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I think I'm not sure if the Stoner does leave a pile of empy casings, such as caulk and the medic bleed gun.
There's a stoner variant that has a top loading mag :P
But I think that's pretty old compared to the assuault rifle (30 rnd mag) variant and its current primary GPMG/LMP role.
Sounds like modding is complicated for weapons!
I always use the stoner as commando, with the nade rifle as the coup-de-grace on FPs and SCs (400% on HS!).
And the lack of custom weapon sounds is because they've tied the weapon sounds to the animations, and custom animations aren't doable.
When I replace the model, I'll be better able to use the stoner animation as the top cover is also a solid piece and not movable on the current model, same as the charging handle. And I'm trying to fix the ejection port issue, it is actually set up to eject on the right but isn't ejecting at all for some reason.
And I actually like the stoner! I didn't want to have the M60 completely replace its role, so I'd have to either make the ammo outrageously expensive, or lower the ROF like I did.
Hope you'll give it another once over after I update the model, and thanks for checking it out!
Think I'll be sticking with the game weapons - it was fun to play with, but seemed a bit cheaty.
Perhaps using the weapon's original sound (as AFAIK, Tripwire recored the sounds on a firing range) might be a nice addition, along with increasing the firing rate to that of the MG.
Additional: the Stoner 63/63A Rifle has 30rd magazine, same hinged top cover, but a loading style more similar to that which you are using.