Ravenfield

Ravenfield

[WW2 Collection] M1A1 Carbine remake
117 Comments
bladezof_freedom 27 Jun @ 7:58am 
awwww the m4a1 little bro :3
rrrrtttt359 23 Apr @ 11:01am 
AIRBONE! hurh!!!!!!!!!!!!!!!
Mellamomellamo  [author] 7 Mar @ 2:26am 
np
Sprinic 6 Mar @ 9:04pm 
Game changing. Thank you for this gem
marshalsman91 11 Dec, 2024 @ 5:41pm 
mover and shaker you wrote so much!
Mellamomellamo  [author] 28 Nov, 2024 @ 12:15pm 
aint readin allat. I'm happy for you or sorry for your loss.
Mover and Shaker 28 Nov, 2024 @ 9:38am 
Since this is one of the best series of modules I've used in years, I hope it gets better.
Mover and Shaker 28 Nov, 2024 @ 9:38am 
Furthermore, I would like to discuss the issue of fire rates for robots using semi-automatic and bolt-action rifles in the game. Currently, there is not a significant difference in fire rate between robots using bolt-action rifles and those using semi-automatic rifles. This further distorts the balance, making semi-automatic rifles and the M1 Carbine seem overly weak.

For bolt-action rifles, I suggest a damage range of 101-105, which can be adjusted according to the specific firearm, such as faster-firing Lee-Enfields versus more powerful Mosin-Nagants.

Since this is one of the best series of modules I've used in years, I hope it gets better.

Thank you for your patience in reading this.I do hope you will refer to or discuss my suggestions.
Mover and Shaker 28 Nov, 2024 @ 9:36am 
Raise the damage of semi-automatic rifles to 80 or more, allowing players to knock down robots with one shot to the chest, but not instantly kill, to maintain effectiveness at a distance.
These adjustments would help balance the game while still respecting historical accuracy. In addition, it reduces the frustration of players who can't beat a bolt-action rifle with a semi-automatic rifle.Nor would an army with more advanced weaponry be able to defeat a bolt-action rifle army.
Mover and Shaker 28 Nov, 2024 @ 9:36am 
Considering the absence of body armor during the WWII era, the damage values from that period should be re-evaluated. It is confusing that in the game, SMGs deal more damage than the M1 Carbine, especially when you mentioned that the M1 Carbine’s damage is comparable to that of assault rifles or SMGs.

To address this issue, I propose the following adjustments:

Increase the damage of the M1 Carbine to ensure that two shots to the chest are fatal within 200 meters (or any distance you deem appropriate), and three shots are fatal at a distance. Shots at close range should not cause players or robots to be knocked down, similar to the current effect of semi-automatic rifles.
Mover and Shaker 28 Nov, 2024 @ 9:33am 
However, for balance in the game, I support some adjustments. But the current issue is that the 60 damage of semi-automatic rifles is not enough to take down a robot with one shot, while bolt-action rifles with a general damage value of 110-115 can be fatal even when shooting at less critical areas (like the buttocks or even the upper part of the thigh), which seems unbalanced. Furthermore, bolt-action rifles can take down players or robots with one shot almost regardless of where on the body they hit, and there is even a chance to fire several more shotsTeams using semi-automatic rifles, or even those using the M1 Carbine, simply cannot compete with them. Not to mention the inherent damage drop-off and accuracy disadvantages of semi-automatic rifles.
Mover and Shaker 28 Nov, 2024 @ 9:32am 
Thank you for your response.

As a player who has been playing this game for a few years, I understand your considerations regarding balance in mod design. However, I have noticed some inconsistencies in the damage values within the WWII weapon pack. For instance, the Thompson SMG has a damage value of 52, and there are other SMG using pistol ammunition with higher damage than the M1 Carbine.

My suggestion to adjust the M1 Carbine’s damage is aimed at achieving a better balance within the weapon pack.

In the game, I have found that semi-automatic rifles like the M1 Garand are at a disadvantage compared to bolt-action rifles, which does not align with their historical status and similar ammunition power. In the reality of WWII, semi-automatic rifles using full-power ammunition were considered advanced, as they could provide powerful firepower with semi-automatic shooting while maintaining power not inferior to bolt-action rifles.
Mellamomellamo  [author] 27 Nov, 2024 @ 12:56pm 
40 is around the same damage we put on assault rifles. It's basically the 9mm bullet damage, and also a bit less than the 8mm short bullet for the StG.
2 bullets to the chest would make it equal to the semi automatic rifles, which fire full power bullets (which we make a 1 shot for bolt actions, for balance). Our philosophy is that the game balance has to be something that helps the player have fun, and if you were being downed in 1 shot and killed in 2 by the carbines, it'd probably be quite annoying. Instead, the damage of this is equivalent to an SMG or an AR on the pack, with less falloff than the SMGs but more than ARs.
Mover and Shaker 26 Nov, 2024 @ 9:15pm 
This gun, as well as the M1 Carbine series of firearms, I googled some information and it doesn't seem to be a pistol round, so please consider tweaking the damage of this gun, it's just a matter of changing the numbers. Here's part of the information consulted:
“Muzzle kinetic energy Approximately twice that of a .45ACP pistol round, but only 1/3 that of a .30-06 rifle round in 7.62*33mm caliber. The M1 carbine cartridge is considered an “intermediate power” rifle cartridge. In any case, it has a much longer range than a pistol round and has a moderate recoil.”
You can confirm this online.
Also I have a suggestion, if what is said above is true, you can increase the power damage of this gun to 2 shots to the chest at 200-300 meters. And make adjustments to the damage of other semi-automatic rifles in WW2 correction, such as changing the damage of the G43, M1 Garand, SVT-40, etc. from 60 to 80 in order to balance the game while being historically accurate.
Thanks for reading.
marshalsman91 9 Oct, 2024 @ 2:28pm 
to make something as good as this it would take me around 10 years i really hate blender lol
Mellamomellamo  [author] 2 Oct, 2024 @ 1:54am 
On different mods. Bear in mind all the carbines took several months to make, along the summer of 2020. They were made by Jay with some help from Thor, and then right after being modelled i got to work on animating them.
Meanwhile we were also researching them, how they worked and their history. This was particularly important for the T3 carbine.
凯文QvQ KEVIN 1 Oct, 2024 @ 4:45pm 
WHERE IS THE OTHER ONES?
marshalsman91 18 Aug, 2024 @ 1:48pm 
its still pretty good
Mellamomellamo  [author] 18 Aug, 2024 @ 1:46pm 
Moxx told me to eventually remake this. Not the models, as they're very good, but the animations, which means these M1s will get better animations and smoother modding (I've learnt quite a bit in the 4 years since i made these)
marshalsman91 18 Aug, 2024 @ 1:39pm 
its really good!
marshalsman91 18 Aug, 2024 @ 1:38pm 
okay thanks :]
Mellamomellamo  [author] 28 Jul, 2024 @ 1:17am 
Assault and iirc it's also on handguns
marshalsman91 27 Jul, 2024 @ 8:50pm 
what catagoriy is it in?
BaloneyBoy 29 May, 2024 @ 12:47pm 
hey, this and your welrod mod like to remove themselves from configs
Meat Cube 6 Jun, 2023 @ 12:41pm 
N.I.C.E.
Mellamomellamo  [author] 28 Oct, 2021 @ 3:58am 
No, there isnt. Its 40 because thats a 3 shot kill, which we consider the standard for pistol ammunition
Mover and Shaker 28 Oct, 2021 @ 3:13am 
Nice, but I think the damage is too low(only 40), I want to raise some damage, there can be a way to let me modify parameters?
Meaty Mell  [author] 4 Jul, 2021 @ 11:04pm 
thanks! :Lurcher:
私は灰から上昇してい 4 Jul, 2021 @ 7:59pm 
COOL:headcrab:
General_JEMF35 23 Jun, 2021 @ 7:54am 
Ok, I will.
Mellamomellamo  [author] 22 Jun, 2021 @ 1:14pm 
Um if you want you can join the discord and maybe suggest them following the template
General_JEMF35 22 Jun, 2021 @ 1:13pm 
Oh, it’s really doesn’t matter anyway, there is so little known about them because the UPM42 was a weapon given to the resistance so there is no record of how well it work or the de lisle was not put it to major service, just special ops had them so there would be really no files of the weapon to keep it a secret form German intelligence
Mellamomellamo  [author] 22 Jun, 2021 @ 1:08pm 
Idk, i'm not the one that models the guns
General_JEMF35 22 Jun, 2021 @ 1:04pm 
Ok, do you have any plans to make either of them
Mellamomellamo  [author] 22 Jun, 2021 @ 8:59am 
I am aware of most of the WW2 guns that were used in any capacity by both sides yes
General_JEMF35 22 Jun, 2021 @ 7:44am 
Ok thats fine, but to ask, are you aware of the De Lisle Carbien which is the first silent carbine, and the UPM42 which is a american underworld weapon and the first to have a duel maginze setup
Mellamomellamo  [author] 22 Jun, 2021 @ 12:59am 
Um, no clue actually, it's the same as the rest in terms of modding
General_JEMF35 21 Jun, 2021 @ 5:34pm 
For some reason, when I save my world war 2 collects with this weapon on, it always turns off but when its not saved it stays on. Any pointers?

Also do you think you could make a De Lisle Carbine or a UPM42 Submachinegun?
Mellamomellamo  [author] 30 Apr, 2021 @ 12:49pm 
.5 inches dik
WeeErazer 19 Sep, 2020 @ 10:38am 
probably gonna make the johnson lmg since it saw average usage in the pacific
Some Random Guy 19 Sep, 2020 @ 10:01am 
Will you ever make m1941 Johnson? Just a question, don't get mad pls
Mellamomellamo  [author] 13 Sep, 2020 @ 11:46pm 
Originally i was waiting for the M2 Carbine to be done to release it alongside the M1 carbine,but now steam has been fucking me up and for like 3 days i have been unable to upload screenshots to steam workshop pages,which means i can upload the mods,but not really publish them as they are basically empty pages
Robin Kazami 13 Sep, 2020 @ 4:39pm 
I notice that many weapons from the WWII collection alongside the variants of the M1 Carbine are not available separately from the collection.
سوبnotcabbagehuesseni 9 Sep, 2020 @ 10:42am 
thx
Mellamomellamo  [author] 18 Jul, 2020 @ 2:15pm 
I mean it could theoretically just adjust the zoom but that'd be pretty pointless as a mechanic,as there's no way to alter the sensitivity based on zoom level
geeadadwtf 18 Jul, 2020 @ 12:55pm 
Thanks for taking the time to explain, I thought it might work like adjusting the zoom on a scope or something but if all it does is tilt the weapon itself I can see how that would be pointless and probably even detrimental game play wise. Thanks for bothering to answer my question, really appreciate it! The mods you guys make are always really great!
Mellamomellamo  [author] 18 Jul, 2020 @ 12:28am 
It is completely possible as much as it is completely pointless.The last adjustable sight i did iirc was on the old mosin,because in actuality there isn't a point to adjusting sights for a regular firearm in game-
When you adjust the sight with how the game works it pretty much changes nothing,and if you make it so the gun tilts to level with the sights,then it usually shoots further up than it should.
It only really works for launchers
geeadadwtf 17 Jul, 2020 @ 9:28pm 
Hey, I've looked through the comments on this mod, not on others though, and I wanted to ask about the rear sights for this weapon and other ones with rear sights similar to it. On the fourth image for this mod it shows a top view of the weapon and it looks like there are adjustable rear sights for closer and farther range. I saw the same sort of modeled, although nonfunctional, second sight option on the Garand and Springfield. I was wondering if it'd be possible to make these functional adjustable sight for this one and similar ones like it?
khunter3911 8 Jul, 2020 @ 3:49pm 
idk
Mellamomellamo  [author] 8 Jul, 2020 @ 2:21am 
lol
Why is his name a string of numbers though