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Found 23 results

  1. [Attachments]

    Decrease ( remove ) pistols attachments they are everywhere and very useless. ( kinda useless ) Suggestion for Stanags Stanag 45 Stanag 60 a bit slowly reload than 45 and standard. C-mag, maybe! because too over powered ( maybe only in air drops ) if Yes, slow reload. For SMG's AR's Snipers "Quickdraw" is to much no sense! Make only extended. And fix stack bullets?
  2. These guns would make a great addition into the game. 2 great SMG's and 1 great looking Assault Rifle. Of course, these weapons should be implemented after release so that you can focus on making the game better before adding in new weapons. This would up the SMG gun total from 3 to 5 and the Assault Rifle gun total from 4 to 5. 1) MP5 2) AKS-74U 3) Honey Badger
  3. I'd really like to see the weapon your holding take priority when you right click an attachment. It's pretty annoying when I have a scope on my rifle, hear a guy coming up to me, right click my red dot... only to realize after I close my inventory it went on my pistol or secondary weapon. It's not a HUGE deal, as you can just drag attachments, but I'm lazy and that's a lot of work.
  4. SO HAPPY! What is everyone's thought on the new attachment slot for the SKS? Do you think its help with the vertical lift while shooting or do you think it's not changed much? Just wanted to see what everyone's thoughts were and if you have some constructive criticism the devs could possibly use. Have a good one PUBG Fam.
  5. Looting Weapons/Attachments

    So this idea just came to me one day while landing at military base and finding no optics for any of my weapons. Shouldn't some weapons spawn with attachments? After all I doubt someone in the military would be using the terrible Scar-L iron sights when they realistically have access to any type of scope they want. The way I was thinking it could work is that weapons everywhere have a small chance to spawn with attachments, outside military loot spawning areas perhaps like 20 or 25% chance to spawn with an optic and an even smaller chance for any other barrel attachment/mag/foregrip/etc. But in military base the chance increases to perhaps 75% chance to have either a red dot or holo sight, and 20% to have a 2x or greater (but probably excluding 8x), leaving only a 5% chance it will have no optics. I know that spawning with other attachments early could potentially be unbalanced because one person could pick up a fully decked out M416 right off the bat so I was thinking to balance that weapons could only spawn with one attachment other than an optic. The numbers are probably not optimal but that would be something for the developers to decide. I just think that this would be a good addition to the game, making it both more realistic and leading to less looting more fighting.
  6. Hello guys. first of all i hope this idea wasn't submitted already - i searched this section for it but dont found any kind of this topic. My idea is very simple - it's just a button which would automatically attach the attachment which you just found somewhere on your actuall weapon if it fits to it. This would save alot of time in looting and you dont have to read every time for which class of weapon this attachment is. As of now you can see if you have a weapon in your inventory which fits to this attachment but it would be much easier if there is a second button which you can press to attach/replace it directly without going to your inventory. What do you guys think about this idea? Thanks for reading this. Regards, Panger.Lenis PS: i made a little poll, would be great if you participate and post your opinion in this thread.
  7. I hava a suggestion that you can add. So I would be very greatfull if you add an attachments to a weapons in the down-right corner right on the weapons so in that way you can see the attachments you have and dont need to waste time looting or even opening inventory to see what has the loot. Thank you
  8. Variable-magnification scopes

    Hello, last night I had a dream, where I was in a world like PUBG and "playing" the game in real life. In my dream I found a weapon with a variable-magnification. I loved the idea having this in PUBG! Do you guys know the game "Medal of Honor: Warfighter"? They had extreme weapon-customization and i loved the possibilitys. There were Variable-magnification scopes, as well as scopes with a "piggyback" reflex sight on top, and Surefire RTS 45-degree canted iron sights used in conjunction with scopes. Reflex sights with swing-in/swing-out 3x magnifiers were included as well. I dont think we need this much. But maybe add one Scope featuring something like this: It should be a extrem rare or even loot-drop only attachment. At the moment many players do the same manually by switching scopes from 4x to Red-Dot. At least I do it quite often depending on the situation and my loadout. These are just ideas, but what do you guys think? greets
  9. 8X scope removed off of AKM

    I moved an RDS from my UMP onto my AKM. My AKM had an 8x at the time, and I expected it to swap onto the ump or into my inventory, but inseat the 8x scope was removed and wasnt even put on the ground.
  10. Things I'd love to see in the game.

    I love this game and will continue to support it for a long time. I have thought about a few things I'd love to see in the game, these are things I've seen in other games, and also just new things that would be great to see; Binoculars - I think these would be a very useful random tool, and could double up as a range finder for a sniper duo. M249 bipod - The M249 is a very powerful weapon and it'd be nice to see a bipod to allow prone use, or even setting up at an open window to set up base in a building? 3D tagging - this is something me and my group of friends use in Rainbow 6 Siege. I do like the on screen compass for call outs, but being able to look at a window or tree and tag with a floating marker would be very handy. Door Kick - Possibly not feasible, but being able to stack up on a door and kick it so it opens really fast and giving the player a faster gun draw after the kick would be a good. Gun butting windows - I've found that when in buildings, sometimes I like to break the windows out, as sometimes they are dirty or impair vision but you can do a quick gun butt to smash them out. This could be contextual, or something that could be used for a melee attack as well. Automatic fire by default - this is just a personal thought, but I think guns should be set to automatic fire mode by default rather than single shot. This might not get through but I'd like to see a constant open microphone in game so that enemies can be heard talking when in a certain range, maybe 10 meters or so. This would make teams have to whisper to communate when in a building and enemies or approaching. I'll add more if I think of any, do these sound any good to you? Thanks, and see you on the Battlegrounds.
  11. Hello, I am Strikezilla01. I am game designer and concept developer for an indie game studio, but since I highly enjoy playing this game, here are a few ideas, concepts, and designs that I wanted to share with the players and developers of PUBG. Note: I am not a 3D artist or modeler, so these images I am including are very rough and rudimentary mock-ups and representations that I have constructed to serve as placeholders. Map - "Nam" In an effort to create an opposing map/environment to that of "Erangel", I think a Jungle/Marsh map might be a good way to go. The design would focus more on ambush and stealth combat; reducing (but not eliminating) open field areas. There would be larger hills, taller foliage, more rocks, etc. I based the concept in a "Vietnam" theme of rice paddy fields, old ruins, weathered huts, swamps, and other regional-specific terrain. The images attached show a bit of what it would look like up close. "Night" Feature I am aware of the current plans for a snow map and the likely snowfall feature, so I thought it would be interesting to place a random "night" version of maps as well. This would obviously require some art adjustments to building, vehicle, and "weapon" (I will get to that later in this post) lighting; though, it would help present player visual challenges to the current and future maps. I included a comparison for "Day" and "Night" in the images attached. "Roaming" Blue Circle Another feature I think would be an interesting to include is the idea of a "roaming" playfield of sorts. Instead of having a fixed "White Circle" area with a countdown of reduction, I included a short demonstration of what a continuously moving zone would look like in the images attached. Players would still get the initial "5 Minutes" in the start of the game before the circle begins to close. The boundary of the play area would close at a fixed rate to keep players moving constantly (about 30 minutes for it to reach the final size and stop shrinking), but never fast enough to force the player to keep their feet moving. Because of the programming logic already associated with the playfield adjusted the speed of shrinking, this style can have certain sections of the blue circle slow down and others speed up. It's almost like having an "invisible" white zone as the "final area" which alters how fast the blue zone closes its circumference. This is perfect for the "Nam" map. "Combat in Area" Pausing Blue Circle I did not include screenshots for this because I believe it's easier to explain. In the current style of the playfield programming, the blue zone moves after the timer has expired. I think it would be ideal to add a "pause" to the timer if there is combat "detected" in the zone itself. If players are engaged in combat while not inside the white circle, a pause to the blue circle shrinking would give them the chance to have more fire-fights and not give them such a disadvantage to players lucky enough to have the playfield draw around them or those who raced there to get their the fastest. New Weapons I did concepts for three new weapons with two different designs for a specific one (images attached). Combat Knife: Both a short range melee and ranged weapon which can be retrieved when thrown. It would have a small arch and average accuracy hit zone. Left-Click stabs and swipes. Holding Right-Click aims and releasing Right-Click throws it. Tapping Right-Click does a "quick throw" which is highly inaccurate at range. Compound Bow: Uses the same bolts and quiver as the Crossbow uses, but will better for range and stability. Reload speed will be slightly faster as well. Flamethrower: A "crate" drop weapon. It uses the Fuel/Gas canisters which already drop. If the canister is hit (either model version), it explodes; killing the player and anyone else in the blast radius (using the animation and damage for the Frag Grenade and Molotov explosions). The fire ejected from the Flamethrower would light the ground and player hit for only 3-5 seconds, so the user has to keep spraying to kill someone faster. Reload speed should be as slow as (if only slightly faster) than the M249. It should make less noise than a normal gun, but slightly louder than a suppressed weapon. New Attachments/Equipment Included in the images attached are three attachments, two grenade types, and one piece of equipment, but I am also going to discuss adjustments to current items as a result of implementing the ones included. Laser Sight: Can be used on most ranged weapons (including pistols), but not shotguns. It works similar to the "Choke" attachment (improving accuracy), but the draw back is how the dot draws over distance. The farther your target is away, the larger the laser's red dot appears on them; giving them awareness that they are being targeted. Shares the same slot as the "Flashlight" attachment. Flashlight: Ideally it would drop only on "Night" maps. Good for seeing things in the dark, but obviously can give away your position to other players as a result. Can be used to blind players using Night Vision "scopes" or "goggles". Shares the same slot as the "Laser Sight". Night Vision Scope: Ideally it would drop only on "Night" maps. Similar in range and zooming distance to a 2x scope. Allows players to see others in the dark, but can blind players if the "Flashlight" attachment is shined into the scope. The blind should be 25% of the "Flash Bang" duration. Night Vision Goggles: Ideally it would drop only on "Night" maps. Battery powered (15-30 seconds per use), but fully recharges after 10-20 seconds. Allows players to see others in the dark, but can blind players if the "Flashlight" attachment is shined into the user's face. The blind should be 50% of the "Flash Bang" duration. Tear Gas: Causes blurred vision and minor damage. Damage can be avoided by the "Half Gas Mask" equipment. Disorientation and damage can be avoided by the "Full Gas Mask" equipment. Smoke cloud should be 33% of the "Smoke Grenade" duration. Poison Grenade: Causes mild up to major damage (increased with prolonged exposure). Damage can be reduced by the "Half Gas Mask" equipment. Damage can be avoided by the "Full Gas Mask" equipment. Smoke cloud should be 50% of the "Smoke Grenade" duration. Mini Sight: I didn't think this was worth a concept image. Since the pistols and their iron sights are currently under valued, I think there should be a mini sight available for attachments. Nothing bigger than a 2x, but something that gives more weight to these weapons. Ballistic Mask Changes: Adds an additional +50 to head armor or allows for "one additional" head shot save (used when hit). Half Gas Mask Changes: Reduces damage of "Poison Grenade". Prevents all damage of "Tear Gas". Full Gas Mask Changes: Prevents damage of "Poison Grenade". Prevents all damage and disorientation of "Tear Gas". Goggles Changes: Prevents disorientation of "Tear Gas". Fuel Tank Changes: I would make these explode when shot. Since the Flamethrower blows up when hit, these items can be used as a makeshift explosive for players to shoot. New Vehicles I have thought of three designs for new vehicles, but only decided to show two of them because I couldn't find a good image of the third one. These would be good to use on the "Nam" map, but don't have to be fixed to any specific environment. ATV: Two person vehicle. Slower and not as agile as the new motorcycle, but more rugged and protected. The brighter painted fenders and the bulk body make it an easy target; though, it should be as terrain friendly as the UAZ. Truck: I saw a few concepts of this already (from others and early development). Should be a 3-4 person vehicle, with two in the cab and one-two in the bed. Would be interesting to have a "random" machine gun attached to the bed with limited ammunition. The bed would have to be flat to create less defense for the gunner. A little better on terrain than the Dacia, but not as good as the UAZ. Humvee: Five person vehicle. Armored to the teeth, but the slowest vehicle period, no speed boost, and has large tires. Double the armor of a UAZ, but uses double the gas. ----------------------------------------- That concludes this round of ideas, concepts, and designs. I might do more in the future, but I think this is more than enough for now. Let me know what you guys think. - Strikezilla01
  12. Attachments Metrics

    Is there a chart or guide that shows you or explains each attachments metric to each weapon? I.E. showing the numerical gain in MAGAZINE(it's not a "clip" ladies) capacity, numerical or percentage gain in stability, with the specific weapon model, etc? If not, I'm sure others would like to see one paired or available with the weapons charts as well. Thanks!
  13. Let's talk about revolvers.

    Hello there, I'm going to start off this thread by asking that we keep the discussion clean and free of salt. This is, after all, a suggestion. Nothing good will come from the game by flaming as hard as our little fingers can type, and no attention will ever get paid to posts that harbor nothing but arguments. Right. So let's jump into the core things I've found could help the revolver out a bit. I've seen some people pick this weapon up out of desperation. We've all been there. Here's the bottom line: the weapon, in it's current state, is horrible. One attachment slot, long reload times, and the infamous problem that every BR game seems to get wrong with revolvers: One shot every 2 years... for some reason. Have you ever fired a revolver? Or even seen someone fire one? You can literally fire, say, a Colt Python as fast as you can squeeze on it (or fan it, depending on if you're feeling like a cowboy.) My point is, I get it. Powerful weapon. long time resistance to fire. But it's those things that can break you if all you manage to find is this weapon. Let's touch down on the attachment issue first, and then we'll double back on fire rate/damage ratio. So currently we have an attachment for a long trigger timed weapons, or reload time weapons, to make things move a little faster: bullet loops. Here's the question I have, why was an attachment like this never even conceived upon implementing the revolver into the game? A quick loader? Easy peasy. And before you throw up the stop sign and tell me to hold on, because that would literally make the weapon broken due to it's damage output, please let me direct you to that very topic below. Alright, so now that's out of the way, time to talk damage. The revolver in this game uses 7.62, I get it, big round, big damage. For the most part is very correct, but there's also the issue of barrel length, to travel distance. Like a typical revolver, sure, if you can hit a nice shot, you can do some serious work... at close/possibly mid range. But why take the decision out of the player's hands? This weapon is damn near unusable at a close range unless you got Global flick skills. Why? Because if you miss that first shot, your enemy has time to get in you face, even with a melee, and put you down. Sorry, but if it were my life on the line, I have a revolver, and some rando dude is charging me with a machete, I'm gonna straight up empty the wheel on him, no question. Fire rate limitation on a weapon that has no limits, but your itchy trigger finger, makes no sense to me. Back to damage really quick. The revolver has a nice big round, but the barrel length, as stated above, doesn't make it a high powered sniper rifle. Maybe consider bringing down the damage ratio/effective distance a touch to compensate for being able to fire it as fast a revolver should/could be fired. Anyway, thanks for taking the time to read this. This is just some stuff my buddy and I were discussing yesterday as we were playing. This isn't coming from a salty death in game, despite this gun getting me killed... a lot. I really wanna love/use this gun. In it's current state, I can't bring myself to do it. Maybe I'm just throwing this out here, and someone has already suggested stuff like this, but I really think that this gun, of all the guns, needs and deserves the most attention. I look forward to your replies, and seeing what kind of feedback we can get rolling. Please note also, I do not claim to be a weapon expert. I know a little about the inner workings of firearms, but I don't have things down to a science. If you have the know how, I'd love to get an explanation. Thanks! TL;DR: Drop damage/effective distance possible a hair or two, give us a quick loader attachment, and remove the reset timer for fire rate. -Shishy
  14. Vector attachment improvement

    Hi everyone I have a couple suggestions about the vetcor. 1) I think it should spawn like the micro uzi, without attachments, as you can see, there is a pic of vector without stock. Once you loot it you need to have one stock, magacine, grip and compensator or whatever you want to put on the cannon 2) Talking about the stock we have 2 in game atm (micro uzi and m416) both should be used on vector like you can see on this pics 3) Grips, looking on the last pic what i post, you can see an angled grip on it, actually you can't use it on vector and should be posible to attach it on the vector Thanks for reading, hope you think on it, i will be so excited if i see it on game.
  15. Is there way to take off all attachments from the weapon in one-click or something else?
  16. First of all , this game is amazing and i had alot of fun playing it already. Sorry for my bad english it is not my native language. 1. Weapons This is not a high priority but it would be nice to see more weapons in the game for an early access game it already has a decent amount of weapons. Some people are complaining about there are not enough weapons , i must disagree with that doesn't mean it would be fun to see more weapons. For example my personal favourite guns: * The " M14 EBR ( Enhanced Battle Rifle ). This could have the same stats as the " SKS ". It is an semi automatic sniper/marksman rifle that uses 7.62 ammo. It would be a nice alternative for people who aren't into the " russian guns " or simply like the M14. The M(K) 14 EBR has a really good look with alot of rails for attachements ( i will come to this later on " 2. Attachments "). * The " Tavor-21" or better known is " TAR-21". Is an iseralian weapon that is using 5.56 ammo. Why do i reffer to this weapon it looks absolutely beautiful ( in my opinion ). But also there is no single bull-pup gun in the game yet. Some alternatives for bull-pup guns could be " Famas " , " Aug " , " Type-95 " or the " L85a2 " as i said i personaly preffer the tar-21 due hes looks. * The " Spas-12 " due it's iconic look and been in many games this is probably one of my least favourites about: my favourite guns It just feel so mighty like you are invincible and no one can take you down. * The " M200-sniper rifle" Could be found in supply drops it looks gigantic almost like you have to compensate things ;). * The " Mp5 series especially the mp5k " are missing in the game it would be so nice to see the german classic being added to the game. * The " Red-zone control button " Can be found in supply drops and you willl be able to send out a redzone for one time. If the cirkel is closing in or is really small it will have be a ratio 1:10 due the cirkel. Just an idea. *** You can add so much more weapons for example: G36 series , Scar-h (7.62 ammo ) , Fn fall , p90 ,.. As i said before this is absolutely no high priority but i think people would like to play with there " favourite guns ". I listed up my favourites which doesn't mean you have to agree with me comment which gun you would like to see in the game. 2. Attachments This is not a high priority either just some suggestions More modifications would be nice it wouldn't change the gameplay to much but having a diffrent scope can be fun right ? * Flip side scope: A flip side scope is created by 2 scopes which one can be " turned a side " so you get a regular red dot. The other one amplify's the red dot very simular to the " 4x acog sight " that is in the game already but this would mean you get a 4x zoom with red dot. How would this work like if you are aiming down the sight ( ADS ). you could press your interact key that is bound on any button you desire mine is on " f " so for example i'm ADS and press my F-key. it would " flip " my scope to the side or flip it back in front of my red dot so you can decide which one is better in your particular situation. * Bipod: For more stability deploying a bipod would be a nice option keeping in mind you are limited to your field of view ( fov ) to the left and the right and you are pinned down for a couple of seconds before you can move around again because you have to pack your bipod. This has some pro's and con's i'll start with the pro's: * You have more stability means less recoil * you can peak out windows or ledges instead of shooting the frame ( happend to me couple of times thought i was shooting outside the windows i've never been so wrong before ). Con's: * You have limited movement * You have limited area you can cover ( not being able to turn 360° ) Which brings us to a fun factor to play with the person using a bipod have more stability but less movement meaning ( lets call him bipod-guy ) the bipod-guy is more likely to get a headshot because is limited movement but the guy who is being shot at has a slightly disadvantage because the bipod guy has less recoil. It can be a fun factor to play with. * Tracer bullets: After every 5 bullets you get a " green " one. you are more likely to re-adjust your aim because you see where your bullets are flying. But your opponent has an advantage on you because he also see the tracer and is more likely to spot you quicker. * Laser sight: For close combat it can be fun to being able to activate a laser on the side of your gun so you can see where you'll be hip firing to. In the miliarty firing range and the bunkers it can be very useful or charging into a building. It can be added to guns with tactical rails like the: Scar , m14 ebr , tar21 , ... 3. Weather This is probably far-fatched but i'm going to write it down anyway The weather system at the moment is very nice you only got 2 weathers , rainy stormy day , or sun shining summer day. It would like to add some more weathers. Let's give them fun names: " Windy sunday " and " Winter wonderday ". You can go as far as you want: Windy Sunday: It would be nice in my opion again , to see the tree crowns flying from left to right and right to left. Having troubles with listing to foot steps due the wind is whisteling in your ears ( headphones ). Winter wonderday: A snow coverd map would give the game a whole new experience you should also loot the " white shirt and the white combat pants " to be less likely being spotted. You would come to places you wouldn't reconize due the snow. Those weather ideas are probably not do-able because if it would be a snow coverd map it would blow out your cpu i guess .. not sure. Anyways , this were just some ideas you don't have to agree with me it is just my opinion and thoughts. Those ideas could improve the game later on when everything else with high-priority is fixed. feel free to discuss in the comments but please be kindful to eachother and do not hate each others ideas. * if i " stole " someones idea i'm sorry i didn't ment to do it. It are clearly all my own thoughts. ADMgg
  17. Attachments Tooltips

    What is the difference between the vertical and the angled foregrip? Searched the forums and didn't see another thread... There are no tooltips so I also don't know what the supressors really do other than reducing volume (such as perhaps reducing range/damage etc.) or what the compensators do at all. If anyone has a link for a comprehensive guide containing this stuff that would be much appreciated as well I haven't found anything.
  18. Hello everyone! In this thread I'm going to present the ideas I came up with while playing. Whenever I come up with something new, this thread will be updated while trying to not name anything that has already been adressed by the devs. Would love to get some of your thoughts and ideas on the things I came up with! Attachments -Bipod (equippable in the grip slot, will deploy when leaning your gun over a wall/windowsill [increases weapon stability at the cost of setup time/being unable to move instantly]) -Bipod/Grip combo to be obtainable from airdrops only -Variable scope (combination of Holo or RedDot and 4x you can switch between) QOL -Make it possible to "draw" on the map in Duos/Squads Vehicles -Mountainbike (about 2x as fast as sprinting, makes less noise than a car and maybe pistols could be used while riding it) Weapons -Scar-H long-barrel sniper setup (Semi-Auto / 7.62 cal.) -Slingshot (to make the pistol slot more usable in mid/endgame implement a slingshot which allows to launch grenades further at the cost of arming time) Edit: Aligned the categories alphabetically.
  19. Under Barrel attachments?

    Are we going to get under barrel attachments like shotgun attachments, smoke launchers, Laser attachments, Tactical Flash Lights?
  20. I couldn't find any discussion on this topic and thought it was worth discussing. Problem: The current weapon attachment design makes specific weapon attachments more powerful artificially because their negative attributes can be worked around by rapidly swapping them on and off during combat. Solution: Add "change speeds" (which could include animations) for weapon attachments that are at least as long as the time it takes to switch to a different weapon. IMO the 8x scope is the best item in the game. That isn't to say it is completely broken but anytime I find one I feel like my odds of winning increase significantly, and this is because anytime I am being pushed by someone I have plenty of time to either remove the scope and use iron sights or even swap it to a 4x/RDS. This is especially powerful on ARs which can utilize the range provided by 8x and still be useful up close when a different scope is attached. I feel like this issue will be even more dramatic when hardcore first-person only servers are introduced and the 8x would put someone at a major disadvantage if they did not have access to third-person firing. Alternative examples of this also apply to the suppressor and toggling it between an AR and the Saiga. One attachment can easily be used for both guns which makes finding a single suppressor that much more valuable.
  21. Suggestion about the gameplay

    In my point of view, there are some improvements that can be made in the gameplay area. I don't know if anyone has already posted something similar to this, but, I think this should get some attetion: - The jumping in the game is very poor. For e.g. you barely can jump a step in a ladder. The jump while stopped should be able to make the character go higher, and the impact on jumping while running should have some reduction. I just think maybe a small change, can make it a lot better, in both cases. - The hitmark when you get shot won't allow you to have a good perspective from where it came from. It's already hard to find players, when they're hiding in houses or buildings, and when you get shot from them, it's almost impossible since the hitmark on your screen won't show precisely the direction from where the shot came. So an improvement on the hitmark should make the gameplay get better as well. - Show the durability of itens just by passing the mouse through it. When you kill someone and you want to check if his vest has a higher durability, for example, you have to wear it. Showing the durability of an item without having to wear it should improve the gameplay. - Showing the benefits and describing what atthachments do in the description of the item. "Using a silencer in your rifle will reduce the damage of your gun but it'll improve your recoil and make it difficult to enemies to find you since it'll make less noise." and then showing the stats on how much the damage and the recoil will be affected, for e.g. I think for now it's my suggestions that might improve the gameplay and make it easier and better for everybody. Feel free to say whatever do you think about those things I mentioned. GustaFPS.
  22. Weapons

    I'm not sure if I saw anything discussing guns besides maybe bugs with them but my main question is are there any differences in the 5.56mm round guns as far as damage or accuracy that might not be displayed?