Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Went into the shooting range and tested the weapons with 2 squads, one with the close/medium burst fire doctrine, and one without. There was no noticeable difference in the guns' firing patterns.
On the other hand, the burst fire for the BLOCK II GLSSC seems to be working, since there is a noticeable difference when the burst fire doctrine is active. I assume this is how all guns' firing pattern should look like when burst fire doctrine is active.
I've attached a google drive link containing clips of all 4 guns from my testing, with and without the burst fire doctrine active.
https://drive.google.com/drive/folders/1ixIPg-HH7W4zlq-Zks4A1dWANpKoM96-?usp=sharing
My discord is notorion401, contact me there if you've got further questions.
you made a lot of gun models better than devs do.
Devs' gun models are fine, it's just one thing, the dev version of URGI lack flashlight and laser models. I know these two attachments do not really function, but they are the beauty of AR rifle Christmas tree.
One last thing, operators shoot with URGI less rapid compared with the original version, I don't know if it's meant to be like this or just for game balance