I really like the new models for the sosig grenades, there disctinc and unique to tell them apart at a glance. And jesus christ the incin grenade is going to make one shot incredibly difficult, you know what else makes one shot difficult, the C8 Canadian Carbine
@snekhuman man i think I've pavloved myself for 9 o'clock on Fridays I just checked my phone and oh look a new anton video might as well boost engagement a bit.
Having some audio cues for when sosigs are being (CN/CS) gassed would probably be a good idea. Coughing and sputtering, giving off some lines in their usual way, something something 'i wasn't expecting to get smoked like this' (even though it's a *gas* grenade), 'so you weren't planning on using that gas to have a cookout?', 'i could've used that for my hotdogmobile!', so on. Would help majorly in identifying if a sosig is in the cloud or not. Might even want to make some gassed sosigs crouch down or drop their guns, maybe even try to sprint out of the gas and into cover, but be left with a shorter blind-stun effect as a result. To balance all of that, would probably be a good idea to toss on some similar effects for the player - though, those could get a bit motion-sickness-triggering, I believe, so those could probably be a togglable option.
Hey Anton just wanted to show my appreciation. This is pretty much the only VR game I ever play and I love take and hold. Institution is the best thing ever added here, it makes weapon flashlights and other attachments to much more useful. Different weapons for different ranges and all sorts. Love it.
I love the new CN gas utility! I'm unsure if you already have anything in mind, but something like an eye with a tear coming out of it could be a good way to differentiate it from the sosig just being blinded.
Love the new grenade models for the sosigs, thanks for both making the smokes longer and making us able to chamber one shell at a time with double barrels! Appreciate what you do mate.
been playing H3 from 2018, but first time commenting. glad you've enjoyed Korean hotdogs. hope your meetup and new project goes well. thanks for the wonderful works done.
I love these new Nades, Very good designs and I like that they have a "movable part" now, sort of. Also manually chambering each barrel is gonna make me happy. I wish I could be attending this, but I am a european, unfortunately xD
You can get some seriously good one-ways on Grillhouse using the smoke grenades. But you know what would also be good for the Grillhouse? The Armsel Striker-12
You know to improve the read ability of grenades being armed without putting a blinking red light and a audible alarm you could also add like a garand ping style sound to both the spool flying out and it bouncing, so if in the chaos of combat you don't hear the grenade being armed, you should hear the spool loud metallic bounces as a helpful hint without being too obvious
You know, your implementation of smoke grenades actually seem like they would work perfectly with a little smoke-related side project ive been working on, implementing similar effects to cs2 smokes (did you know that it's shockingly easy to get a convincing 3d hole effect with just a single texture wrapped around a sphere?)-- I might need to start tinkering around with modding for h3, because I'm pretty sure i totally could get a fairly cool looking smoke effect (that would be completely out of place with the game's artstyle but it'd be a fun project regardless) with just a bit of shader witchcraft
Thank you for continuing to work on this game. I have only had this game since the 15th of January this year, but I have racked up 63.7 hours of play. I am a firearm deprived Australian and this game has been a blessing for me. I just upgraded to a Meta Quest 2 from my HP Mixed Reality Headset and the better tracking, resolution and controllers make it even more fun. You have made something here that is monumental in VR gaming. This is a proper firearms simulator. Not some FPS where your avatar reloads automatically with a button, but where you have to load it manually just like in real life. You want to throw something, you let your grip go while moving your hand; and throw it. I commend you for your work, your efforts put into this piece of art and wish I could join you for the event; but don't have the funds or a private aircraft :P...
Since the game has a lot of dark areas inside of the Institution, I personally think it would e cool to have specific areas like vents actually limit sosig vision so it would make stealth super cool as currently the only thing that feels super stealth related is the suppressors and the alarms inside of vents. Having the ability to REALLY go stealth and hide in the dark would be super cool! Hey, maybe the sosigs could detect flashlights o.o
I'd love to see grenades be more viable in limited ammo mode, whether it's making them spawn-lockable, having multiple grenades spawn at purchase time or having them able to be re-acquired from supply points/ammo points. I can never justify cold hard tokens for one off tosses
Since the Sosig grenades are "different" in operations, I (personally) feel like there should be more of the action that shows them as being different. What my proposal is: the spool should 'explode' or 'shatter' into pieces when being pulled, to reduce the confusion about 'why can I not hold the spool on this grenade but can on the other ones??' ( also bonus: could also add in Halo style dramatic vfx when the grenade flys through the air or lands nearby, but that might be a bit too far for H3VR ) ( haven't played H3VR in a few months so my brain is a bit hazy as to if there's any kind of indicator for that kind of stuff outside of audio )
Hey Anton, nice addition this week, sad I won't be able to go to the meetup. Hope ya'll have a great time. Couple questions/suggestions particularly on the topic of grenades. Would there be possibility to make the M18 smoke color customizable (like on a color wheel) for those of us tacticool nerds who want to LARP marking an LZ or friendly positions? and Are there any plans to add a player incendiary grenade that doesn't require a lighter? Maybe even something a bit exotic like the M1 Frangible Grenade, or just normal like AN/M14
Anton, I know bullpups aren't a favorite for a lot of people, but it's such a unique platform and I'd really like more, like the Hellion or Tavor. If you don't mind asking some that'd be awesome
Incendiary and smoke DOUBLE SPOON! Since you have added a 2 shell quick load for double barrels, how about a speed load trick for gun competitions? For straight tube loading people have figured out if you line up multiple shells in your hand you can actually push 3-4 standard shells into a shotgun tube at once. (Obviously not all shotguns can do this, but it would be a cool change to have) the movement ends up being a full hand swipe over the loading ramp.
Dear Anton, will you please turn on the channel subscription thingy, or start a patron? I don't care about perks, I'd like a way to thank you for all your hard work with money.
Really cool to see the grenade upgrades. I just have one question to ask/request with them. Is there anyway to make it possible to pull the pin with the player models “mouth” me and my friends love playing take and hold with custom loadouts and I love grabbing stuns put having to put the gun away to pull the pin can sometimes feel very clunky and slow in the middle of a hold.
I wish the banana grenades would bounce around, like the ones from wormes =) also, I wish anton would add little wiener mice, that woosh around the floor every now and then =) =)
I usually end up with smoke in take and hold. Maybe now I will actually remember to use it. Now that I think about it, I am trying to remember the last time I saw good smoke grenades in an FPS. The only one coming to mind is COD2, and those were just insane.
might be kind of a niche weird request but have you considered adding like, fuse popping sounds to the grenades? for example i know the f1 grenade has a pretty distinct loud pop when the spoon flies off (as heard in tarkov) and i always wondered if there was an intentional reason behind why thats missing in h3
Another great dev video Anton, was wondering if you could put in a training/spawner for the take and hold icon that you have to shoot so we can get better them, especially with the newer ones you put in
@AntonHand excellent I must have forgotten about it, also what about an option to equip a shield on a "arm slot" so the user has the ability to still use their other hand?
Are there any plans to further incorporate the doors you built into anything? I love them as a gameplay tool but I think it'd be neat it they're used for something more than just a sandbox :)
You can pull the pin on the grenade you have in slot, but whne locking it, it will spawn with the pin. Its probably how save the state of the locked grenade, but any chance for fix for that.
Morning, here's a question. Is it possible to somehow disable the fact that the cartridges are taken from the belt in an armful, I want to push six shot cartridges there, but be able to take them out one at a time. Am I missing this option somewhere or is it missing?
Is this game coming to the quest? I’ve seen other people play it and I think it is really cool. I check the oculus store and it isn’t there, so I searched it up and saw it said it’s not on it. I’m wondering if it’s releasing on there. Sorry if it was announced or super obvious i haven’t done much research
10-15 Sosigs with grenades eh? Explosives only sounds like a Fun (capital F) character! “Banger” is even a type of sausage! (Maybe focused on all the non-FA NFA stuff for more versatility: SBS, SBR, DD, and random shotguns that aren’t “sporting purpose”) The mention of Korean Hot Dogs made me want an Asian arms only character, but I checked and there’s shockingly little, even when including non-native stuff used in quantity by various Asian countries like various Sino-Soviet subguns. No Daewoo rifles is understandable, but how is there no Type 94 Nambu that lets you fire it by touching the virtual trigger bar?