Ivorstadt Armories Combat Package R 3.5 - Bugfixes
Author
Message
Svendice
Joined: Sun Nov 04, 2012 12:35 am Posts: 53 Location: Bunker A-03, Burraki desert, 3 miles below sea level
Ivorstadt Armories Combat Package R 3.5 - Bugfixes
alright I know it took me a while to get to R 1.2, I was having computer problems. BUT, without further adieu [spellcheck plox], I present to you, the Ivorstadt Armories Combat Weaponry package!
The guns, as they appear in the buy menu.
In-field/gripping [Updated]
What you get:
Three laser/plasma weapons A minigun Rocket launcher for all of your rockety needs Two LMGs An HMG Impulse artillery cannon thing [Working on it some] Five handguns A piddly little training rifle, for the kids An assault rifle/PDW hybrid A hand-load sniper rifle. [Also working on it] Armor-Piercing sniper rifle. Very work in progress, but usable. Special operations Sniper rifle Two railguns A Gauss rifle, from Starcraft An Automatic Shotgun A Crossbow. Who else, has a crossbow. Four different grenades
Special Features:
Nearly completely unbalanced weapons that all do different things. Lots of bang and much less buck. Guaranteed random effect in almost all combat situations. Each weapon fuctions differently, and a few take time to master, but mastery is rewarded with a high killcount.
I will now be taking users' requests on what weapons should be added. I'll take anything you want to see made into a weapon, [as long as it's not real], and implement it into the pack.
Don't worry, I'll still be adding my own stuff.
NOTES: The pack is not fully complete and never will be. I'm working on it round-the-clock to add more and more weapons.
Sorted the guns some more.
Changelog
Pre-alpha/beta Implemented first weaponry
1.0 Added grenades, PDW, PPC, ISC3, rifles
1.1 Added training rifle, Rocket launcher, amped weight of heavy weapons, changed prices, changed sharplengths of some weapons.
1.2 Added Sniper rifle, MEB Rifle, Minigun, 30' Studder, Bubble grenade, PDWR, Piercer, some other stuff.
Last edited by Svendice on Tue Dec 18, 2012 4:27 am, edited 17 times in total.
Tue Dec 04, 2012 2:36 am
Svendice
Joined: Sun Nov 04, 2012 12:35 am Posts: 53 Location: Bunker A-03, Burraki desert, 3 miles below sea level
Re: Ivorstadt Munitions Bank
Most notable things that need changed right now are the weights, prices, and the offsetting on the grips. I think the rifle-type weapons are fine at the moment but I may move them down a bit so the stocks fit more.
Tue Dec 04, 2012 2:42 am
Hellevator
Joined: Wed Apr 13, 2011 12:38 am Posts: 162 Location: Only The Claw knows...
Re: Ivorstadt Munitions Bank
A review, if you may. Overall, I like this mod. The laser/plasma type weapons are pretty good, and the heavy machine gun feels right in my virtual hands. The name of the mod is legit, even though I have no idea what an "Ivorstadt" is. But my complaint is the heavier weapons could be.. Weightier. Keep up the good work, Hellevator
Tue Dec 04, 2012 2:48 am
Svendice
Joined: Sun Nov 04, 2012 12:35 am Posts: 53 Location: Bunker A-03, Burraki desert, 3 miles below sea level
Re: Ivorstadt Munitions Bank
Hellevator wrote:
-snip-
Ivorstadt is the name of the company that produces the weapons, and I agree with you, a lot of the weapons should be heavier. I'll keep this in mind, I've been working on them and testing them for a few days.
Tue Dec 04, 2012 3:01 am
Notsoscary
Joined: Mon Oct 15, 2012 5:21 pm Posts: 879 Location: Somewhere in Germany
Re: Ivorstadt Munitions Bank R 1.1- Updated!
Tested it and i must say, the Revolver (Magnum if i remember) is powerful, by headshotting a zombie into the head once kills it. The SSDW is a little bit, well, OP with the Ammo Count (maybe reduce it to 300 or make the reload time longer) and the RoF. I couldnt kill a single zombie with the Training Rifle. Otherwise, powerful weapons, brah. oh and by the way, the M1911 could get a small buff...
Sat Dec 15, 2012 2:05 pm
Svendice
Joined: Sun Nov 04, 2012 12:35 am Posts: 53 Location: Bunker A-03, Burraki desert, 3 miles below sea level
Re: Ivorstadt Armories Combat Package R 1.2 - Updated again!
I agree with you about the Training rifle and the M1911, and I know, the SSDW is horrendously OP. I plan to lower the sharpness/velocity/roundcount greatly soon.
in other news, New update, Yay!
Also I just realized there's a sound file included that shouldn't be in there, i'll remove that. like now.
Fixed.
EDIT: I have just completed a Gauss Rifle from starcraft.
Mon Dec 17, 2012 12:26 am
Svendice
Joined: Sun Nov 04, 2012 12:35 am Posts: 53 Location: Bunker A-03, Burraki desert, 3 miles below sea level
Re: Ivorstadt Armories Combat Package R 3.0 - SpecOps
Bumpdate I guess?
Added: Special operations weaponry Railguns The Gauss Rifle Couple other things, planni- OH, the crossbow.
The crossbow is best.
Tue Dec 18, 2012 12:02 am
Chronometer
Joined: Sun Jan 15, 2012 10:12 pm Posts: 207 Location: Burrowed, waiting for you to come by.
Re: Ivorstadt Armories Combat Package R 3.0 - SpecOps
Svendice wrote:
Bumpdate I guess?
Added: Special operations weaponry Railguns The Gauss Rifle Couple other things, planni- OH, the crossbow.
The crossbow is best.
Please, bro. Use imgur to fix this conundrum of non-showing pictures. (Not a necro. This is 1.0. F u)
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum