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		<title><![CDATA[First Strike Forums — Weapon Modifications]]></title>
		<link>https://forums.fsmod.com/viewtopic.php?id=6829</link>
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		<description><![CDATA[The most recent posts in Weapon Modifications.]]></description>
		<lastBuildDate>Sun, 13 Jan 2008 20:25:24 +0000</lastBuildDate>
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			<title><![CDATA[Re: Weapon Modifications]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=94331#p94331</link>
			<description><![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>]]></description>
			<author><![CDATA[null@example.com (mechag2)]]></author>
			<pubDate>Sun, 13 Jan 2008 20:25:24 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=94331#p94331</guid>
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			<title><![CDATA[Re: Weapon Modifications]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=94330#p94330</link>
			<description><![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>]]></description>
			<author><![CDATA[null@example.com (mechag2)]]></author>
			<pubDate>Sun, 13 Jan 2008 20:22:48 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=94330#p94330</guid>
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			<title><![CDATA[Re: Weapon Modifications]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=94250#p94250</link>
			<description><![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>]]></description>
			<author><![CDATA[null@example.com (imperialtroop3)]]></author>
			<pubDate>Sun, 13 Jan 2008 03:33:38 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=94250#p94250</guid>
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			<title><![CDATA[Re: Weapon Modifications]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=94217#p94217</link>
			<description><![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>]]></description>
			<author><![CDATA[null@example.com (S-Guy)]]></author>
			<pubDate>Sat, 12 Jan 2008 15:50:35 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=94217#p94217</guid>
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			<title><![CDATA[Re: Weapon Modifications]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=94216#p94216</link>
			<description><![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>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Sat, 12 Jan 2008 14:51:56 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=94216#p94216</guid>
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			<title><![CDATA[Re: Weapon Modifications]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=94128#p94128</link>
			<description><![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>]]></description>
			<author><![CDATA[null@example.com (imperialtroop3)]]></author>
			<pubDate>Fri, 11 Jan 2008 15:13:58 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=94128#p94128</guid>
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			<title><![CDATA[Re: Weapon Modifications]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=94127#p94127</link>
			<description><![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>]]></description>
			<author><![CDATA[null@example.com (yultemsee)]]></author>
			<pubDate>Fri, 11 Jan 2008 14:45:12 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=94127#p94127</guid>
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			<title><![CDATA[Re: Weapon Modifications]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=94113#p94113</link>
			<description><![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>]]></description>
			<author><![CDATA[null@example.com (Samuel_L_Jedi)]]></author>
			<pubDate>Fri, 11 Jan 2008 06:44:47 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=94113#p94113</guid>
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			<title><![CDATA[Re: Weapon Modifications]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=94102#p94102</link>
			<description><![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>]]></description>
			<author><![CDATA[null@example.com (mechag2)]]></author>
			<pubDate>Fri, 11 Jan 2008 01:16:16 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=94102#p94102</guid>
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			<title><![CDATA[Re: Weapon Modifications]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=94099#p94099</link>
			<description><![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>]]></description>
			<author><![CDATA[null@example.com (TY2D2)]]></author>
			<pubDate>Fri, 11 Jan 2008 00:18:12 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=94099#p94099</guid>
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			<title><![CDATA[Re: Weapon Modifications]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=94097#p94097</link>
			<description><![CDATA[<p>OOOOOOH!!! AND TAKING DAMAGE WHEN ON HILLS!!! even gentle slopes scare me when im in the chicken walker.</p>]]></description>
			<author><![CDATA[null@example.com (Stardestroyersarecool)]]></author>
			<pubDate>Thu, 10 Jan 2008 23:33:09 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=94097#p94097</guid>
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			<title><![CDATA[Re: Weapon Modifications]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=94092#p94092</link>
			<description><![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>]]></description>
			<author><![CDATA[null@example.com (S-Guy)]]></author>
			<pubDate>Thu, 10 Jan 2008 22:22:06 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=94092#p94092</guid>
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			<title><![CDATA[Re: Weapon Modifications]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=94084#p94084</link>
			<description><![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>]]></description>
			<author><![CDATA[null@example.com (TIEpilot234)]]></author>
			<pubDate>Thu, 10 Jan 2008 20:19:45 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=94084#p94084</guid>
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			<title><![CDATA[Re: Weapon Modifications]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=94075#p94075</link>
			<description><![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>]]></description>
			<author><![CDATA[null@example.com (Samuel_L_Jedi)]]></author>
			<pubDate>Thu, 10 Jan 2008 18:53:38 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=94075#p94075</guid>
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			<title><![CDATA[Re: Weapon Modifications]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=94073#p94073</link>
			<description><![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>]]></description>
			<author><![CDATA[null@example.com (Stardestroyersarecool)]]></author>
			<pubDate>Thu, 10 Jan 2008 18:19:07 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=94073#p94073</guid>
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