Project Zomboid

Project Zomboid

Insurgent Baneful Arsenal
 This topic has been pinned, so it's probably important
Hu Actual  [developer] 29 Jul, 2023 @ 5:14am
Weapon Suggestions
Suggest a weapon you want to see in a loadout here.

Stuff I'll probably add:
Russian/Soviet equipment
Foreign equipment (i.e. British, Canadian, etc.)

Stuff I probably won't add:
Melee weapons (there is already a melee perk in normal Insurgent and the military generally avoids melee)
Stuff that isn't that different to existing options for loadouts (If I can get custom loadouts to work then this won't be an issue.)
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Showing 1-13 of 13 comments
InnocentDeadly 18 Aug, 2023 @ 6:19am 
Some time of ar-15 please it all i want
InnocentDeadly 18 Aug, 2023 @ 6:20am 
like one with attachments and no grenade launcher
Hu Actual  [developer] 18 Aug, 2023 @ 8:52pm 
Originally posted by 2014Magged:
Some time of ar-15 please it all i want
There are 2 ar-15s already in insurgent (one from the main mod and one from this mod). Im happy to add in another ar-15 but could you be a little more specific? Thanks.
Last edited by Hu Actual; 18 Aug, 2023 @ 8:54pm
RemieSchwarzkopf 16 Sep, 2023 @ 1:56pm 
Extra Grenades - "While you didn't want to sacrifice your trusted lead bullets, you believe that having some explosive to throw at the enemy is probably a good idea"
- Start with M67 Fragmentation Grenades
Cost: 2-3 Trait Points

Piker's Tradition - "While it is true that lead and explosive are a much better weapon, you still train in the use of bayonets and spears should things comes to the worst"
- Start with M4 Bayonet(s)
+3 Spear
Cost: 3-4 Trait Points

Expert Juggernaut - "It turns out there's a practical limit to the rate of fire in a single-barreled weapon. The good news is you can always add more"
- Starts with GAU-17 Minigun and spare ammunition
+2 Strength
Cost: 7-8 Trait Points

Expert Coachgunner - "Some weapon are so iconic, they don't even need a name. No maker, no model. All of you to make an impression is a twin twelve-gauge"
- Replace your standard issued handgun to Coachgun Pistol and spare ammunition
Cost: 3-4 Trait Points
Hu Actual  [developer] 23 Sep, 2023 @ 2:35am 
Originally posted by Your Girlfriend:
Extra Grenades - "While you didn't want to sacrifice your trusted lead bullets, you believe that having some explosive to throw at the enemy is probably a good idea"
- Start with M67 Fragmentation Grenades
Cost: 2-3 Trait Points

Piker's Tradition - "While it is true that lead and explosive are a much better weapon, you still train in the use of bayonets and spears should things comes to the worst"
- Start with M4 Bayonet(s)
+3 Spear
Cost: 3-4 Trait Points

Expert Juggernaut - "It turns out there's a practical limit to the rate of fire in a single-barreled weapon. The good news is you can always add more"
- Starts with GAU-17 Minigun and spare ammunition
+2 Strength
Cost: 7-8 Trait Points

Expert Coachgunner - "Some weapon are so iconic, they don't even need a name. No maker, no model. All of you to make an impression is a twin twelve-gauge"
- Replace your standard issued handgun to Coachgun Pistol and spare ammunition
Cost: 3-4 Trait Points

I'll probably add the grenadier one, as for the juggernaut and coachgunner, I'll add them in the funny pack if I ever get around to it, but for the piker, eh, I kinda wanted to refrain from melee stuff cuz it already exists in insurgent but I might add something similar to the aforementioned funny pack.
RemieSchwarzkopf 2 Oct, 2023 @ 5:13pm 
Originally posted by igno:
Originally posted by Your Girlfriend:
Extra Grenades - "While you didn't want to sacrifice your trusted lead bullets, you believe that having some explosive to throw at the enemy is probably a good idea"
- Start with M67 Fragmentation Grenades
Cost: 2-3 Trait Points

Piker's Tradition - "While it is true that lead and explosive are a much better weapon, you still train in the use of bayonets and spears should things comes to the worst"
- Start with M4 Bayonet(s)
+3 Spear
Cost: 3-4 Trait Points

Expert Juggernaut - "It turns out there's a practical limit to the rate of fire in a single-barreled weapon. The good news is you can always add more"
- Starts with GAU-17 Minigun and spare ammunition
+2 Strength
Cost: 7-8 Trait Points

Expert Coachgunner - "Some weapon are so iconic, they don't even need a name. No maker, no model. All of you to make an impression is a twin twelve-gauge"
- Replace your standard issued handgun to Coachgun Pistol and spare ammunition
Cost: 3-4 Trait Points

I'll probably add the grenadier one, as for the juggernaut and coachgunner, I'll add them in the funny pack if I ever get around to it, but for the piker, eh, I kinda wanted to refrain from melee stuff cuz it already exists in insurgent but I might add something similar to the aforementioned funny pack.

I do understand why you would refrain from adding melee traits. The bayonets, however, does fill a niche that other weapons doesn't have, ie: being able to be put on the same slot as your gun and quickly switch between them, but will quickly eats the durability of said weapon which can be detrimental to its reliability if used carelessly

Apart from the aforementioned reason, the new trait will eliminate the need to scavenge for the bayonet attachment in the field, which can be a very tedious task if you have for look for it
Last edited by RemieSchwarzkopf; 2 Oct, 2023 @ 5:16pm
Hu Actual  [developer] 2 Oct, 2023 @ 7:20pm 
Originally posted by Your Girlfriend:
Originally posted by igno:

I'll probably add the grenadier one, as for the juggernaut and coachgunner, I'll add them in the funny pack if I ever get around to it, but for the piker, eh, I kinda wanted to refrain from melee stuff cuz it already exists in insurgent but I might add something similar to the aforementioned funny pack.

I do understand why you would refrain from adding melee traits. The bayonets, however, does fill a niche that other weapons doesn't have, ie: being able to be put on the same slot as your gun and quickly switch between them, but will quickly eats the durability of said weapon which can be detrimental to its reliability if used carelessly

Apart from the aforementioned reason, the new trait will eliminate the need to scavenge for the bayonet attachment in the field, which can be a very tedious task if you have for look for it

It's mostly cuz a superior trait exists in vanilla insurgent though for bayonets I have held off on them cuz they are kinda niche, but yeah it's a niche that would nice to fill but brita's bayonets only attach to certain weapons as well, maybe I'd add a gun as well (probably another m4) so that it's a bit more justified (Last I checked bayonets for brita's are useless if not attached to a gun) I'll probably do it some time in the future. Though I'll probably be more liberal with bayonets and melees for the russian insurgent equivalent.
Last edited by Hu Actual; 2 Oct, 2023 @ 7:23pm
RemieSchwarzkopf 3 Oct, 2023 @ 7:45pm 
Originally posted by igno:
Originally posted by Your Girlfriend:

I do understand why you would refrain from adding melee traits. The bayonets, however, does fill a niche that other weapons doesn't have, ie: being able to be put on the same slot as your gun and quickly switch between them, but will quickly eats the durability of said weapon which can be detrimental to its reliability if used carelessly

Apart from the aforementioned reason, the new trait will eliminate the need to scavenge for the bayonet attachment in the field, which can be a very tedious task if you have for look for it

It's mostly cuz a superior trait exists in vanilla insurgent though for bayonets I have held off on them cuz they are kinda niche, but yeah it's a niche that would nice to fill but brita's bayonets only attach to certain weapons as well, maybe I'd add a gun as well (probably another m4) so that it's a bit more justified (Last I checked bayonets for brita's are useless if not attached to a gun) I'll probably do it some time in the future. Though I'll probably be more liberal with bayonets and melees for the russian insurgent equivalent.

IIRC, the M4 bayonets attaches to NATO rifles (AR-15, Aug, FAL), AK bayonets attaches to AK pattern rifle (duh) and M1917 bayonets attaches to vintage rifles/shotgun (Mosin-Nagant, M1897 Trenchgun, M1 Garand)

If you wish to incorporate it to a gun trait, perhaps putting them into the "Expert Gunman" would be a great addition, as of now, the M14 is a little underwhelming in terms of performance, ie: small magazine size/reserve + difficulty of scavenging for more mags in the field (relative to its capacity) for only a marginal increase in stopping power. The inclusion of a bayonet would give it a unique selling point it currently lacks
Last edited by RemieSchwarzkopf; 3 Oct, 2023 @ 7:45pm
Hu Actual  [developer] 3 Oct, 2023 @ 7:48pm 
Originally posted by Your Girlfriend:
Originally posted by igno:

It's mostly cuz a superior trait exists in vanilla insurgent though for bayonets I have held off on them cuz they are kinda niche, but yeah it's a niche that would nice to fill but brita's bayonets only attach to certain weapons as well, maybe I'd add a gun as well (probably another m4) so that it's a bit more justified (Last I checked bayonets for brita's are useless if not attached to a gun) I'll probably do it some time in the future. Though I'll probably be more liberal with bayonets and melees for the russian insurgent equivalent.

IIRC, the M4 bayonets attaches to NATO rifles (AR-15, Aug, FAL), AK bayonets attaches to AK pattern rifle (duh) and M1917 bayonets attaches to vintage rifles/shotgun (Mosin-Nagant, M1897 Trenchgun, M1 Garand)

If you wish to incorporate it to a gun trait, perhaps putting them into the "Expert Gunman" would be a great addition, as of now, the M14 is a little underwhelming in terms of performance, ie: small magazine size/reserve + difficulty of scavenging for more mags in the field (relative to its capacity) for only a marginal increase in stopping power. The inclusion of a bayonet would give it a unique selling point it currently lacks

Thanks for the suggestion, that's a really good idea for the M14 because yeah it's kinda underwhelming and it makes it more unique. Thanks again. :steamhappy:
McStabbyTaco3000 16 Nov, 2023 @ 10:56am 
Here are a few ideas:
-Experienced Assassin: Default 9mm pistol is replaced with 10 throwing knives. +1 Short Blade. +2 Lightfooted.
-Experienced Mercenary: Start with a SCAR-H and 6 20 round magazines. +1 Long Blunt.
-Experienced Paratrooper: Start with a Colt M635 SMG and 6 extended magazines. +1 Nimble.
-Experienced Reserve: Start with a Thompson M1 SMG and 6 extended magazines. +2 in one of these skills at random: Cooking, Electronics, Maintenance, Carpentry, Metalworking, Tailoring.
-Experienced Veteran: Start with an M1 Garand and 8 clips. +1 Sprinting.
-Experienced Conscript: Start with an AKS-74 and 6 magazines. +1 Lightfooted.
Hu Actual  [developer] 17 Nov, 2023 @ 1:13am 
Originally posted by McStabbyTaco3000:
Here are a few ideas:
-Experienced Assassin: Default 9mm pistol is replaced with 10 throwing knives. +1 Short Blade. +2 Lightfooted.
-Experienced Mercenary: Start with a SCAR-H and 6 20 round magazines. +1 Long Blunt.
-Experienced Paratrooper: Start with a Colt M635 SMG and 6 extended magazines. +1 Nimble.
-Experienced Reserve: Start with a Thompson M1 SMG and 6 extended magazines. +2 in one of these skills at random: Cooking, Electronics, Maintenance, Carpentry, Metalworking, Tailoring.
-Experienced Veteran: Start with an M1 Garand and 8 clips. +1 Sprinting.
-Experienced Conscript: Start with an AKS-74 and 6 magazines. +1 Lightfooted.

I love these how ever some are too modern or old fashioned for what I was going for. I will make another pack for those odd balls I guess, but I can't say much I have don't anything productive in months (sorry, school and life stuff), but I really like the idea of a rear echelon or reserve thing, perhaps a mac 10 instead or some other compact rifle or smg that fits the 90s? Idk, russian stuff though will be for a russian thing later on, when I actually have time. (Apologies, I've been so out of it for months)
McStabbyTaco3000 17 Nov, 2023 @ 10:28am 
Originally posted by igno:
Originally posted by McStabbyTaco3000:
Here are a few ideas:
-Experienced Assassin: Default 9mm pistol is replaced with 10 throwing knives. +1 Short Blade. +2 Lightfooted.
-Experienced Mercenary: Start with a SCAR-H and 6 20 round magazines. +1 Long Blunt.
-Experienced Paratrooper: Start with a Colt M635 SMG and 6 extended magazines. +1 Nimble.
-Experienced Reserve: Start with a Thompson M1 SMG and 6 extended magazines. +2 in one of these skills at random: Cooking, Electronics, Maintenance, Carpentry, Metalworking, Tailoring.
-Experienced Veteran: Start with an M1 Garand and 8 clips. +1 Sprinting.
-Experienced Conscript: Start with an AKS-74 and 6 magazines. +1 Lightfooted.

I love these how ever some are too modern or old fashioned for what I was going for. I will make another pack for those odd balls I guess, but I can't say much I have don't anything productive in months (sorry, school and life stuff), but I really like the idea of a rear echelon or reserve thing, perhaps a mac 10 instead or some other compact rifle or smg that fits the 90s? Idk, russian stuff though will be for a russian thing later on, when I actually have time. (Apologies, I've been so out of it for months)
No worries on the inactivity. I can understand feeling burnt out with responsibilities. My thought process for the Reserve and Veteran having older guns was that they were surplus and the Conscript was sort of an "Ex-Soviet soldier defecting to the Americans" thing, but I can understand how those would seem out of place.
Hu Actual  [developer] 17 Nov, 2023 @ 6:58pm 
Originally posted by McStabbyTaco3000:
Originally posted by igno:

I love these how ever some are too modern or old fashioned for what I was going for. I will make another pack for those odd balls I guess, but I can't say much I have don't anything productive in months (sorry, school and life stuff), but I really like the idea of a rear echelon or reserve thing, perhaps a mac 10 instead or some other compact rifle or smg that fits the 90s? Idk, russian stuff though will be for a russian thing later on, when I actually have time. (Apologies, I've been so out of it for months)
No worries on the inactivity. I can understand feeling burnt out with responsibilities. My thought process for the Reserve and Veteran having older guns was that they were surplus and the Conscript was sort of an "Ex-Soviet soldier defecting to the Americans" thing, but I can understand how those would seem out of place.
Thanks for understanding and all. I do like the idea of conscript but I'd rather implement it as a russian equivalent to insurgent that has russian and eastern block weapons with it. The older guns thing is awesome, I'll probably make it the grease gun (the grease gun was issued in the first gulf war), swedish k or mac-11, maybe something else, Im not too sure.
Last edited by Hu Actual; 17 Nov, 2023 @ 6:58pm
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