Yes, we plan on including stat tracking in the future.
Yes, we plan on including stat tracking in the future.
sure, ill see what i can throw together
Yeah, you are kinda correct :). ACU is much more desaturated than typical camo, but it still retains plenty of color.
yeah, a lot of people are waiting for the release of 2.0. We will be inviting people to our Closed Beta within a couple weeks. If you are interested, register on our forums, Forums.firearms-source.com
Hmm, it might be the perspective of the screenshots. We will definitely look to see if this is a major issue and try to fix it. We use multiple different head models which are separate from the player itself which allows you to customize your own player, so it should be easy enough to just scale up the head.
Thanks, that is the work of our particle artist, Vman.
This is actually the Red Force. We are still experimenting with Camo types, but with our new system, both teams will have appropriate camo for each environment. As you can notice with the Red Force's camo, we have gone for the German Flecktarn as it consists of very warm colors to help associate with Red Force. The Blue Force, at the moment, contains the US Army's ACUPAT which has a lot of cool blue tones to help associate with the Blue Force.
Yes, it will be released 2012. We are getting close to Closed Beta testing though :) Thanks for your patience.
With the release of 2.0, we will be downloaded through Steam, so hopefully those annoying bugs will go away. But for now, try out what MatorKaleen suggested.
Our weight system is based on credits and its a primary mechanic for balancing the game. As it is, you can carry multiple rifles, as long as you sacrifice armor.
Sorry, but I don't see, FAS having lean. It doesn't really fit the style of gameplay we are going for. It's much easier to just inch in and out of cover :)
There should be a few servers available. Currently our official server is being used for internal testing for 2.0.
No bots, sorry. The gameplay is more similar to DoD, with the capture point oriented gameplay, and instant respawns. CS is too slow for us :)
most people are waiting for our steam release. we hope to add bot support down the line, but don't expect it for our initial steam release.
sounds like you downloaded 1.0f path but not the 1.0e full version. you need to make sure you install 1.0e and then 1.0f
thats about right. If you can play an Orange Box game, you can play FAS.
The way I look at it, the benefit of a crosshair is the fact that the gun has "ironsights" that are easily accessible. When you have a large scope like the PSO-1 on a dragunov, you are restricting your ability to aim through the sights and hit targets that are closer in range, those decreasing your accuracy. The accuracy cones in games doesn't have to directly correlate with actually accuracy of the gun, but can simulate real life restriction, like I just described. Yeah, we could find another way to add that restriction, like removing the crosshair, but exploiters can get around that with the simply, tape in the middle of the screen trick. It's up to the game designers to make sure that weapons perform the best in their desired roles. This isn't to say that a sniper can't get CQC kills or mid range kills. It just happens to be more difficult.
I think you pretty much nailed what we were going for. You will see that a lot of the handling you talk about that the SMGs have over Carbines is translated into their mobility modifers. I am glad you enjoyed the article, and at the moment, armor penetration is merely damage absorption factor, which was discussed very briefly when I mentioned the DMR killing in two headshots. Each piece of armor has its own health, and own absorption rate. Heavy armor has higher absorption rates and slightly more health, and the opposite applies for light armor.
No problem. The concepts in the article aren't new by any means. Just showing my approach so that, as you have said, you can pick up a few new things that you may have not thought of. If there are any different approaches you would have taken, I would love to hear them.
The mobility modifiers are still different enough to make a difference between carbines and smgs. Additionally, you need to factor in credit cost. Most SMGs will be slightly weaker than the Carbines, but you also get the benefit of a lower cost. SMGs will cost you around 25 credits, where as a carbine will cost you 35 credits. The difference being a sidearm (10 creds), helmet kevlar (10 creds), or arms and legs (5 creds each)kevlar. Theoretically you can go full heavy armor with a carbine, with no credits left over, where as if you did the same with an SMG, you could atleast get a sidearm or explosives. Good question!
we're trying to pack it with as many goodies as we can, so its taking a little bit longer than first anticipated.
developer blog is still pending moderation :(
sorry, we are developing for most of the time. As you can see we have been replying to as many as we can, but you are right in that we do not check the page EVERY DAY, but we do check the moddb as much as we can.
In any case, there is still no public release date for 2.0
DysPatch
Daniel joined
Aspiring Level Designer / Game Designer