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 Coalition Special Air Service (Release 2) 
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Joined: Mon Dec 27, 2010 3:45 am
Posts: 33
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Post Re: Coalition Special Air Service
Arcalane wrote:
You could have a hybrid SMG-shotgun that can change firing modes between SMG/shotgun, or have a secondary-fire shotgun!

An underslung grenade launcher for the assault rifle might be a good touch too. Either firing mode (like the UniTec M4, I think it is) or secondary-fire, either would work fairly well.


I'm not planning on adding an assault rifle (and I'm planning on replacing the marksman rifle) but I will definitely look into a shotgun 'attachment' for the SMG. If you really want to combine explosives and stuff with bullets then I thought of a grenade launcher with 3 modes: frag grenades, gas grenades (♥♥♥♥ yeah tear gas) and rifle mode.

EDIT: Release 2 out, crazy shotgun included


Wed Jul 18, 2012 4:10 pm
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Joined: Tue Jul 03, 2012 9:44 pm
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Post Re: Coalition Special Air Service
god froggy wrote:
Asklar wrote:
god froggy wrote:
And yeah I definitely agree with the reduced amount of weapons, which is why I'm trying to combine weapons such as the assault rifle and the sniper rifle (despite having a sniper rifle...). Any suggestions for weapons would be approved as I'm not sure which ones are the most important to do.


You should do just a pistol, an SMG, assault rifle, shotgun, marksman/sniper rifle and a rocket/grenade launcher.
That is like the small and precise pack of weapons you would need.

Then some combat gunships, and it's the Air Service.


I had some crazy idea of combining a the SMG and the shotgun which would just be a dwarfed auto shotgun but it seems a little silly, I'll try it anyway I guess :P

Just found out that the arms are still green from the coalition troops, at least nobody noticed it before me I hope, fixing it now!

EDIT: Done, along with a new face. What do you guys think? I've only done the light because I plan on getting rid of the heavy as I see no use for it in this mod's context.

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Well you could make the heavy a shock trooper


Wed Jul 18, 2012 7:22 pm
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Joined: Mon Dec 27, 2010 3:45 am
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Post Re: Coalition Special Air Service (Release 2)
Hopefully the role of the soldier will be determined only by their equipment, just because mods with loads of actors that do the same thing annoy me.


Wed Jul 18, 2012 8:08 pm
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Post Re: Coalition Special Air Service (Release 2)
god froggy wrote:
Hopefully the role of the soldier will be determined only by their equipment, just because mods with loads of actors that do the same thing annoy me.
So if you handed a soldier a gatling gun they would look heavy. But if you handed them a rifle they would be light?


Thu Jul 19, 2012 6:10 pm
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Joined: Mon Dec 27, 2010 3:45 am
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Post Re: Coalition Special Air Service (Release 2)
XxMrmechaxX wrote:
god froggy wrote:
Hopefully the role of the soldier will be determined only by their equipment, just because mods with loads of actors that do the same thing annoy me.
So if you handed a soldier a gatling gun they would look heavy. But if you handed them a rifle they would be light?


No I mean the single soldier would be used for every weapon to show they were trained in the use of all weapons. I doubt there will be any heavy weapons though.


Fri Jul 20, 2012 1:40 pm
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Joined: Sun Aug 28, 2011 1:47 pm
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Post Re: Coalition Special Air Service (Release 2)
Small quirky weapon idea: long-range sniper grenade launcher. A sniper rifle shooting a (relatively) high-velocity timed grenade. Cause why the hell not?


Fri Jul 20, 2012 2:04 pm
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Post Re: Coalition Special Air Service (Release 2)
scrdest wrote:
Cause why the hell not?


Yes. Will look into it :P however I can't really work on my mod atm, quite busy in the outside world.


Sat Jul 21, 2012 12:02 pm
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