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Old 12-20-2009, 11:47 PM   #21
jim1994

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Default Re: [Weapons] PSC M4A1 Variants

mmm railz!!
sexy m4
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Old 12-21-2009, 12:14 AM   #22
[R-COM]HangMan
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Default Re: [Weapons] PSC M4A1 Variants

Quote:
Originally Posted by [R-MOD]Bob_Marley View Post
Just seems odd. Africa is AK, G3 & FAL country, M16 variants are rarely seen in use there by anyone, as such it seems odd that PSCs would be using them. Typically they use whatever the government employing them is using at the time as it makes logisitics easier (particularly if the same company is providing logistical support and aquiring arms on behalf of the employer, as was the case in SL. Indeed, often when PSCs are hired in Africa they cover virtually every aspect of the military. Also to consider, where do your contractors come from? Another reason the AKM was used was because all of EO's personell were ex-SADF, Koevoet, etc so they were all trained on the R4 and many the AKM)
Our PSC's will be mostly American at this point. The reason for using the M4A1 in the kits is primarily that we want to add variety, without changing the kit entirely. Otherwise we have a set of totally new kits for Africa which might cause people to be dissatisfied with the middle east kits or w/e.


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Old 12-22-2009, 07:26 AM   #23
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Default Re: [Weapons] PSC M4A1 Variants

oh Yes the rails
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Old 12-31-2009, 11:35 PM   #24
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Default Re: [Weapons] PSC M4A1 Variants

How hard is it to put the foregrips on Hangman? Because I remember someone saying it wasn't worth the effort but it seems with the new holding animation and if it IS really easy to put them into a model then why aren't they ingame? Seems like they are used by pretty much every US soldier :P


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Old 12-31-2009, 11:41 PM   #25
BloodBane611
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Default Re: [Weapons] PSC M4A1 Variants

These models were created with the foregrip. I don't know who you're quoting as saying it's too hard, but they probably are saying that adding them to existing model is more work than it's worth. It would involve changing the models, UV map, skin, then reimporting them. Basically, it'd require redoing the entire weapon for those already in PR without them.



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Old 01-01-2010, 05:53 PM   #26
[R-COM]HangMan
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Default Re: [Weapons] PSC M4A1 Variants

Afaik the main reason for not adding them to the current rifles are A) It adds nothing to gameplay or the weapons functionality ingame, therefore making it very low priority B) Its just more l337 not to have them


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Old 01-01-2010, 06:39 PM   #27
Solid Knight
Default Re: [Weapons] PSC M4A1 Variants

The stocks don't seem to be the right proportions.
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Old 01-01-2010, 11:01 PM   #28
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Default Re: [Weapons] PSC M4A1 Variants

Very nice job Hangman. I'd love to see some magpul MOE on these! XD


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Old 01-03-2010, 01:34 AM   #29
[R-COM]HangMan
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Default Re: [Weapons] PSC M4A1 Variants

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Originally Posted by Gunner4712 View Post
Very nice job Hangman. I'd love to see some magpul MOE on these! XD
As i said in the OP im not the one who did these Not sure who did, they were just in the psc package that i got and i thought the community would enjoy them I did a bit of coding for them to bring them to pr specs though


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Old 01-03-2010, 03:08 AM   #30
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Default Re: [Weapons] PSC M4A1 Variants

Quote:
Originally Posted by [R-COM]HangMan View Post
As i said in the OP im not the one who did these Not sure who did, they were just in the psc package that i got and i thought the community would enjoy them I did a bit of coding for them to bring them to pr specs though
well whoever did these: Well done!


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