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unlike the TFA and M9K bases, as when you equip an SWEP from that base, you lose fps and your fps begins to degrade after shooting for a while, I have not found that an issue in this base.
I got a lot of gripes, however but I also have a few suggestions to improve this base.
1. No ironsights in singleplayer - I know that you mentioned that you only tested this base in multiplayer but please try and make the ironsights work as they do in multiplayer in singleplayer, for now I would consider this only a singleplayer bug.
2. Ironsight transitions are not that good - The ironsights transition in fine moving from hipfiring to aiming down the sights but moving from ironsights to hipfiring, there literally is no transition as it snaps straight back. Most other bases have a transition for both ways and I'd hope you can implement this in your base as well.
3. Reloading while in ironsights? - Well, you can actually reload while you're in ironsights and switch from ironsights to hipfiring freely during reloads but if you reload while you're only hipfiring then you can't switch to ironsights until your reload is finished. I assume that this is a bug as if this was done deliberately you should be able to reload while hipfiring and transition to ironsights like you can while reloading when aiming down the ironsights.
4. Reloading while scoped does not let you unscope - Same as above, except when reloading while scoped, you cannot unscope until the reload is over. When reloading while unscoped, you cannot scope in so I would assume that this is another bug that needs fixing.
5. Shotguns don't reload properly and stay in a reload stance after reloading - Shotguns essentially reload like mags rather than shell after shell and when the reload is done, it idles at the last reload frame. When you shoot again then it goes back to normal.
6. Bullet penetration? - A lot of the newer bases are implementing bullet penetration and personally I would like this added. This is something I especially liked in TFA's base, the M9K base also has this but I feel like its surface penetration is way more overpowered than the TFA base's, besides CS:S also has surface penetration but it's very subtle unlike CS 1.6 and CS:GO's surface penetration.
7. Crosshair options? - TFA base and a couple other bases such as the old Mad Cow's base have an option to enable or disable crosshairs and when enabled you can customize it to your liking such as adding in colours, outlines, change the crosshair length and thickness, etc. It would certainly be a great addition to this base.
As a final note, I do see potential in this base and hopefully I will move onto this one from TFA's base which I currently use :)
You where not supose to be able to reload when you where in ironsight so that has been fixed.
Shotguns should now reload with animations that works properly.
Ironsights in singleplayer now works.
A crosshair option will hopefully be added in the next update.
Bullet penetration will be added at a later point in time.
P.S. Scopes don't work in singleplayer, ironsights are fine but the scope overlay doesn't appear and the ironsights on the scoped weapons just takes up the whole screen. Also burst fire for Glock and FAMAS? (I forgot to mention that last part in my previous comment)
So there is a crosshair when you aim down sight with the TMP & FAMAS thanks for the suggestion.
I know some code for hiding default css broken flashes and know how to add nice effects (as for me)
Also you can add some viewmodel movement, fire modes and etc.