New Weapon Ideas

.45 ACP and 9mm Parabellum.
However, in GZ it could even have higher (or lower) calibers.

It all depends on how the GZ team sees it.
Could be .32 ACP,.22 ACP, or hell, even .50, lmao.
GZ Sweden is in war mindset…
Who knows what would come out of it…

It’s all about variety.

To give more choices in early- to mid-game. Since for late-game, we already have powerful and even OP weapons in-game. No need to add even more OP weapons (e.g like your suggestion of 0 recoil KVM 59 with long-range scope).

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Compared to the number of machine types, 4 (not counting Ticks or seekers) we have a LOT of weapon variety. :stuck_out_tongue:

No, seriously…
Variety is not bad, if it made somewhat sense, I think.
A land in state of war would I assume, focus on logical ammo calibers and weapons.

That said, I would NOT oppose it!!!
Let this be clear.
If the powers that be decide to give us a painball gun, why not.
Heck, with luck you could blind an enemy, right?

On a different note, miss:

For one it would be highly likely to have this in use, seeing the state of war, and the technology.
Furthermore, let’s compare the current Exp 59’er to the one I suggested: which one would be more OP?

Sure, if you stand too close, you get damage, but the 59’er is NOT a close quarter combat weapon.
it is, in fact, a mid to long range suppression weapon, that coincidentally, already is darn stable when firing it.
I would say, compared to the one we got now as Exp, mine would be a lot less OP…
I mean, it is incapable to kill say 5 machines in one (lucky) hit…?

https://en.m.wikipedia.org/wiki/Mk_19_grenade_launcher https://en.m.wikipedia.org/wiki/M203 both are grenade launchers. Lets see grenades stick to my hand and kill me now or blow up early. Seems only fair to return the favor to the machines.

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The reason people are talking about adding new weapons that use already existing ammo is that said ammo keeps on dropping and at times, you do run out of pretty much everything.
Of course, the weapons added would have to abide by the laws of the real world. And the fact of the matter is that there are SMG’s that fire low-caliber bullets due to their low recoil. Such a weapon wouldn’t be something you’d take into battle willingly, but if one would want to conserve more valuable ammo or have something when everything else runs out, then it would be a hell of a lot better than the Möller.
And IRL, Sweden did actually have a semi-auto rifle that used the same ammunition as their Mausser rifles, called the AG42 Ljungman. That’s a weapon that was in Swedish inventories until 2004.

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A few thoughts I have about the two hunting rifles in GZ, if you’re interested. :slight_smile:

___ .243 “Meusser” ___

Instead of a rifle with this name and caliber, I would much rather have used a true swedish classic. The Mauser M/96, chambered in 6,5x55. Nothing says Sweden + guns like the good, old 6,5x55 caliber.
This caliber was introduced as a standard military cartridge by a norwegian-swedish rifles committee in 1893. The norwegian Krag-Jørgensen and the swedish Mauser M/96 had minor size differences in their chambers, so the cartridges had to be adapted to fit each of them. Therefore you may hear names like the “6,5 Krag” and the “6,5 Swedish Mauser”. This caliber is still to this day one of the top 3 most used cartridges in Scandinavia. It would make sense to reflect this in a game set in Sweden, in my opinion.
(And I’ll say it one more time: The “Meusser” does not resemble a real life Mauser in any way.)

___ .270 “Älgstudsare” ___

There is nothing wrong about this weapon being in the game, except it’s a strange choice of caliber. The .270 Winchester is not commonly used in Scandinavia today, and it certainly wasn’t 30 years ago.
Again this is my opinion, but a much better choice of caliber would have been the .30-06 Springfield.
This is also one of the top 3 most used cartridges in Scandinavia, and even in the whole world, according to some sources. It’s just the right amount more powerful than the 6,5x55 to make sense as the next tier in-game rifle.
Rifle

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AT4 (In service 1987-present)


From Wiki: The AT4 (also AT-4) is an 84-mm unguided, portable, single-shot recoilless smoothbore anti-tank weapon built in Sweden by Saab Bofors Dynamics (previously Bofors Anti-Armour Systems). Saab has had considerable sales success with the AT4, making it one of the most common light anti-tank weapons in the world.

The AT4 is intended to give infantry units a means to destroy or disable armoured vehicles and fortifications, although it is generally ineffective against current modern main battle tanks (MBT). The launcher and projectile are manufactured prepacked and issued as a single unit of ammunition, with the launcher discarded after a single use.

In-game use: Can be found or looted. Very Rare.

  • Damage: In skirmish mode is enough to do critical damage(or kill if hit right) a non-RIVAL Military/FNIX Harvester/Tank. Moderate-to-Critical(if hit right) damage in guerrilla. Obliterates in adventure mode.

  • Weight: 15lbs (actual weight). Single use as intended in real life. After firing, player drops tube.

  • Note: The weight of the weapon makes it very situational.

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Why such devastational weaponry, knowing the AI is buggered beyond anything.
What’s the fun of “one-shotting” an Apoc Tank, for instance.
Note the " 's.

LAWs and other similar weapons, especially for the time being, would destroy the game even more.
Balance is totally inexistant, and this is a major issue.

Miss Aesyle gave data of player activity: this spiked after the April’s patch.
Coincidence?
No, there’s no such thing as coincidence.

IF the machines were working optimal (this being them actually a threat: Decent detection range (LoS), very fast dectection speed followed by very fast reaction speed (so no 15 second delay between been seen and attacked by machines), reasonable aim increase (even 100% increase would STILL lead to 60% of the shots missed!!!) and tactical behavior, then HELL YES I will support it.
Even though I would never use that stuff myself.

Still, “I do not deprive you from your toys!!!”, just… not now… not when the machines have the IQ of an 1947 calculator, what they have now.
To get this now, would be the worst ever decision.

As I see this:

  1. Fix bugs (primarily PS4, then XBOX).

  2. Fix Bugs.

  3. check for bugs.

  4. Fix more bugs.

  5. FINALLY FIX MAI (Machine AI)!!!

  6. Fix bugs.

  7. Balance out new MAI patch.

  8. Bug Fix.

  9. When finally all is working as it should be: TOY TIME! Here’s where all your new toys can come in.
    ======> I would recommend here to implement a few more machine types (not CLASSES, that got boring after FNIX, slapping on more and more armour just is a pathetic way to ‘fix balance’).

  10. Depending on what was implemented, and how well, here comes balancing for whatever implimented, and maybe bug fixing.

  11. Depending on what implemented above, here would come the other one.

  12. Balancing and fug bixing. (We all know, minor fugs can krawl in when laest ekspected, rite?)

  13. Look at that, if all went well, we has a balanced out, fairly bug free game now… how about… a payed DLC?
    Oh, and this time, keep the freebies (weapons and other toys) for the payed DLC, as this will increase the value of said DLC.
    It is SO nice of you, GZ Team, to give these to all, but… really?
    From a business point of view, that’s… well… dare I say… stupid? :frowning:
    I do not intend to insult you, GZ team, but be honest, while so darn kind… it made you no money, did it…
    And many thought the DLC content of FR was… ‘tiny’?
    If you had put in the ‘freebies’ there (if implemented), as payed content, the DLC would have looked ‘more reasonable to it’s price’.

Bah, the hell am I talking about…
All that nonsense.
What do I know, I’m a simple fella with a 2 month old cat on his lap…
:wink:

PS: I liked each of the posts, since, by themselves these are good ideas.
I mean it.

FFS, Ben, shut up, seriously…
The cat gets annoyed by the keyboard clicking, fool…
point taken XD

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Just throwing ideas :sweat_smile:

The weight and rarity of the weapon is the balance. At 15 lbs and single-use, not many will be hoarded or carried. (will also be used situational rather than spammed)

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Well… it would still be quite devastating, i reckon.
On a different note: the .50 once was also very limited in use do to ammo being very scarce.
Upon many request this was changed again.

When an item is implemented, I would think there should be ‘regular’ usage for it, like the recoilless rifle.
this is somewhat balanced out by ammo weight.

Funny, now there are several saying “It is too underpowered”.
I got no idea, I stay away from things that do boom.
Usually, that’s what kills me, when used by me. :stuck_out_tongue:
I think it’s for balance reason, they nerfed this weapon.

But no matter the reason, it feels just WRONG, as the purpose of the weapon IS to cause massive trauma to the poor, innocent, defenceless machines.
When you remove the purpose of something, it becomes one frustrating piece of junk.
I have the same with the damn bloody rendered useless .50 (non-Exp).
Aim is allover the place, bullets disintegrate after 200m… a pure horror for someone like me, that is a long distance combatant.
Before this change, I was hunting machines and engaging machines over 300m, sometimes up to 400m.
using a gold .50 with 16x scope, and you see a bullet veer of to some odd direction at 160m… no, that just killed it for me.
I truly hope they will revert this to the previous state where hunting over 300m was actually doable.

Either way: limiting ammo is a way, sure, but that will not be the only thing they will do, I fear, looking at the Recoilless Rifle…
And then it will turn into the next frustration for some/many…

Thoughts, sir?

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I actually agree the .50 has too much ammo and too short of range. I prefer the .270 actually as my carry around and .50 in multiplayer where I don’t get to be as sneaky.

If lets say a weapon like the AT4 was implimented. In my solo play, I would use it as an ambush weapon if the forces seem too overwhelming.

The best weapons I have are of blue rarity right now anyway. So not the best player, but I have my play style and enjoy the game a lot :slight_smile:

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Yes, but one time use weaponry is… not that fun, I’d reckon.
I think…

BTW: the rate of failures with these were quite something too.
Hilarious when someone presses the launch button, the flame comes out the back, and the bloody thing drops nicely to the floor when leaving the launcher tube, puffing smoke out of it’s rear end before uselessly dying on the spot! XD

Still, I can see a reloadable LAW type.
Much like the RR we have atm.

What would you prefer, sir?
One use, or reloadable?

One use for me. The farming is the game to me is one of the things I enjoy most.
Stock up for a fight solo game.
Hunt Rivals solo or with friends.
Stock up for a fight solo game.

Like I mentioned, if it will be that powerful, than one use is fine. Even now with the launcher we have now, I hardly use it and it takes up space/time and doesn’t do much damage. Most smaller enemies aren’t targeted by players anyway until the big guys fall.

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OK, cool, really.
I mean it.

I can see some voting for reusable, really.

Hence I asked.

Thank you for answering. :slight_smile:

Now, no matter how though?
It’s upon the devs.
So… one can hope. :smiley:

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Hell yes. Have it fire AP Rounds as well, making it a unique alternative to the standard Granatgevär M/49. High power, high damage, but balanced by being a disposable launcher that perhaps, can be randomly dropped by Harvesters, or found in military bases.

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what i mean by pump action M/49 is a experimental recoiless rifle that can hold 2 rounds in a magazine. it will fire a round, then eject the shell, then move the next round into place, then you can choose when to fire that round. the reason why i would like this is because i find that the exp M/49 has so much recoil that when attacking from long distances it fires the first round, then with the second round it misses the target. so i end up using twice the amount of ammo.

Experimental m/49 isn’t meant to be a long-range artillery. In close- to medium-ranges, it works fine.

Then again, on longer ranges, you can impact greater area since two rounds aren’t landing on the same spot, thus spreading out the damage on wider area. (E.g rather than shooting directly at the hunter, aim at the ground, in the middle of hunter pack.)

I’ve been thinking about ideas to propose for new weapons a lot since it seems that collecting experimentals is the main thing lots of players who have played for a long time, me included, find to be one of the biggest reasons to keep playing after doing all missions and going through the whole map. I think maybe the best addition I could think of would be an automatic shotgun. HK CAWS for example would be era accurate, though there’s not much connection to Sweden. It would obviously have quite a bit of firepower, so maybe it would make sense to only offer it as experimental?

Another idea that I have about weapons is a bit different, I’m not at all sure it would be possible to do so that it would make any sense but anyway here goes. I was thinking about implementing heavy machine guns that would be immovable. Either so, that players could plant them for one time use or they could always be in specific positions near big open areas. There would need to be a bit cover around them like sandbags to give some protection from lighter ammunition, but the player would need to leave if missiles are launched at them. So basically these would mainly be used in large multiplayer battles so that each of the players could go use it for a while before they would need to leave it because of missiles or a smaller machine getting too close. The weapon would of course be M2 Browning aka Ksp 88

Auto-pistol would be awesome.
I propose CZ Skorpion, it has both .32 ACP and 9mm para variants.

More “experimental” stuff:
“FNIX” Mauser/“Algstudsare” - semi-auto mode (think of Sjorgen shotgun with slugs and optics).

Exp. “effect”: highly magnetized bullet - when bullet graze it’s target (like flying through gap between Tank’s guns) bullet will pull itself to the nearest “metal” (read robot’s) surface. Pulling radius shouldn’t be big - deployable small fuel cell radius should be enough to correct aiming mistakes on smaller targets (would be good on Redhawk Revolver)

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YESSSSSS, forget the 9mm we have enough of those, but YESSSSSSS as a secondary weapon!!!

I also found where we can add it to the lore!

In 2017 [police in Sweden] estimated that about 50 formerly deactivated weapons from [Slovakia] were in circulation among criminals in Sweden.

Maybe they got there in the 80’s,… :wink: