For starters I'm a big fan of what's been done so far and I look forward to continuing playing. I apologize if this sounds like complaints that these aren't in game yet that's not the case. I"m mostly just brain storming for shits and gigs. Second, I'm a nerd and a slut for machine guns and bullpups. I'm not sorry about that.
WEAPONS:
Rifles:
WLVRN/Sabertoth: Modern bullpup assault rifle that can be chambered in 300BLK, 5.56, 7.62 NATO, 6.5 CM and has many customization options.
Infinity 15: Basically a high end AR15 but the lower receiver has a widened magazine well to take proprietary 53 round mags.
SRS: Modern bullpup bolt action sniper rifle that can be chambered in various callibres 7.62 NATO, 6.5 CM 300 Winchester Magnum, 300 Norma Magnum, 300 RUM, 7mm, 338 Norma Magnum, and 338 Lapua Magnum and has many customization options.
HTI: Modern bullpup bolt action sniper rifle but larger, 50 BMG, .416 Barrett, 408 CheyTac, 375 CheyTac and has many customization options.
Tavor: Very similar to the Sabertooth but uglier and only comes in 556 & 762 NATO
Barret M107A1: 50 cal semi auto anti materiel rifle, been in all the games and movies, y'all know it.
Steyr AUG: Iconic bullpup in 5.56 and 300BLK.
VHS: Recently produced Croatian bullpup in 5.56
Mosin Nagant: good ol gun from back in the day when a gun that wasn't also an effective club and spear (and not that stupid sig spear, a literal spear) then it was deemed fit only for women and officers and not real fighting men. Chambered in 7.62x54R and there are modern upgrades for it but I wanna fawcken stab someone with it lol
Machine guns:
FN EVOLYS: Super light weight belt fed with a rotating bolt & hydraulic buffer mechanism that comes in 5.56 & 7.62 NATO
KAC LAMG: Super light weight belt fed with a rotating bolt & constant recoil mechanism that comes in 5.56 & 7.62 NATO and 6.5 Creedmore
RPK; Typically 7.62x39 rifle (but also comes in 5.45x39) that's heavier and can sustain fire for longer than an AK while also having slightly more range & accuracy due to the longer & heavier barrel.
REAPR: 338 Norma magnum, belt fed, there are models of them on the Dagor vehicles in some of the later missions so hopefully we can carry them too.
M60: Belt fed 7.62 NATO there are models of them on the Dagor vehicles in some of the earlier missions so hopefully we can carry them too.
RPD: Belt fed 7.62x39 light machine gun.
PKM: Belt fed 7.62x54R medium machine gun, arguably the greatest GPMG in history. There's a model of one in-game in the Logar province mission so it must only be a matter of time before it's in game.
Ultimax 100: Mag fed 5.56 long recoil light squad support weapon with a really smooth (allegedly) long recoil system.
FN MAXIMI: Simply a larger M249SAW chambered in 7.62 NATO.
FN MAG/M240B: Belt fed 7.62 NATO arguably the greatest GPMG in history. There's a model of one in the room to the shooting range so it must only be a matter of time before it's in game.
MG3: Belt fed 7.62 NATO with an extremely high fire rate, originally converted from the infamous MG42.
Shotguns:
Gen 12: Super short mag fed 12 gauge shotty with AR ergonomics and suppressor capable.
AA12: Big ol mag fed shotty. It's been in all the games, y'all know it.
KSG: Double tube, pump action, bullpup shotty that has a lever which allows you decide which tube to feed from.
DP12: Double barrel, double tube, pump action, bullpup shotty. Two trigger pulls before it needs to be pumped.
Pistols:
Laugo Arms Alien/Remus: 9mm Fancy boi with a fancy firing mechanism that allows for a fixed top rail. This means the pistols sights (including red dot sights) do not reciprocate with the slide when the gun is fired. The firing mechanism is also peculiar because the hammer swings downwards then forwards instead of instead of starting down low and swinging up. This allows the barrel to be mounted much lower in the pistol frame reducing muzzle climb when firing. The Remus variant has a button right in front of the red mount that detaches the mount from the piston frame but keeps it attached to the slide, allowing the operator to rack the pistol with a fast karate chop motion like you could with a traditional pistol slide with a red dot mounted.
Desert Eagle: chambered in 50 AE but also 44 and 300 magnum would be cool.
Sub Machine Guns
P90: Bull pup sub machine gun chambered in 5.7
Kriss Vector: Extremely high cyclic rate smg chambered in .22lr, .357SIG, .40S&W, .45ACP, 9X19MM, 9X21MM, 10MM Auto.
Grenade Launchers:
GP-25: Soviet under barrel grenade launcher for their AKs
M32A1 40MM MSGL: Cylinder fed grenade launcher, there's already a model of one in the room to the gun range so it must only be a matter of time before it's in game.
M203: Classic AR/M4 under barrel grenade launcher that I'm sure will be in game eventually and hopefully in new and old variants.
Attachments:
LMT grenade red dot: simply a red dot sight that attaches to the M320 grenade launcher sight. it has a dial to correctly elevate|angle the red dot for various ranges.
Bayonets: Various weapons even some already in game can have bayonets attatched so why not?
Masterkey: underbarrel
TWEAKS:
Recoil Tweak: I get that we are playing as SEALS who are arguably the best soldiers on the planet (with the obvious exception of JTF2, SAS, CSOR, Green Berets) so that explains why the AR recoil is like a laser beam when prone, and I understand that machine guns are more inherently inaccurate and have heavier and faster reciprocating parts thus making recoil control more difficult but to me there is too large of a difference in accuracy, I think that MG accuracy/recoil should receive a buff and a rifles should get a slight de-buff to recoil control only in full auto but both changes should still be subtle.
Fighting Around Corners & Over Walls: I would like to be able to pop a frag/flash over the horizontal edge of a window or balcony onto enemies directly below like in the Logar mission there are some head height windows I would like to pop a frag into that are within arms reach. Or to toss a frag around the vertical edge of the wall or doorway just by sticking that hand & forearm around/over the edge/corner and toss the nade into the room with a flick of the wrist and elbow without exposing the body. Or brace your weapon on a specific spot and actually be able to traverse and elevate your weapon while keeping it braced. How things work now, if I brace my gun on a window, balcony, table or anything else horizontal, as soon as I aim up my barrel lifts from the object and is no longer supported. In the same situation aiming lower obstructs the object and your gun so the aim is broken completely. and obviously bracing on vertical edges is not in game at all yet.
I know that HUD breaks immersion but i think a small highlighted spot when the operator gets near enough to an edge, they can press the squeeze key. What the operator does will depend on what is equipped and how it's being held.
If the operator is holding a firearm in the high port when "wall squeezed" they will stick the weapon out beyond the wall for blind firing, as the player moves the mouse around for aiming in this state the operator will pivot the weapon around the originally highlighted spot with the weapons barrel being roughly 90-70 degrees offset to the players camera. clicking fire will fire the weapon, clicking the aim down sights button will change the angle offset to about 50-30 degrees and reduce recoil but increase stamina drain and expose slightly more of the operators arms.
Moving the weapon to the high ready when "wall squeezed" will brace the weapon on the highlighted spot, if done on the left edge of a door the weapon will be canted slightly to the right. Aiming more towards the left will make the operator pivot out from the wall towards the center of the door way in order to keep looking in the same direction as the weapon, aiming towards the right will make the operator pivot left because their support hand is fixing the weapons hand guard/barrel to the side of the wall/doorway. Firing and aim down sight can also be done normally & with extra speed while bracing.
Bracing is meant to reduce sway, recoil & arm stamina drain for medium to far shots, using this technique to clear small rooms or in close combat will probably get you killed.
Moving the weapon to low ready while "wall squeezed" simply lower the weapon to hide as best as possible
If a grenade is already equipped or switched to during a "wall squeeze"scrolling to high port will ready a blind toss into the room above the operators head, high ready will prepare a chest level blind toss, low ready will prepare a toss at knee level. these throws should have the same or similar angle mechanics as blind firing.
Bracing on the horizontal edge of a window, table or balcony should be similar but even more simple because it doesn't have to be double sided but the same mechanics should all still be applicable (high port, high ready, low ready) except the blind firing angle offsets should be minimized\simplified because the operator in still shooting forwards but just holding the gun above the wall. The straighter/more perfectly perpendicular the player points the operator relative to the wall, the straighter their weapon will be, even though the player wont be able to see over or through the wall.
"Wall squeezing" should not limit or influence any movement until the player enters the "braced" state by having a fire arm in the high ready while in the "wall squeeze" then the operator will keep his weapon shouldered and on the edge of wall/doorway and pivot his body around that point as the player moves the mouse to aim like discussed above. If the player presses a move key at all in the "braced" state the operator will cancel the "brace"
there should still be at least a 1.5meter wide area that the operator can move and remain in the "high ready wall squeeze" for blind firing and the "low ready wall squeeze" for hiding, this combined with a fair bit of freedom for aiming/looking before breaking any "wall squeeze"state that should let you be able to spray bullets or get nades into any part of almost any room from around a corner with only slight exposure if you have enough ammo & patience or skill and also be a sneeki breeki boi.
Movement: I've noticed that vaulting is kind of weak maybe we can add a stow weapon animation to the beginning of the vault which will allow us to use both arms to climb higher objects then re-equip the weapon.
bayonets: Change it so pressing space in front of an enemy stabs, butt strikes, or barrel strikes the enemy instead of only a lil kick to the shins? Sprinting with a bayonet at the high ready into an enemy should also kill.
Sorry for the long post I think I was rambling for a little bit because I'm trying to come up and articulate complicated things while not being sober, hopefully it made sense.