Gruntr

Gruntr



01 Apr

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:)

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It did! Good eye :)


31 Mar

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Originally posted by lakeplacidblue73

Love it! Now PLEASE Void, for the love of HK, give us the Surefire handguard!

It's comin'!!


30 Mar

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Originally posted by xSufferTheLossx

Thanks I'm trying that now

Any news? How did it go?

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Originally posted by jow97

Thanks for taking the time to read, So exited to see where you take the game next!

So am I! It's a dream come true.

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Originally posted by AlessGr

Militaty grade NVGs for a SWAT team?

The supporter skin is a federal Hostage Rescue Team, so not actually the SWAT. :)

We're gonna add GPNVGs for supporters, but it probably wont change the view too much. Quad-nods are the cream of the crop irl.

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It's likely we'll add a tutorial of some measure to the game eventually. Early on when we released the community would help new people out, and I think as the dust has settled, this occurs a little less. Which is fine. But that communal teaching aspect was so cool to lean on while we didn't have one.

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Originally posted by AlessGr

Imagine Tarkov, in development since 2012 and still doesnt have a tutorial

I imagine a tarkov tutorial would take 5 hours to complete

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Very very very early on we actually had a way to select and load ammo into your shotgun in-game. It was really cool, though a very cumbersome system. We have some plans for ammotype selection, and it will likely extend beyond just buckshot and slug, or FMJ and JHP.

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Great thoughts across the board here.

We will probably introduce a rule that once the suspect threats are neutralized, the game will end. This is mainly because yeah, the cleanup in active shooter kinda sucks. Alongside this, civilians fleeing for their lives in certain situations would be ideal, cause I'm sure there will be a lot of jumpy players who will need to learn a lesson on threat identification!

The goal of the mode is to make the suspects really difficult, and ensure that civilian casualties will be guaranteed if the player doesn't clear smoothly and attentively.

If they're killing everyone and you're way too far away, well, that's a failure on our part to make an engaging mission variant. That said, we're always thinking of ways to improve our modes. So this is great reading.

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Originally posted by jacknifejohnny

In some cases yes, but not when you hear hostages being executed on the other side of the hotel.

Honestly, probably just level design that isn't ideal for the mode on our part. Hah.

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9 bang wasn't actually meant to be in the update! Currently, it's just a big flashbang but the logic for what it's ACTUALLY supposed to do isn't implemented fully yet.


29 Mar

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You can disable it in the settings!

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Originally posted by XxDerZerstoerer69xX

So just an old concept and they never were ingame? I'm just curious, gonna ask one of the supporters who played it since it was possible in closed Alpha and stuff...

EDIT: ye, that's really just concept, I revise my comment.

We have these fully completed as meshes. Just currently unused. We don't have contextual traps yet and these were built specifically for the hotel in an earlier version of the level. As such, we're just using placeholder traps for now.


28 Mar

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I like this format a lot. Reminds me of those A Jolly Wangcore videos from Half Life 2.

Thanks for your feedback and video!

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So close but so far.

Intentional though i believe she played a line for a civilian, that response doesnt add up.

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There is a plan for this though we need to figure out a few things first.


27 Mar

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Hell yeah! Hows the deck?