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	<title type="html"><![CDATA[First Strike Forums — Weapon Modifications]]></title>
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	<updated>2008-01-13T20:25:24Z</updated>
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	<id>https://forums.fsmod.com/viewtopic.php?id=6829</id>
		<entry>
			<title type="html"><![CDATA[Re: Weapon Modifications]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=94331#p94331" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>S-Guy wrote:</cite><blockquote><p>Well...if i can think of anything that needs to be fixed it&#039;s the AT-ST&#039;s walking. It walks great, yes, but sometimes you get a bugged walk where it will be stuck in a stopped or turning animation when walking.</p></blockquote></div><p>Yeah, I hate that too, but I think it&#039;s a problem carried over from Vanilla. Hopefully it can be resolved. Soon. <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /></p>]]></content>
			<author>
				<name><![CDATA[mechag2]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=94</uri>
			</author>
			<updated>2008-01-13T20:25:24Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=94331#p94331</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Weapon Modifications]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=94330#p94330" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>TIEpilot234 wrote:</cite><blockquote><div class="quotebox"><cite>Samuel_L_Jedi wrote:</cite><blockquote><p>Speaking of issues with the sights, it seems a few of the weapons have iron sights and crosshairs while zoomed into the iron sights, but the crosshairs don&#039;t seem to line up with the iron sights</p></blockquote></div><p>mentioned before somewhere...what was said is to go by the crosshairs, really just because they didn&#039;t get the model correct or something.</p></blockquote></div><p>Yeah, this happens with fighters as well and it bugs the heck out of me. Have you notice when you roll, you&#039;re HUD is not fixed in the center? I believe it&#039;s the positioning of the targeting reticules, where the weapon fires, and the model POV that needs adjusting.</p>]]></content>
			<author>
				<name><![CDATA[mechag2]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=94</uri>
			</author>
			<updated>2008-01-13T20:22:48Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=94330#p94330</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Weapon Modifications]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=94250#p94250" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>S-Guy wrote:</cite><blockquote><p>Well, i think the reason they can climb on top of houses so easily is by the fact that there are usually barrels/crates/sunroofs/pipes next to houses that they can use to climb halfway up, and then climb up to the roof.</p></blockquote></div><p>Lol how can it support a walkers weight...</p>]]></content>
			<author>
				<name><![CDATA[imperialtroop3]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1870</uri>
			</author>
			<updated>2008-01-13T03:33:38Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=94250#p94250</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Weapon Modifications]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=94217#p94217" />
			<content type="html"><![CDATA[<p>Well, i think the reason they can climb on top of houses so easily is by the fact that there are usually barrels/crates/sunroofs/pipes next to houses that they can use to climb halfway up, and then climb up to the roof.</p>]]></content>
			<author>
				<name><![CDATA[S-Guy]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1899</uri>
			</author>
			<updated>2008-01-12T15:50:35Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=94217#p94217</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Weapon Modifications]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=94216#p94216" />
			<content type="html"><![CDATA[<div class="quotebox"><blockquote><p>- the mortar gun is all but useless. It&#039;s definitely one of those weapons that a dev could slip and make over-powered, but experience has taught me, and this time is no different, that when devs fear they may create a god-gun, the weapon is instead introduced into the game in an utterly nerfed and unusable state.</p></blockquote></div><p>The main problem of the mortar is the lack of some sort of spotting system. Other than having a teammate tell you where your shots are impacting, or training offline, preferably in conjunction with BattleRecorder, you have no way to know where your bolts are landing. There&#039;s also the problem that the mortar can be used as a close combat weapon (c&#039;mon, it&#039;s a <strong>mortar</strong>, for crying out loud!), which is possibly the reason why it&#039;s not stronger than it is. </p><p>My suggested &#039;fix&#039; is that the mortar requires some sort of &#039;deployment&#039; before it can be fired, and that it&#039;s made stronger. This &#039;deployment system&#039; needs not be anything more complicated than the thing requiring a long time for its &#039;crosshair to center&#039;, so that you need to sit still with it for a while before it can be fired and have a chance of hitting anything smaller than a barn door.</p><div class="quotebox"><blockquote><p>- the sights on the rebel AT weapon are atrocious.</p></blockquote></div><p>This has been brought up before and will hopefully be fixed.</p><div class="quotebox"><blockquote><p>Yeah, i mean can a walker climb up a ledge thats up to its knees?</p></blockquote></div><p>AT-STs are quite good climbers, it appears. Just bring them up to a house and hold W, and they&#039;re on top of it with no effort at all. Ironically enough, they lose this ability when faced with steep hills, which cause them to take damage. don&#039;t know if it can be fixed, as I&#039;m not a coder.</p>]]></content>
			<author>
				<name><![CDATA[Safe-Keeper]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=392</uri>
			</author>
			<updated>2008-01-12T14:51:56Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=94216#p94216</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Weapon Modifications]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=94128#p94128" />
			<content type="html"><![CDATA[<p>Yeah, i mean can a walker climb up a ledge thats up to its knees?<br />Crushed one of my teammates as it climbed over... *sobs</p>]]></content>
			<author>
				<name><![CDATA[imperialtroop3]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1870</uri>
			</author>
			<updated>2008-01-11T15:13:58Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=94128#p94128</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Weapon Modifications]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=94127#p94127" />
			<content type="html"><![CDATA[<p>i dont mind that too much. also sometimes you can just kind of roll forwards like you haves wheels on the walkers. But nayway a worse bug is where you can climb on top of things in the walker</p>]]></content>
			<author>
				<name><![CDATA[yultemsee]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1484</uri>
			</author>
			<updated>2008-01-11T14:45:12Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=94127#p94127</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Weapon Modifications]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=94113#p94113" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>TY2D2 wrote:</cite><blockquote><div class="quotebox"><cite>S-Guy wrote:</cite><blockquote><p>Well...if i can think of anything that needs to be fixed it&#039;s the AT-ST&#039;s walking. It walks great, yes, but sometimes you get a bugged walk where it will be stuck in a stopped or turning animation when walking.</p></blockquote></div><p>2142 issue.</p></blockquote></div><p>Yea, the stealth, ice skating walker has been a problem since vanilla. There&#039;s also a carry-over vanilla issue where the walker will sort of amble about in place, even when you want to come to a full stop. The only fix I know of is to quickly hop out and back into the walker for it to come to rest.</p>]]></content>
			<author>
				<name><![CDATA[Samuel_L_Jedi]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2010</uri>
			</author>
			<updated>2008-01-11T06:44:47Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=94113#p94113</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Weapon Modifications]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=94102#p94102" />
			<content type="html"><![CDATA[<p>I have a couple ideas for gameplay, but there&#039;s quite a bit needed to be done regarding lore. <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /> <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p>]]></content>
			<author>
				<name><![CDATA[mechag2]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=94</uri>
			</author>
			<updated>2008-01-11T01:16:16Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=94102#p94102</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Weapon Modifications]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=94099#p94099" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>S-Guy wrote:</cite><blockquote><p>Well...if i can think of anything that needs to be fixed it&#039;s the AT-ST&#039;s walking. It walks great, yes, but sometimes you get a bugged walk where it will be stuck in a stopped or turning animation when walking.</p></blockquote></div><p>2142 issue.</p>]]></content>
			<author>
				<name><![CDATA[TY2D2]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=388</uri>
			</author>
			<updated>2008-01-11T00:18:12Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=94099#p94099</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Weapon Modifications]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=94097#p94097" />
			<content type="html"><![CDATA[<p>OOOOOOH!!! AND TAKING DAMAGE WHEN ON HILLS!!! even gentle slopes scare me when im in the chicken walker.</p>]]></content>
			<author>
				<name><![CDATA[Stardestroyersarecool]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1003</uri>
			</author>
			<updated>2008-01-10T23:33:09Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=94097#p94097</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Weapon Modifications]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=94092#p94092" />
			<content type="html"><![CDATA[<p>Well...if i can think of anything that needs to be fixed it&#039;s the AT-ST&#039;s walking. It walks great, yes, but sometimes you get a bugged walk where it will be stuck in a stopped or turning animation when walking.</p>]]></content>
			<author>
				<name><![CDATA[S-Guy]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1899</uri>
			</author>
			<updated>2008-01-10T22:22:06Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=94092#p94092</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Weapon Modifications]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=94084#p94084" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>Samuel_L_Jedi wrote:</cite><blockquote><p>Speaking of issues with the sights, it seems a few of the weapons have iron sights and crosshairs while zoomed into the iron sights, but the crosshairs don&#039;t seem to line up with the iron sights</p></blockquote></div><p>mentioned before somewhere...what was said is to go by the crosshairs, really just because they didn&#039;t get the model correct or something.</p>]]></content>
			<author>
				<name><![CDATA[TIEpilot234]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=988</uri>
			</author>
			<updated>2008-01-10T20:19:45Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=94084#p94084</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Weapon Modifications]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=94075#p94075" />
			<content type="html"><![CDATA[<p>Speaking of issues with the sights, it seems a few of the weapons have iron sights and crosshairs while zoomed into the iron sights, but the crosshairs don&#039;t seem to line up with the iron sights</p>]]></content>
			<author>
				<name><![CDATA[Samuel_L_Jedi]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2010</uri>
			</author>
			<updated>2008-01-10T18:53:38Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=94075#p94075</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Weapon Modifications]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=94073#p94073" />
			<content type="html"><![CDATA[<p>I think the kits should carry a little more ammo, medic especially.And I believe they are working on the sights issue.</p>]]></content>
			<author>
				<name><![CDATA[Stardestroyersarecool]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1003</uri>
			</author>
			<updated>2008-01-10T18:19:07Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=94073#p94073</id>
		</entry>
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