> Once more, I do not hate realistic guns, I just hate gun-snobs that criticize people for unrealistic weapons, when they aren't trying to be realistic. It was said that when you copy from one source, it's plagiarism, if you copied from multiple sources then it's research! And that's what I am doing, For Academic Purposes.
My creative process is on the idea of "what could be", so it's somewhat grounded on real-life, but it's a jumping off point of what could be. For example, my previous mod, the Riveter Machine Rifle, is what Chauchat "Could be", in my mind. And as such, right now, this "Spectre" SMG, is basically how Spectre could be. It is my take.
There's a small thought put behind how the weapon function, and thus how it looks -- I imagined the barrel having a separate shroud than a one-piece like the actual real-steel; the lower-receiver is different and includes the magazine well; different magazine catch, different safety system; the charging handles on the side, ejection port straight-up like the Scorpion or many other submachine guns; the folding stock inspired by the Spectre-M4 itself, but also the UZI somewhat with the buttstock end of the SPAS-12. If you look at the receiver, there's a hook, that is intended to secure the stock when it's folded by wedging the butt-plate into it when folded.
> What's up with Calibrated/Optimized and Armor-Piercing/Penetrating?
In this case, I actually followed the format of energy weapons than ballistic ones. AP is effectively just a matter of damage going through, and the DOT is practically just that, going through armor as it is not reduced by anything. The bleed damage actually partly stacks, but you can't stack on non-organic. Damage-wise, I think this would be more valuable and more piercing than reducing the amount of armor.
Optimized is basically just upgraded Calibrated. I wanted to mix this to the automatics as well, for the reason that it's not being done. I did this first on the Riveter, but right now the three-round burst is the minimum so the jump to full-auto isn't as valuable.
> Originally it was just going to be the two: Burst-fire and ultra-rapid fire-rate, but I felt that it might be too restrictive. So mid-production I chose to make the weapon to have widely varied automatic fire-rate, so it's something for everybody. You wanted a low chug for a subgun? You got it. Super-fast fire-rate like machine-pistols? Go for it. Maybe something in between? And in addition, the burst-fire if you want something restrained. I also included the muzzle attachments, some of them, as a way to control the fire-rate by increasing or decreasing fire rate; that means you sacrifice some ability like suppressing the weapon if you wanted to boost it's fire-rate like the Muzzle Booster + the slow-chug of the heavy-automatic, and vise versa. Also the Advanced Suppressor, doing reduced fire-rate instead of incredibly reduced accuracy and range.
> If you've been swapping between receivers constantly, you'll notice the different bloom behavior, and that is by design. I did so for the reason to accentuate the different uses of the weapons with range; the Rapid Fire is formatted like a shotgun because it's like a shotgun; the Burst-Fire is also formatted like a shotgun but is geared towards being a rifle into ADS, and the Full-Auto is just normal basic use.
The internal system is what I use in WOS, being the basic bloom isn't actually controlled by the barrels, but by a perk that controls the hip-fire. It uses an AVIF on the barrel for convenience the degree of tightness, but the receivers have a keyword that controls the direction -- either wider or tighter, that's how the barrels control the spread.
> why does the casket-mags wrong capacity? Don't you know it's 30 to 50?
I also know that it's stamped-sheet metal than polymer, but this is my take.
First off, is mechanics, because of the three-round burst overfiring when you got less than 3 shots, it's just ideal to make it divisible by 3. I think it's something people have to concede when they're doing three-round burst and have these selection of magazine sizes.
Secondly, because it's a .45-ACP scaled down to 10mm, and while I understand that the SITES Spectre M4 is in 9mm (though apparently there's those in 45), the Thompson that the weapon is proportioned from isn't and I am limited to that due to animations. It is also scaled in 10mm as is in game.
Thirdly, and obviously balance -- that snail mag doesn't even technically exist, but it's an AK Pattern with an extended body, and I don't think big enough for all 120 10mm-Auto round, but it's a good jump from 72 rounds that makes it worth taking.
Finally, because i wanted to. Should be first, but I wanted the chance to explain first.
> If you've been paying attention to the shooting, you might notice the custom muzzle-flash. That's actually inspired by the PPSH, firing so fast, it's somewhat the same thing I want to capture. It's made from recolored suppressed Gauss muzzle flash that is scaled down, and accompanied by an array of that muzzle-flash mesh from the Minutemen Artillery cannons, that was funnily enough part of the furniture mesh and isn't a projectile -- and obviously scaled down and modified. Issue I notice is that, when you go Chameleon, the spokes also vanish. Oh well.
> The "overpowered" always had been Heavy + MoreDamage4, much like Advanced is MoreDamage3 + Tuned, but I instead thought of adding another burst-fire because the Light would be in three-round burst, and I thought it should be more unique like that. I liked how the Heavy-Auto ends up being similar to like the "Skorpion" with the thought that it's a low-ROF on a small weapon that should have higher ROF but has a rof-reducer.
Unfortunately, balance-wise it's based around basic non-legendary weapons, so boosting the ROF of the Overpowered Auto will net the most efficient result. The Muzzle-Booster's point was exactly that, and as an alternative to Suppressor.
> I originally planned to use 9mm, or the closest is 38-round, but the problem is that it's already too common and would compete with the Pipe-Guns for that disposable raider ammo. 10mm is also common, but less, and there wasn't any 10mm SMG built in the game so here it is. It also means that I can make it a bit more powerful because of somewhat rarer ammo. I also wanted to add 45-caliber rechamber on the magazines, but restrained myself because I didn't want it to completely obliterate other weapon selection such as the Submachinegun, though it's already weak and undertuned; and the Combat Rifle.
> You might be wondering about the damage-value on the weapon-card when you go Burst-Fire, jumping up so much? Much like a shotgun, that is actually divided on the three shots, and if that was permissible, so is this one. I did so using a 3x Damage multiplier, but a 1/3rd outgoing damage to anything alive that is unstated that basically normalizes the outgoing damage. This is because when I was balancing, it's hard to get a grasp on the damage and dps comparison between the maximum and minimum level receivers, as obviously the three-round burst will going to have it's DPS so low. This way, there's a reasonable amount of damage being informed to the player. DPS-wise, burst-fire will still be really low, and per-shot the damage isn't even high, in fact the normal and heavy full-auto has the most per-shot damage, and the heavy full-auto can in fact set you up a sniper carbine; but the point of Burst-Fire is instead VATs and range, and you can go bonkers with either.
> Ughhhh... a pack-a-punch themed weapon again? Are you going to do this on your every submission? -- Actually, yes, or at least I will strive to.
Have you ever played COD Zombies before? First zombies I played is BO1, and Kino Der Toten; I can remember how fun and exhilarating it was. Have you ever pack-a-punched a weapon before? My favorite common one is the Steyr-Aug, because it has a Masterkey -- also Raygun, that goes without saying. It is that high that I am chasing again, the happiness when you could finally pack-a-punch that weapon you have, and it does something so amazing that makes it exhilarating.
> Screaming Banshee - The moral-elephant in the room. We are adults here right? If not, consider yourself an adult -- because there ain't no kids in the internet, or at least there shouldn't be.
The weapon itself, is what I think what an evil-employed weapon could be -- for Terrorism. Now obviously, if I need to point it out, i don't condone Terrorism... in real life. I do like Postal, it's not real people, and it's funny. I hate Caesar's Legion tho, for different reason, and would like to terrorize the MFs. It's sorta like to me, the Roman Empire are bunch of pussies, and would impale them instead like Vlad the Impaler, and not even the sanitized kind but the one up your butt and out your mouth, in the longest last day of your life -- that is how much I hate the Caesar's Legion. Now what does this ha to do with Screaming Banshee? IDK, what does Chewbacca has to do in a courtroom? Absolutely fucking nothing.
> Why do you include these Gawdy pink guns?

What can I say? I like pink, but I just need a reason to have a pink weapon -- it didn't even need to have acid or explosion. Tina is just something I find fun to use as a pink jumping off point. In this case, it's based on the Teapot pistol of Borderlands 2, fires Corrosive bullets -- the explosion on death is just an extra flashy stuff, good for area denial. I considered making it explosive rounds, but quite frankly I feel that would make it already brain-dead overpowered. Acid on the hand, is underused, and is somewhat cool for leaving AOE damaging floor for area-denial so it would be at least interesting.
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