Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem






what's wrong with the mp7
Would love more diffrent guns
Everything else works fine, nice add-on!
Plus the OICW Scopeless still has a shadow on its left side.
I think a Unique NPC-only annabelle named the light of lights was created by Limakenori for the RTBR weapons pack.
I wonder if you could make it usable?
@matthewwwww
I get the feeling we'll be enemies.
an AKM, but after it fires its 5-round burst, if you keep holding after that, it will charge up a shot like Star Fox 64, and upon releasing it, will fire a shot with the dynamics of Star Fox 64 in play, including locking onto enemies and exploding on hit.
I was inspired by how the normal AKM feels like Star Fox 64's Arwing blasters in how its firing dynamics work.
I wonder if you could possibly turn this port into an RTBR-styled Pulse Rifle?
Something came into my head about how the Pulse Rifle would feel and sound like if it was in RTBR...
Mechanics: The Pulse rifle, compared to the OICW and AKM, could have a slower fire rate compared to both, but be very accurate for 3 shots before accuracy degradation sets in.
M2 would fire the Combine Ball, but I would imagine its duration would be MUCH lower than the HL2 Pulse Rifle after it ricochets off a surface, but in exchange, the ball's explosion creates an explosion that does extreme damage to anything VERY CLOSE to the center of the explosion, but strips the shields and armor off of anything around it, possibly stunning some enemies like Combine Soldiers.
Why do you think the AKM's unique firing dynamics make it feel like a worse weapon to you?
I understand that would be the solution, i just wouldve preferred it to not be that way..
I would advise you follow Star Fox logic when it comes to rapid firing the AKM, after firing at most 5 shots, wait about a half-second and press LMB again and and so on.
and yes, I counted the amount of shots it took to slow down, it's EXACTLY 5 shots before it slows down.
The grenade should fly farther & faster than the OICW's, but only have one shot to compensate.