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Absolutely no. SP5/SP6 muzzle energy is 2-3 times less than .223
"all-supersonic"
Absolutely no. All 9x39 are subsonic.
"SMG? No, VSS's penetrating power is much stronger than any other SMG"
Compatible to 7.62x25 from PPSh.
Normally we grouping a firearms by ammunition but not the style or scope something.
Yes VSS and ASVAL use the 9mm ammo, but this 9mm isn't the parabellum bullet.Thanks to the weight of bullet, muzzle energy of VSS is even more powerful than the 5.56NATO. But because of all-supersonic, VSS's ballistic descent is terrible.After all, VSS is covert action weapon.
So,what kind of class should VSS be?
Sniper rifle? No, what kind of Sniper rifle's effective range is lower than 100m?
SMG?No, VSS's penetrating power is much stronger than any other SMG, and of cause, the ammo can't use in any other pistol.
Assault Rifle?Yes, maybe, except that the range is too close
Sorry, just have noticed it :) Actually it is the SMG - as the AS "Val". The bullet energy is not nearly comparable to rifle bullets. In ATOM it is in Automatic just because of balance.
Другой мод может изменить его.
Извините, если я не понимаю. Я не говорю по русски
http://zalil.su/1796750
Ваши требования очень высоки 5\6\6\3
Лучше 4\4\4\2 ))
Спасибо!
Я думаю, что я это исправил.
"This is in stark contrast to the Dragunov (1,300m)"
This is actually incorrect - 1300 meters is the distance it's gunsign marked. SVD shooting manual says that at this distance it is only effective for suppressive fire of group targets. Using standard (non-match grade) ammunition, like it does in this game, basic version of SVD had such expected effective ranges for direct shot:
head target, height 30 centimeters — 350 m,
chest target, height 50 cm — 430 m,
running man figure, height 150 cm — 640 m.
This info is correct for basic version of SVD, with its grooves twist rate of 320 mm. Since 1975 twist rate was increased to 240mm, to accommodate possibility of shooting tracer and incendiary-AP rounds, but it also decreased accuracy of standard (FMJ) rounds by 19%.
So effective range of mid-production SVD (1975 version) , vs “running man” target while using standard ammunition decreased to about 520 meters - it's about the same range as VSS.
Термин «автомат» используется преимущественно в России и странах бывшего СССР, присутствует в русском и ряде других славянских языков, например болгарском.
В остальном мире для близкого по тактико-техническим характеристикам оружия используются термины, соответствующие русским словам «(автоматическая) винтовка» и «(автоматический) карабин».
Then it stays as a useless hybrid under powered semi auto with impossible to get ammo.
Realistically, the VSS Vintorez isn't a long range sniper weapon. The round it uses, along with the specialized barrel, only give it a real world range of 500m. This is in stark contrast to the Dragunov (1,300m) and the Remington M24 (800-1000m). Granted, that doesn't translate extremely well to the in-game distances, but I feel that making it a long range rifle would affect the balance too much.
as is now, it is kinda like a hybrid useless weapon.
To answer your earlier question about whether or not the Vintorez/VSSM weapons work with Eagle Eye; yes, they do. They both specifically have the Scoped perk active on them, which means that Eagle Eye effects them. What's a little aggravating is that not all weapons that should be scoped are. For instance: the Remington 700M is not, despite clearly having a scope in the icon. For their part, the devs have stated this is an oversight, but it hasn't been fixed yet. I'm tempted to add it to this mod, even though it's technically outside of the scope (pun not intended). I should just bite the bullet (also pun not intended) and just start creating a weapon rebalance/fix mod.
Yeah that seems to have fixed it - thanks!
I found some garbage code and cleared it out. Let me know if it is still happening and if/how you're able to reliably reproduce it.
Same bug was in the 'Oblivion Ampoule' mod but the author fixed it.
I've updated the mod to also effect the VSSM you can find in rare instances. Seems like the fair thing to do since they're almost identical and don't seem to spawn with NPCs.
Actually yes the Vintorez is considered a sniper rifle.
https://web.archive.org/web/20041113015348/http://www.tulatoz.ru/en/milvss.html
https://en.wikipedia.org/wiki/VSS_Vintorez
https://ru.wikipedia.org/wiki/Винторез
I'll be the first to admit that my only exposure to Russian/Eastern European weaponry is ATOM and STALKER, so I'm by-no-means an expert. That being said, I definitely used it as a sniper weapon in STALKER, so it only felt natural to me to use it as that in ATOM.
I don't know that for sure. If the bonus applies to all Rifles and Shotguns based on the weapon's classification, it should. If the bonus is associated only with a specific list of weapons within that classification, then it probably won't. When I get a chance to look at the Unity module this evening, I'll try to get you a better answer.
I am glad that games like ATOM make interest not only in the post-Soviet countries.
I don't know if I'd call them stupid. I can definitely see the point of their argument, since the weapon itself is still capable of firing in burst mode, which certainly allows it to be classified as an automatic weapon. However, the argument itself is moot when considering this is a completely optional mod that only effects a single weapon in the game that can only be acquired from a single NPC. That being said, there's a forum post from a developer from earlier this year that may have mentioned they'd be changing this in 1.08, and it never got fixed.
Source: https://steamcommunity.com/app/552620/discussions/1/2789318172114614774/
Reply #12