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- 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
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.
-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)