobby where my ping is 100-120 it's fucking unreal why can't I just play in the nearest servers to me? I'm already fighting a uphill battle with the sbmm...
BUGS
I've never had to many issues with bugs I have a decently high end pc but man season 2 is nutty I'm getting them left and right and it's making the game almost unplayable. I get the Freeze on landing but I also get a freeze studder every time I do or receive damage which makes gun fights almost impossible for me.... Can you imagine every time you get hit by a bullet you freeze 2 or 3 times for .1 of a second? It's fucking nuts right? like what even is this shit....
My pings are all I got left to help my team in that case I guess right? Wrong because half the time they're not even working.. either massive delay or like ping the air in front of me or highlight some random plane in the background... I've never had this many issues with pings before it's a toss up if the ping is going to work or not.
Bullet reg. Oh you just blasted this guy with 25 bullets point blank from your mp40? In the kill cam 3 of them hit... That's all I need to say about that.

PLAYERBASE
How is the player base really doing? We run into the same guys constantly even in the same sitting. And no I'm not talking about default names like funkypants and shit. If you check player counter there is always around 200k people playing cod.... But that site is a load of shit go look up sea of thieves or overwatch on that site, because I'll tell you right now there isn't 250k people playing Sea of thieves right now and there for sure isn't 1 mill people playing overwatch.... The fact that I can sit down and play 4 games and run into the same guy twice in a night blows my fucking mind... and it's not just a 1 time occurrence honestly makes me think this games playerbase is falling big time.

CHEATERS
They're everywhere.. what else to even say about that.

Yayaya gitgud/you're trash/just uninstall then.
In the end I really like shooters and I really want to enjoy this game it's just getting hard to do.

/ENDRANT
submitted by Desister to CODWarzone [link] [comments]


2022.01.15 23:43 PeaceGuy420 So now that the Double Barrel has been nerfed to nothingness when will people realize most shotguns are complete garbage and take some skill to use?

I'm trying to ask a genuine question, now don't get me wrong the Akimbo Double Barrel is by far the most OP shotgun we've ever seen in warzone. The doof doof and origin had their own unquie issues, doof doof just had great range and the origin was mainly god tier floor loot that was everywhere, but beyond that basically most Pump shotguns are almost unusable with 2 tap ranges being around 6-7 meters with the best possible build. The hauer from cold war is a great example, it's been pretty much useless the entire CW era with the lucky exception if you were able to barrel stuff a guy with 2 plates. The m680 from MW has the same problem, though it has dragons breath which majorly helps with the extra burn damage but beyond that it's damn near unusable.
Now the double barrel was pretty much only good in akimbo, since the base gun takes 3 shots to kill in the max damage range, which is around 4-5 meters give or take. Now with the akimbo build taking atleast 5 shots to kill according to Elgoomtaf on YT, so that's out of the picture. The single version with the correct build can pull off a two tap if you hit headshots but that range is only about 3-4 meters which is honestly absurd because the reload would take more time than the TTK of basically any SMG, so that's basically pointless to try and make it work.
The einhorn got a well deserved nerf. I know a good majority of people didn't realize it but there was a build with this shotgun that could extend a 2 tap kill to 23 meters. Which is definitely insane and got the nerf it deserved, but they went even further beyond that. The rapid barrel got nerfed and hurts range tremendously, which sure I can understand it's a semi auto shotgun. But the base gun range can only 3 tap up to 5 meters which is barely enough for a single person even if you put range extension attachments on it, and for a gun with horrible handling and even worse reloads it makes the shotgun almost completely useless outside of a point blank 1v1. Which honestly just encourages camping with the shotgun because even if you pushed a building chances are theres gonna be more than one person in there and unless you're an absolute movement god and theyre not all the same room you're going to be fried almost every single time. So almost no valid reason to run that.
The combat shotgun got some adjustments as well , they made the damage adding barrels actually increase damage so that's a positive, but most ranges have been toned down further. Obviously there isn't a 1 tap range too full plated enemies, so with that being said the best 2 tap range you can get with chest shots is around 4m, and the 3 tap range extends to 6m and 2 tap If you can get headshots. And if you know anything about running a pump shotgun you have to break sight lines or completely catch your opponents off guard to get the 2nd shot off and pray to God you did enough damage for the down, and if you have to get a 3rd pump you're already dead. So this shotgun is just about out of the picture , it's probably still usable to some extent with the help of attachments such as incendiary or buck and slug but it's gonna be very difficult to do so. I don't quite remember what nerfs where made to the shotgun but I don't think they were major.
I don't have much to say for the gracy auto shotgun, it's probably the only viable vanguard shotgun for team modes because it's an auto shotgun and magazine attachments. Which personally I kind of find boring just because the "meta" shotguns have always been semi auto or auto shotguns. This thing does slap and is pretty easy to use for hyper aggressive players. This could possibly be the next shotgun that everyone complains about but the ranges are again not very good which is fair for the auto shotguns.
Anyways it's a shame to see most shotguns be absoulutety unusable and receive tons of hate even though they're not really all that powerful in like 95% of gun fights, but we have guns like the mp40 which is basically dominating the SMGs. Thankfully it's not by much but it is a frustrating gun to go against since basically every streamer and wanna be streamer is running it.
Thanks for coming to my TED talk
submitted by PeaceGuy420 to CODWarzone [link] [comments]


2022.01.06 05:57 Bloodrisen Hottake: Let shotguns perform like shotguns for once in WZ.

Like the title says. No I do not use the akimbo double barrels. Yes I think someone alpha striking to get a near instant kill at point blank range is fair.
I primarily use SMG/Ars with a sniper. I never felt like the R9 was op during the doof doof meta. No I did not run it, never had a problem facing people.
Here we are with Vanguard. We have the akimbo double barrels that have 103245 posts a day crying about how "OP" they are. Except in Caldera, there's tons of open ground, so pushing with two shotguns across open ground gets you deleted by a bren/stg/as44/mp40/t100/sniped.
You know where the akimbo double barrels shine? In close quarters, up to 15m, like a shotgun should feel viable. So buildings, playing terrain, outplaying with movement. Or else you just get gunned down while running.
I will say this once, and I will say it a thousand times, the most effective ranges for WZ guns should be
Shotguns: Up to 15m SMGs: 15m-30m (some slower firing up to 45m) ARs: 30m-100m Snipers: 50m - however far you can see.
As of right now the -only- viable shotguns are specifically built Einhorn revolving/combat/akimbo double barrel.
And they are balanced due to:
Einhorn: Slow to reload, limited to 5 shots, not usable out of solos/duos.
Combat: Slow firing, can get pincered quick, not viable outside of solos/duos
Akimbo: Can """""one tap"""" with an alpha strike, stuck with unable to finish the down without either switching guns/knife/reloading. Outside of solos/duos, expect to be punished if out of position or pushed too hard.
See how they have a major con? Like, unable to fight against a whole team just by yourself (unless they just run at you slowly one at a time, then they deserve to be wiped) its not like the OTS9/EM2 meta we just left where you could literally gun down an entire team without even reloading, and you didn't have to empty your mag for ONE down.
Seriously in the last 70 games I played, I've only seen one other person using the akimbo shotties, and guess what happened? I gunned him down as he tried to push.
Tl;dr - stop crying about the akimbo shotties. If all you play is rebirth island, then git gud or touch some grass, Caldera has plenty of it.
submitted by Bloodrisen to CODWarzone [link] [comments]


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