Idk, I've been playing this good man's game for 4 or 5 years and it never ceases to amaze me... 50 yr old dad here who loves H3VR and waits for every friday to see what's mr Anton has for us. The other day, my wife found lyting on flor, full prone... and yelled, are you ok? Ofc!!! I am testing anton's new sniping toys!!!
@@AntonHand thanks for all your efforts and your passion, and above all, to continue working on it. I am sure it makes a lot of people happy besides me… also thanks for taking the time for give a reply, it really means a lot man!
Amazing scope updates. Thanks Anton. I will no longer feel dumb grabbing a scope and accidentally twisting a knob and quietly reloading the whole scene 6:08
idea: if sausage fingers are enabled, let the player kneel down and scoop up the sand and throw it in sosig’s eyes to deal 1 damage and a temporary blinding effect
I accomplished the ultra-long-range shooting by using a pair of 90* rail thingies to put the scope off to the side, which didn't look too silly, but now faced with the objectively funnier solution I will be using that going forward
Ever thought about adding H3VR themed vehicles to an outside T&H map? Would be great fun to use the anti-tank weaponry like the Carl Gustav or LAW against stuff like a Steak Tank or a Beef Humvee.
I just have to say that 1000m shot was beautiful. The delay between shooting and the target being hit was so cool. And impressive aiming. Standing and talking to the camera, just casually pulls off that shot like it was nothing.
Wild vegetables lmao, I love it so much. Maybe it could be like 5-10 minutes and you go for a high score, with different veggies giving different amount of points? And at the end you get a pic of the neat salad you managed to make.
My god what a pleasant surprise, this is like the best feature I could have hoped for. I always wanted to be able to just spawn a group of enemies like you can on Grillhouse in other maps, but having to do it manually was such a turnoff so I wouldn't do it. This game just keeps getting better and better. Awesome work as always Anton !!!
@@AntonHand fr boutta put another 50 hours on the game with this one, I can already imagine the beautiful chaos of maxing both team sizes then having them fight on a massive urban map like downtown or aporkalypse. Also question with the spawn distances, is there something in place to stop them from spawning in the void because I imagine it would be pretty annoying trying to make them spawn on a smaller map and needing to keep testing different distances to figure out which one won't spawn them outside in the abyss.
As someone who works in tech, I'm glad "something always goes wrong during the demo" extends to video games too. 😄 This looks great! Lets you set up a Meat Fortress-style play scenario with regular sosigs, as well as that much-asked-about way to play a kind of "wave defence" mode with some of the building levels
Love the classic tube sight on the P90. My first experience with one was a semiauto only FS90 at a rental range, and the optic just naturally aligned itself for me.
I saw those watermelons lined up before the soundcheck and I drunkely whispered to myself "Please Anton shoot those watermelons for the sound check". The last one was a nice surprise
Will there ever be a night variant of this map? I would love to see tracers lighting up the night, also because it is very bright during the day making it hard to see red dots
This is great, exactly what I've wanted since the beginning. I always used to hang out in the old meatmas snowglobe because it was the easiest map to just have an endless supply of aggro targets come at you at decent ranges. Since the snowglobe has been changed it's no longer ideal for that, so this was sorely needed. Best update since winter wasteland!
*mentions Jack O'Neil" Me: *Looses my shit* *we are getting the one with the integral sight on top* Me: *looses my shit more* "it's not actually a red-dot it's a 1x scope" Me: huh, oh shit, that's cool, I didn't know that... H3 teaching me some things... again :P Love your work Anton :D
What would be amazing, is if you could have a little (or not so little) button or something you can slap down near you that only toggles spawning, nothing else - like a remote for the panel? Just to make it a bit easier to do that without having to fiddle with the whole panel and all the little buttons. Heck, maybe a thing you can attach to a rail that has that sticking off the side?
I am immensely excited to have a scene on demand with dynamic targets that I can shoot from high elevation. mile high riser would be such a troll in T&H
Cant wait to use this as a simple wave defence, hopefully some modder will make a game mode where you can upgrade your defense/building and weapons soon aha
oh man i would love this spawning tool to be available on other maps, maybe if you use the scene's navmesh to get valid points for spawning sosigs in the selected volume that would work with indoor maps too
I wish there was a "realistic" option for the scopes - for getting rid of that extreme motion smoothing and damping. But I love the rest - especially that low-profile riser. 😄
Oh good lord, what if: add an actual 1x periscope to the spawner that just so happens to be exactly the right height to look into an optic mounted on the mile high riser
I really love this map but I wish there was a teleportation map i could use to go to 100 yard mark and the 200 yard mark and so on and so forth. Also it would be super duper cool if you could add the AutoMag iii !
ive always wanted something like the proving ground arena just on a larger scale and with some kind of objective like capture the frankfurter for CTF or capture the hotdog stands for domination
Super cool, the panel makes gameplay in sandbox scenes much more diverse/customizable. Any chance we'll be able to change the factions of sosig? i'd love to be able to make future sosigs fight the ww2 sosigs.
I think I would just set the team spawns to max allowed, have the spawn distance between 200 and 400 (if possible), set the direction to all, and a 3-second spawn timer. Then just watch the chaos.
Very cool, i think a mode were you stand in a tower with sniper rifles and stuff and sosigs charge at you from great distances would be veeeery fun and cool. edit: oh i can do that already, cool
Hey Anton! I'm really liking seeing these devlogs even though I'm not on the alpha branch right now. If I could suggest one things for these long range scenes, it would really be a setting for an alternate stock method. Playing on Quest 2, I really wouldn't be able to make the most of these scenes because shooting gets difficult in these scenarios since the headset isn't very good at tracking your shoulder area. Maybe a setting where when your hand goes to your shoulder area, it only cares about your offhand for gun movement? It'd make all areas of the game much more enjoyable for inside out tracking and be especially utilized by me in these types of scenes. Thanks!
I've got an idea for an item/light game mode. A flag you can place on the ground and when raised begins spawning sosigs a certain distance away at regular intervals until the player is killed or the flag is lowered. It would essentially act as that manual sosig spawner on a preset, as a quick means of setting up a defense game centered wherever the player drops it. I am of course completely ignorant of game design so i don't know if this is a good or possible idea lol
13:15 You know... You could've just made an offset that extends just far enough to the side so that the barrel doesn't get in the way (though you do need to adjust windage a bit in that case). You know what else offsets it's recoil? The AN-94 and AEK-971 assault rifles.
Hey Anton, as a rift s user I find that for the further targets I find it difficult to be able to put my crosshair on target using high magnification since it gets kinda shaky. I think an option/slider to change the strength of the stabilization when you hold the trigger down with the support hand would make it easier to do micro adjustments to hit the really far targets would be a nice addition.
Yeah, what the game is missing (imho) is more maps or ways to play skirmish battles with and against multiple team of sosigs outside of Meat Fortress and Proving Grounds! This new panel is a step in the right direction.
The USG P90 is my absolute fave PDW and this version is just classic :) My only input on the new magazine is that its too easy to use now and the clear/color is still not quite right. I'd make it a little more opaque and more smoky gray color. its really nice, but still seems a bit off
Classic P90? Dope! Being able to set myself invisible on any map to spawn sosigs? Perfect, I love making sosigs fight in the prouving ground and always wanted to be able to do it in the bounker house, thanks. Could we get 4 teams mode? I also been wanting to be able to spawn festive merc sosigs for a bit, the ones you face in the meatmas colliseum.
That's great, man! I've always wanted a little more long range 'against op-for' action for the desert terrains. Do you know what else was designed for long range engagements against the most stereotypical opfor in desert terrains? The M40A5 bolt-action rifle.
it would be awesome if we could select sosig factions so you would only fight let's say for instance the wild west sosigs so you could do an old west hold out kind of thing. you know what gun is really good for an old west holdout? the 30-40 Krag-Jørgensen rifle ,')
Ooh are we going to end up with Sosig NPC fighting amongst themselves? Team vs team, free for all, etc? I always enjoy spectating NPC fights lol Edit: Okay that Sosig battle was hilariously chaotic! My only suggestion would be to have them use their surroundings, such as have them take cover in the vicinity (so they'd have got up on that platform you were on), and things like that.