im playing on a bit of a older version of rogue ares but the sso guys can outshoot them most of the time, so with good tactics they're very effective to the point of solo runs being pretty possible.
thanks for feedback, ngl i didn't expect to see the SSO mod to be used against ares rangers since they are one of the hardest enemy to fight. Im still gonna add some new stuff like suppressors, helmets, M141 BDM and new attack types. The old attack types will remain in certain weapons
yes, the ghillie is on iov and i can borrow it to be added but uniforms are tricky especially the ingame camo mod and i dont have much time on how to study implementing it for the mod, though im currently making Ukr ranger corps
yes im currently updating the armory, added new guns like C8SFW and L119A2 plus new AT weapons like M141, also updated the AKM for the insurgents ditching the old to new modernized one
Lastly suppressors were added as well but imma update the mod after 1.0 since i heard it's coming this year
While the final product is on the way I do have a few other critiques for your mod.
1. The operators fire too much rounds. Their reaction time is good and I like it because I use an enemy mod that is hard, however they over fire too much rounds even after the threat goes down. Maybe tweak them to have discipline so they don't shoot too much ammo.
2. The operator transitioning to a gadget or a sidearm is slow. I understand if you're trying to make it more realistic, but for a game where I use a hammer or toss a 'nade into a room enemies that are in the cone of view will fire on them as they're still switching between items and it's getting frustrating.
3. Having the M320 as a sidearm is not a good idea in practice. If the operator runs out of ammo while engaging an enemy they will switch to their sidearm which will get them killed.
That and expanding the armory with more gadgets and weapons (Preferably with silencer attachments) should improve the mod.
1. For the first i purposely made it that operators may seemingly magdump the downed enemy kinda similar to the source videos and folks i chatted with. But i will reduce the amount of ammo being wasted.
2nd. For the transition of the sidearm they are currently being tweaked by making them throw and not sling their rifle in their back. I guess when i was modding it used the CIA grenade throw.
3. For the grenade launcher the issue is that if they are treated as utility in the game their draw time is slower and more annoyingly whenever you fire you must be stationary for few seconds while in secondary you can walk, fire and scoot. I will also experiment it on the LAWs but other than that thanks for feedback
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Lastly suppressors were added as well but imma update the mod after 1.0 since i heard it's coming this year
1. The operators fire too much rounds. Their reaction time is good and I like it because I use an enemy mod that is hard, however they over fire too much rounds even after the threat goes down. Maybe tweak them to have discipline so they don't shoot too much ammo.
2. The operator transitioning to a gadget or a sidearm is slow. I understand if you're trying to make it more realistic, but for a game where I use a hammer or toss a 'nade into a room enemies that are in the cone of view will fire on them as they're still switching between items and it's getting frustrating.
3. Having the M320 as a sidearm is not a good idea in practice. If the operator runs out of ammo while engaging an enemy they will switch to their sidearm which will get them killed.
That and expanding the armory with more gadgets and weapons (Preferably with silencer attachments) should improve the mod.
1. For the first i purposely made it that operators may seemingly magdump the downed enemy kinda similar to the source videos and folks i chatted with. But i will reduce the amount of ammo being wasted.
2nd. For the transition of the sidearm they are currently being tweaked by making them throw and not sling their rifle in their back. I guess when i was modding it used the CIA grenade throw.
3. For the grenade launcher the issue is that if they are treated as utility in the game their draw time is slower and more annoyingly whenever you fire you must be stationary for few seconds while in secondary you can walk, fire and scoot. I will also experiment it on the LAWs but other than that thanks for feedback