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Firearms:Source


Nadril

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http://www.firearms-source.com/

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What is Firearms: Source?

Firearms Source is a sequel to a popular Half Life 1 mod, Firearms. While it never got as much recognition as Counter-Strike and Team Fortress Classic did it was still considered one of the big 3 multiplayer focused mods for the game. Firearms: Source has been in development for a good 5 years now and has a pretty rough history where at times many wondered if the game would ever come out. Despite all of that it is out now.

 

 

What makes Firearms: Source different from the other FPS's out these days?

Well like I stated earlier Firearms (the original) was considered one of the big 3 fps mods for HL1. Each mod really focused on their own unique gameplay mechanics which set them apart. Counter-Strike had the round based gameplay which at the time was revolutionary. Team Fortress Classic on the other hand had class based gameplay that was incredibly unique.

 

Meanwhile Firearms had it's own mechanics which really set it apart. The first thing that you will notice about Firearm is the way you set up your characters gear. You have a set amount of points (100) in which you can spend on weapons, armor and accessories. What is unique about this is that the developers did not limit you to 1 primary, 1 secondary, ect. and instead the only limit was the amount of points.

 

What this meant is that there were a ton of choices for your loadout and it all depended on what you were doing. You could sacrifice armor for bigger guns and vice-versa. It was a really unique mechanic which opened up some cool builds.

 

 

The second thing firearms had was skills. Think of these kind of like modern day "perks" in a way, these skills would give you certain benefits. The difference between Firearms and more modern games is that you got these skills leveled up while playing your current map by getting kills and completing objectives. Your skills would reset at the end of a map.

 

 

Gear and Weapons

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Armor:

 

The primary defense, that a soldier needs to stay alive, is their armor. Without armor, you wont live very long on the battlefield. Every player is outfitted with light torso armor, but is given the option to suit up depending on their playing style. The heavier the armor you wear, the more protection you will have, but you sacrifice mobility. For tips on how to use armor effectively, view the Pro-Tips section: "Armor Up!"

 

Items:

 

While it may be one of the less exciting of the groups, Items still supply you with necessities that will keep you alive. How else are you supposed to lurk in the dark to get behind enemy positions, or bandage your wounds after and intense firefight? The main focus of items is to help you stay alive, rather than taking lives.

 

* Bandages

* Night Vision Goggles

* Machete

 

Explosives:

 

Spam in all shapes and sizes. If the weapon explodes or fires a projectile that explodes, then it is in this category. From Frag to Clay, each explosive fills a certain niche that will help your team. There are both offensive and defensive explosives. For an offensive push, you can use an M84 Stun grenade to disorient the campers in the room next door. The defensive playerse can lay an M18A1 Claymore mine for the unsuspecting rusher. No matter what role you fill, there is an explosive to fulfill your needs.

 

* M67 Fragmentation

* M81 Smoke

* M84 Stun

* M18A1 Claymore

* M79 Grenade Launcher

 

Pistols:

 

Reload deaths are probably one of the most disappointing ways to go in a First Person Shooter. Thankfully, Firearms: Source has many different pistols for you to choose from to make sure that never happens to you. With such a low credit cost, and yet sufficient fire power, you may find yourself going 'Il Duce' and loading out with every pistol we have. Yes, they are that cheap! From Semi-automatic to Full-automatic, these are your faithful firearms that will get you out of the tough stuff, just don't expect to snipe with them (unless they come with a scope).

 

* Colt M1911A1

* Glock 20

* Beretta M92FS

* Desert Eagle

* OTs-33 Pernach

 

Sub-Machine Guns:

 

The Sub-Machine Gun provides the firepower of a pistol, but the magazine capacity of an Assault Rifle to a Light Machine Gun. While you will be not dealing as much damage as an Assault Rifle, you are still able to keep control of your weapon with minimal recoil. The SMG's best perfomance is typically in close quarters combat to medium range combat. It is common to use an SMG as a back up weapon on steroids. It perfectly complements any Sniper Rifle, as long as you are willing to sacrifice armor.

 

* Ingram M11

* MP5A4

* Chang Feng 05

 

Shotguns:

 

There is no better weapon than the shotgun for close quarters combat. Dealing massive amount of firepower with one shell, you can blow away your enemies without using a lot of ammo. This weapon category is meant for the extreme rusher, just make sure you carry some smoke grenades for cover in the open, because the shotgun is typically rendered useless at long ranges. Whether you have an automatic, semi-automatic, or pump shotgun, they all deal massive damage and are very useful for clearing out buildings and trenches.

 

* M3 Super 90

 

Assault Rifles:

 

A power house of the weapon classes, the Assault Rifle is the all-around weapon that can be used effectively at long range and close combat, but is best used in medium range combat. Even though you will rarely see a magazine size more than 30 rounds, as long as you can aim, you will never need more than 30 rounds. However, if you are feeling greedy, you can load up with dual ARs for back to back massive firepower. Who says that AR's can't be used as a back up weapon?

 

* M4A1

* M14

* G36C

* M16A2

* SG550

* G3A3

* AK47

* FAMAS

* Sako Rk.95

 

Machine Guns:

 

For the heavy weapons enthusiasts, the Machine Guns will not disappoint. Whenever you feel your squad is being outgunned, the Machine Gun can turn the game around by spraying as much lead towards the other team as you can. You will quickly see the enemy take cover allowing your team to push forward or will at least give you enough time for your reinforcements to come. However, most of the machine guns in Firearms Source will require you to not be moving to fire them, so be prepared to carry a back up until you find a defensive postion to deploy your bipod.

 

* MC51B "Vollmer"

* M249 SAW

* M60E3

 

Sniper Rifles:

 

Unlike any other weapon class around, the sniper is a unique role that is absolutely necessary for stealth missions or taking out heavily defended areas. Yet, the Sniper Rifles in Firearms Source are still very diverse. Whether you want to be an offensive sniper with the bolt-action M24 so you can quickly remove MG's while constantly relocationg, or laying prone at your base with the M82, there is a sniper rifle for your playstyle. Just make sure that you have a quicker shot than the opposition.

 

* M24

* SR25

* M82A1

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Skills

 

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Next to your weaponry, skills are one of the most important assets you can utilize to finish off the enemy and solidify how you play the game. Whether you want to be a forward observer for artillery support, or a field medic to keep your team healthy, skills give you certain abilities that benefit you and the team around you. Upon joining the server, you are given one skill automatically and you get new skills every 5 points (flag captures and frags combined). Below is a full list of all the skills and the benefits they supply.

 

Marksmanship

 

 

1. Level I

* 5% Accuracy Increase

* 5% Recoil Reduction

2. Level II

* 10% Accuracy Increase

* 10% Recoil Reduction

3. Level III

* 15% Accuracy Increase

* 15% Recoil Reduction

 

 

 

Gunnery

 

1. Level I

* 25% Faster Reloads

2. Level II

* 50% Faster Draws/Holsters

* Merge Magazines

3. Level III

* Ammo Cache: Deploys a temporary ammobox

 

 

 

Field Medic

 

1. Level I

* Diagnose teammates via HUD

* Bandage bleeding teammates

* Treat yourself for +10 HP

* Treat teammates for +15 HP

* Two additional bandages upon respawn

2. Level II

* Treat yourself for +15 HP

* Suture teammates wounds for +25 HP

* Four additional bandages upon respawn

3. Level III

* Treat yourself for +20 HP

* Suture teammates wounds for +35 HP

* Six additional bandages upon respawn

* Hospice Flags

 

 

 

Reconnaisance

 

1. Level I

* 5% Faster Movement Speed

* 50% Quieter Footsteps

2. Level II

* 200% Melee Damage

* 50% Less Fall Damage

3. Level III

* Kills Hidden from Victim's Teammates

* 25% Less Stamina Drain

 

 

 

Artillery

 

Drastic times call for drastic measures, and when the enemy is advancing fast, that is when you need to call in fire support. With the Artillery skill, it is your job to either play the role of a forward observer, or man the mortars.

 

1. Level I

* Request Artillery Fire

2. Level II

* Build and Fire Mortars

3. Level III

* Faster Refire Rate for Mortars

 

 

 

Leadership

 

marks desc.

 

1. Level I

* 5% Faster Movement Speed for Nearby Teammates

2. Level II

* 5% Accuracy Increase for Nearby Teammates

* 10% Damage Reduction to Nearby Teammates

3. Level III

* Capture Objectives Twice as Fast

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Gameplay Modes

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Push (PS):

The objective of this game mode is to "push" the other team off the map by sequentially capturing every point on the map. In the original Firearms, captures were instantaneous. We improved the game mode, by adding time delays for the capture areas, as well as earning points for protecting a capture point.

 

Map List:

 

* Crossfire

* Derailed

* Sand

* Snowstorm

 

Territorial Control (TC):

The objective of this game mode is to hold the control points for as long as you can, to drain the other team's reinforcements. While it is possible to win the map by not controlling the points, it will be significantly more difficult because each capture point can drain 2 to 6 reinforcements per minute. We also improved this game mode, by adding the capture delays and defense points.

 

Map List:

 

* Iwojima

* Rubble

 

Search & Destroy (SD):

The objective of Search and Destroy is to locate the enemies cargo, which is typically at their base, and destroy it by unloading as much ammo at them. The enemy objectives will be marked on the HUD with a Diamond, while friendly objectives will be marked with a Square. In the future, we plan on revamping the SD game mode, however for RC1 it will be similar to original Firearms.

 

Map List:

 

* Mine

* Dragovo

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Maps

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IWOJIMA

iwo_1_tb.jpg

Game Mode: Territorial Control

 

 

RUBBLE

rub_1_tb.jpg

Game Mode: Territorial Control

 

 

DRAGOVO

dra_1_tb.jpg

Game Mode: Search & Destroy

 

 

MINE

min_1_tb.jpg

Game Mode: Search & Destroy

 

 

CROSSFIRE

cro_1_tb.jpg

Game Mode: Push

 

 

DERAILED

der_1_tb.jpg

Game Mode: Push

 

 

SAND

san_1_tb.jpg

Game Mode: Push

 

 

SNOWSTORM

sno_1_tb.jpg

Game Mode: Push

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looks fun, im gunna try it

The once was a mexican called pepsi,

Or maybe it's just he had Hep C,

He was a pretty cool bro,

Bros generally are you know,

He hailed from the land of 'taters,

He was known to hate many-a-hater,

He likes a girl named Lacey,

His thoughts about her are kind of racy,

And also his dad likes to [rooster].

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The MP5 is ridiculously good for some reason. And the city developers seemed to be rich enough to put ladders on almost EVERYTHING.

 

And Nadril, you failed somewhat at shotgunning :P

I was going to eat hot dogs for dinner tonight. I think I will settle for cereal.

 

OPEN WIDE HERE COMES THE HELICOPTER.

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Hmm. I suppose the difference for TF, for me, from Counter-Strike and Firearms, is that i was and am appealed to Team Fortress' unique gameplay and fps style. This, to me, seems rather bland, kinda like 'every other WWII' shooter.

 

What do I know :P

lampost_sig_stark.png
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Hmm. I suppose the difference for TF, for me, from Counter-Strike and Firearms, is that i was and am appealed to Team Fortress' unique gameplay and fps style. This, to me, seems rather bland, kinda like 'every other WWII' shooter.

 

What do I know :P

 

teamfort001_640w.jpg

 

 

Also FA isn't WW2 :).

 

And Nadril, you failed somewhat at shotgunning

 

I had been playing for like 3 hours when we got to that map so I was just [bleep]ing around knifing people and stuff by that point >_>

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