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I contacted Void Interactive and they told me about 2 months after the Adam update that there will be a modding SDK and it would be released alongside 1.0... Still nothing though :(

Does anyone else feel like it really doesn't matter which AR you choose as they all feel the same in terms of recoil impulse, recoil control, scope'd control, point shooting, canted shooting etc. It all feels the same other than the following few which stand out:
F90, G36c, and the arn-180.
But the ARWC, SR16, mk18, HK416, mk16 (btw whys there a mark 17 model in the armoury but not usable :( ; along with an actual Beretta M92 as the "Beretta" model in the game is clearly a Taurus with it's frame--mounted safety rather than slide-mounted [RE: police armoury and it has a silver slide.] nor is the Walther P99 usable :\ )
When it comes to SMG's it's almost pointless to not take the P90 or the MP7. If you're going for most effective and highest score you're not gonna opt for the MP9 or MPX imo.
Shotguns? The benelli m4, beretta 1301 or a slower shooting Supernova or the 870. I usually go with the m4 or 1301 as they feel the same, as do the two pump actions.

Why not provide some more procedural-type animations? Using vector's and applying force to the gun via client-side/FPP similar to what EFT does (though their recoil is set up much worse in my opinion, and yes i know it's Unity [eft] but that doesn't mean Unreal 4.27 doesn't have the ability).

We need more sound variation as to me I can't ever tell the difference it's usually outside, inside and suppressed with each gun sounding pretty much the same.
The reloads sound like they recorded someone using the same 1 or 2 receivers/rifles and just recorded different instances. Guns like the ARN should sound much different from the mk16 but they don't.

Also the semi auto with a 4x or 8x zoom is still nearly impossible to get accurate shots off. I play with everything at extreme/max and no FSR and the scope view always looks descaled when playing at 1920x1080.

The only guns that really stand out are the FAL and the F90. I usually just run the same gun cuz the feeling of each gun is so similar.

Please don't take this as negative criticism - it is my favourite game still to this day even with 9k hours in Dayz. I just wish the SDK was out so we/the modding community could get to work!

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3 months ago - /u/Gruntr - Direct link

There are a few things here we'll be touching on for sure - but regarding the SDK: long-awaited for sure, it's on the books, we just want to make sure the SDK is incredibly extensive and all documentation is clear and easy to follow, hence why it didn't hit 1.0.

You'll be able to do a hell of a lot with it I hope, we have a heap of tools used to make guns do different things, and there's even an unused deadzone feature. I can see a lot of unique "gunplay overhaul" mods enter the fray, or even "ammo overhaul" mods too with the amount of stuff that can be done. We spent a huge amount of time working on the guns and building these tools out, so when it's in your hands -- man, I can't wait to see it!

3 months ago - /u/Gruntr - Direct link

Originally posted by fawgosh

One final question is what language are we going to be using?
Do you guys think BepinEx will be implemented for dotNet scripts or any other method of code that's done in C#?

Thanks for any response.

I'd have to ask my TD, but I assume what UE4 uses, which is C++.