Experimentals MK2

If they ever went down the AI-76 route…I’d be one happy customer.

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I agree, they don’t even have to make it experimental, allow us to use accessories: 100 round snail drums, grenade launchers, under slung rocket launchers, under slung shotgun, IR strobe light to interfere with machine optics, etc etc

I think the AI-76 is already experimental since it got capability to shoot 7.62 NATO ammo :smiley:

I’ll need educating on this mate, are you telling me they have designed a gun with ammo that is not meant to be used?

Yes. Further reading from my reply here: Generation zero ideas

That’s not all, devs also made two types of the same exact ammo: 9mm. Klaucke 17, Kpist and HP5 all use the same 9mm rounds.
Decision to separate pistol and SMG ammo was due to the reason of SMGs being a huge bullet eaters and if all three would use same ammo, you could easily spend all your 9mm with SMG and left with nothing for your pistol. Hence the ammo separation.

There are two types of 7.62mm - NATO (7.62x51) and Soviet (7.62x39). AG4 and KVM 59 shoots the NATO version, which is correct, but AI-76 should use the Soviet version. Unless it’s an AK re-chambered for NATO ammunition which I doubt.

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I am not sure but I don’t see many players use the 44. Magnus and I know its a powerfull weapon but what about giving it little upgrade just imagine. What about giving the Experimental 44.Magnus charge system like railgun when each bullet in magazin would give like multiplier of the damage (example 1 bullet=1.0x, 2 bullets=1.5x, 3 bullets=2.0x… And charge between these shots would be 0.5 seconds. So for the full charge it would take 3 seconds with 3.5x damage multiplier. I hope somebody will like this kinda idea because it could be realy interesting having this weapon in a game.
PS: I am realy sorry about my gramatic

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Same feature request topics merged.

//Mod


My idea about 6* .44 Magnus is similar to yours. From another topic:

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I feel like that’s a really good idea. It’s good option wise, while making it not OP.

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I have a few ideas for new experimental weapons variants of already existing weapons. This is a sorta brief list with rough ideas:

  1. Experimental kvm 89, bullets are corrosive and also can damage the player due to it being corrosive (the machine being corrosive once u shot it, eventually goes away) - this isn’t just my idea, other people have had similar but I just added the damage part
  2. Experimental moller, like the klaucke, but has less damage and a higher chance of an EMP explosion.
  3. Experimental AG5, its like the polar opposite of the Exp. AG4. Like it shoots freezing bullets that freezes components for 1-3 seconds, so you can shoot a hunter’s machine gun before it shoots and it cancels the shooting action.
  4. Experimental Brannbol bat, there are 2 ideas that I have, one has a shield and the other is just fast attack. The shield one could have 6 charge points (like Exp. sledgehammer) and the shield lasts for like 5 seconds, could be an exclusive drop from the Reaper. The fast attack one could just have the attack speed halved.
  5. Experimental Meusser, Could be completely silent, as in the robots cannot detect it firing but the player still hears something.
  6. Experimental Algstudsare, could have an extended mag, since there isn’t an attachment for hunting rifles.
  7. Experimental HP5, could be explosive rounds, but not very explosive (like a weaker bolt gun from Warhammer 40,000)
  8. Experimental Sjoqvist, has the ability to fire flares, effectively a shotgun with a flare gun.
3 Likes

Same feature request topics merged.

//Mod

Experimental Möller should use an entire clip in a single trigger pull and throw the user to the ground upon firing.

That would be a massive giggle factor

An idea I had for an experimental hunting rifle was to have an ultra zoom option as well as a red dot that you could switch to without going into your inventory, for super-far and close range combat.

I fail to see how a .32 caliber pistol (even if it has an automatic firing feature) would throw you on the ground.

I’ve seen the MIB movies, and although the cricket has a quantifiable size difference from the other guns in the arsenal it’s part of…it shoots energy blasts. Therefore, it’s almost nothing like the Moller. Projectile-wise, they are entirely different, considering I have never shot through a concrete wall using a .32.

Also, considering there are 9mm fully automatic pistols, (9mm being much more powerful than a .32) that don’t throw you on your back when you shoot them, I highly doubt there is any way the Moller PP would. Not to mention…honestly, who would spend time and ammo on something that majorly inconveniences you, for relatively low damage output?

However, a fully automatic Moller would be cool to have in the game. It would eat dogs for breakfast, especially with the extended clip. The one major drawback is ammo consumption obviously, due to the high repetition rate.

Also, since we’re on the topic of a fully automatic .32, how fast are we thinking? Like, minigun fast, or more like the speed of an uzi?

I said it a year ago: Scorpion Vz. 61. I’d even kick in the scrap Val (AT-WAD or whatever, SVD and RPG7 have a special pedestals in my gaming heart) if this tiny “cricket” could make it. Even better as secondary slot - it’s that compact.

I still don’t see why it would throw you on the ground.

For the experimental AI-76, I think almost no muzzle sway or recoil would be a nice feature, cause the AI-76s a jumpy gun, and it wouldn’t turn it into a sniper, since it can only accept an acog.

Maybe a exp möller that kind of serves like that pistol in titan fall with the bullets that can track switch targets.

I feel like thats more of an ammo option.

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