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''Hot Dogs, Horseshoes, and Hand Grenades'' (often abbreviated ''[=H3VR=]'') is a Virtual Reality gun range simulator developed for multiple VR headsets (Creator/{{Valve|Software}} Index, Platform/HTCVive, Platform/OculusRift and Windows Mixed Reality) by developer RUST LTD. It's currently in early access and can be purchased on Steam [[http://store.steampowered.com/app/450540/ here]]. As of this writing, the game is at Early Access Update #105.

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''Hot Dogs, Horseshoes, and Hand Grenades'' (often abbreviated ''[=H3VR=]'') is a Virtual Reality gun range simulator developed for multiple VR headsets (Creator/{{Valve|Software}} Index, Platform/HTCVive, Platform/OculusRift and Windows Mixed Reality) by developer RUST LTD. It's currently in early access and can be purchased on Steam [[http://store.steampowered.com/app/450540/ here]]. As of this writing, the game is at Early Access Update #105.
#113.



* AcceptableBreaksFromReality: Anton simplifies some mechanics for weapons or in general as players who don't have as much knowledge about firearms might not understand several nuances and think the game is bugged.

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* AcceptableBreaksFromReality: Anton The game simplifies some mechanics for weapons or in general as players who don't have as much knowledge about firearms might not understand several nuances and think the game is bugged.



* BigBulkyBomb: Relatively speaking, some grenades are rather massive compared to the likes of the modern M67 or Cold War M26, such as the fictional "M219 Greaseweasel" that's just larger than a softball (or the softball-shaped T-13 Beano) and, with the grenade rework, is appropriately hard to throw far. There's also the "Cyber Grenade", a futuristic grenade that vaguely resembles the cylinder-shaped grenades used in ''VideoGame/HalfLife2'', complete with blinking red light and chirping though that one, despite the size, can be thrown as far as the smaller 'nades.

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* BigBulkyBomb: Relatively speaking, some grenades are rather massive compared to the likes of the modern M67 or Cold War M26, such as the fictional "M219 Greaseweasel" that's just larger than a softball (or the softball-shaped T-13 Beano) and, with the grenade rework, is appropriately hard to throw far. There's also the "Cyber Grenade", a futuristic grenade that vaguely resembles the cylinder-shaped grenades used in ''VideoGame/HalfLife2'', complete with blinking red light and chirping chirping, though that one, despite the size, can be thrown as far as the smaller 'nades.



* BottomlessMagazines: Normally averted; you can enable infinite reserve by clicking the trackpad/stick on ammo stored in a slot to spawn lock it. Both the Getting Started and Spray & Pray category of sequences in the M.E.A.T.S. level enable infinite magazine ammo.

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* BottomlessMagazines: Normally averted; you can enable infinite reserve duplicate ammo/magazines by clicking the trackpad/stick on ammo stored in a slot to spawn lock it. Both the Getting Started and Spray & Pray category of sequences in the M.E.A.T.S. level enable infinite magazine ammo.



* ConcealmentEqualsCover: Completely averted with the Alpha of Early Access Update 59. The new ballistics system takes into account bullet caliber, type, material, thickness, angle, and velocity along with the fact bullets are affected after passing through a material. This can be seen in action in the Proving Grounds arena where a sufficient weapon can penetrate the wooden panels and the Sosigs won't hesitate to shoot through them to get at you or enemy Sosigs.

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* ConcealmentEqualsCover: Completely averted with the Alpha of Early Access Update 59. The new ballistics system takes into account bullet caliber, type, material, thickness, angle, and velocity along with the fact bullets are affected after passing through a material. This can be seen in action in the Proving Grounds arena where a sufficient weapon can penetrate the wooden panels and the Sosigs won't hesitate to shoot through them to get at you or enemy Sosigs.



** Completely new weapons, such as a semi-automatic battle rifle called the "All-Rounder", and a compact revolver for the Spy called "Le Petite Liaison". The alternate weapons for the classes are also different in that rather than arbitrary stat changes of the original game, these weapons are designed to be longer or shorter ranged than their counterparts. I.E. the Sniper's Snag Sanger omits the scope for an integrated magazine for shorter ranges while the Demoman's Long Shot trades semi-automatic fire for a LaserSight, increased muzzle velocity and a faster charge.
** Update #87 is themed around ''VideoGame/HalfLife2'' which coincided with the release of [[VideoGame/HalfLifeAlyx another game during the same week]]. The update added several themed weapons like a USP Match in 9mm, an [=MP7=] with both the unique reflex sight and underslung GP-25 grenade launcher, a scrap-built crossbow that fires charred hot dog bolts, a jury-rigged [=AR3=] based on the famous conversation in ''Episode 2'' and even the "S.P.A.A.M." that's functionally identical to the S.L.A.M. from ''Half-Life 2: Deathmatch''. Capping it off is a "Welldone Freemeat" character for ''Take & Hold'', complete with unique Sosig agents.

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** Completely new weapons, such as a semi-automatic battle rifle called the "All-Rounder", and a compact revolver for the Spy called "Le Petite Liaison". The alternate weapons for the classes are also different in that rather than arbitrary stat changes of the original game, these weapons are designed to be longer or shorter ranged than their counterparts. I.E.e.g. the Sniper's Snag Sanger omits the scope for an integrated magazine for shorter ranges while the Demoman's Long Shot trades semi-automatic fire for a LaserSight, increased muzzle velocity and a faster charge.
** Update #87 is was themed around ''VideoGame/HalfLife2'' which coincided with the release of [[VideoGame/HalfLifeAlyx another game during the same week]]. The update added several themed weapons like a USP Match in 9mm, an [=MP7=] with both the unique reflex sight and underslung GP-25 grenade launcher, a scrap-built crossbow that fires charred hot dog bolts, a jury-rigged [=AR3=] based on the famous conversation in ''Episode 2'' and even the "S.P.A.A.M." that's functionally identical to the S.L.A.M. from ''Half-Life 2: Deathmatch''. Capping it off is a "Welldone Freemeat" character for ''Take & Hold'', complete with unique Sosig agents.



** Update #105 Experimental Build 3 adds the [[RevolversAreJustBetter Mammonth]] from ''VideoGame/{{Prodeus}}''. Notable in that Anton Hand co-designed the weapon and the developers shared the assets to him so he could port it to this game.

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** Update #105 Experimental Build 3 adds the [[RevolversAreJustBetter Mammonth]] from ''VideoGame/{{Prodeus}}''. Notable in that Anton Hand co-designed the weapon and the developers shared the assets to him so he could port it to this game.

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** 2019 featured the Triple Regret, a three-bullet revolver that took the massive .50 BMG ammunition, and the Whizzbanger, a "minimalistic" gun that consists of nothing but a frame to hold a single bullet and a pin that has to be manually hit in order to prime said bullet.

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** 2019 featured the Triple Regret, a three-bullet revolver that took takes the massive .50 BMG ammunition, and the Whizzbanger, a "minimalistic" gun that consists of nothing but a frame to hold a single bullet and a pin that has to be manually hit in order to prime said bullet.



** 2022 put in the Uzi Nano, an adaption of the Uzi Mini and Uzi Micro with an even tinier profile, and the Baby's First Boomstick, a cross between a toddler's color pop-up toy and a shotgun that accepts its shells through the toy's pop-up compartments.

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** 2022 put in introduced the Uzi Nano, an adaption of the Uzi Mini and Uzi Micro with an even tinier profile, and the Baby's First Boomstick, a cross between a toddler's color pop-up toy and a shotgun that accepts its shells through the toy's pop-up compartments.



** 2024 did not have an April Fools update, as Anton was on vacation at the time.



** Sosigs are also prone to wandering off once their target is out of sight- they will peruse a target across the map if their target is within line of sight but quickly wander off the moment they hide behind an obstacle.



** The [[MushroomMan Funguys]] in "Return of the Rotwieners" are extremely fragile but they can only be damaged via the glowing warts on their body, this makes [[ShotgunsAreJustBetter shotguns]] an excellent choice alongside [[MoreDakka accuracy by volume of fire]].
** Junkbots in the Meatmas Wasteland can be taken down via the radio receiver on the back of their head. You can even [[OneHitPolyKill shoot through their "face" to hit the weakpoint with enough penetration]]. The various drones in the same scene have a form of weakpoint excluding the Stealth Drone.
* BangBangBANG: Played straight until an update that overhauled the sound system. Weapon and explosion sounds were very Hollywood sounding until Early Access Update 52 and take into account the environment they're fired in. Rounds like the 4.6x30mm fired by the [=MP7A1=] are a lot more snappy while subsonic rounds like the .45 ACP have more of a thud. Explosions now scale by distance with a delay as the shockwave reaches you.
** Update 82 adds the "loudener" which makes any weapon it's attached to louder and bassier, bringing it back into this trope.
** A neat attention to detail is that the shortened and chopped length variants of most weapons are often louder with a much more pronounced muzzle flash such as the shortened Kimber 8400 Tactical or the [=HK51=] (an aftermarket G3 with an [=MP5=] form factor), the nickname of which is the "Angry Gun" because of its absurd muzzle flash and report.

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** The [[MushroomMan Funguys]] in "Return of the Rotwieners" are extremely fragile but they can only be damaged via the glowing warts on their body, this makes [[ShotgunsAreJustBetter shotguns]] an excellent choice alongside [[MoreDakka accuracy by volume of fire]].
** Junkbots in the Meatmas Wasteland can be taken down via the radio receiver on the back of their head. You can even [[OneHitPolyKill shoot through their "face" to hit the weakpoint weak point with enough penetration]]. The various drones in the same scene have a form of weakpoint excluding the Stealth Drone.
* BangBangBANG: Played straight until an update that overhauled the sound system. Weapon and explosion sounds were very Hollywood sounding until Early Access Update 52 and now take into account the environment they're fired in. Rounds like the 4.6x30mm fired by the [=MP7A1=] are a lot more snappy while subsonic rounds like the .45 ACP have more of a thud. Explosions now scale by distance with a delay as the shockwave reaches you.
** Update 82 adds the "loudener" "Loudener" which makes any weapon it's attached to louder and bassier, bringing it back into this trope.
** A neat attention to detail is that the shortened and chopped length variants of most weapons are often louder with a much more pronounced muzzle flash flash, such as the shortened Kimber 8400 Tactical or the [=HK51=] (an aftermarket G3 with an [=MP5=] form factor), the nickname of which is the "Angry Gun" because of its absurd muzzle flash and report.



** From of the Meatmas 2018 Update, just like the oversized [=M1911A1=], one of the guns added is an oversized Kolibri 9001. While not as big as the oversized [=M1911A1=], it is still about 10 times the size of the original Kolibri, which is actually much smaller than even a .22 caliber pistol.
** The Soviet KS-23 riot shotgun, added on Day 7 of the Meatmas 2018 Advent Calender. It's easily the {{BFG}} of the Shotgun category, discounting the currently removed Cartoon 8 Gauge shotgun, with its 23x75mmR shell, the barrel of which was adapted from scrapped 23mm anti-air cannon barrels due to manufacturing faults but could withstand the pressure of a shotgun. Its slug equivalent is the "Barricade" shell that can destroy engine blocks.

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** From of the Meatmas 2018 Update, just like the oversized [=M1911A1=], one of the guns added is an oversized Kolibri 9001. While not as big as the oversized [=M1911A1=], it is still about 10 times the size of the original Kolibri, which is actually much smaller than even a .22 caliber pistol.
** The Soviet KS-23 riot shotgun, added on Day 7 of the Meatmas 2018 Advent Calender. It's easily the {{BFG}} of the Shotgun category, discounting the currently removed Cartoon 8 Gauge shotgun, The OG, with its 23x75mmR shell, the barrel of which was adapted from scrapped 23mm anti-air cannon barrels due to manufacturing faults but could withstand the pressure of a shotgun. Its slug equivalent is the "Barricade" shell that can destroy engine blocks.



** Update #92 reintroduced "The OG", the original "Cartoon 8 Gauge" shotgun Anton modeled by himself with no scale of reference, resulting in it chambering ''3 Gauge'' shotgun shells that kick the player backwards, similar to the "Moonshot" ammo added for the Scout's Scattergun.

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** Update #92 reintroduced "The OG", the original "Cartoon 8 Gauge" shotgun Anton modeled by himself with no scale of reference, resulting in it chambering ''3 Gauge'' shotgun shells that kick the player backwards, similar to the "Moonshot" ammo added for the Scout's Scattergun. This results in a shotgun that is more useful as a movement tool than an actual weapon.
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** He doesn't particularly like the Mk. 14 EBR, either; he considers it to be ugly. It only exists as a Sosigun, and he has consistently refused to add a standard counterpart.

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* GunsDoNotWorkThatWay: Some guns are classified into wrong categories from what they actually are. For example, the [=MP5K=] gets classified as machine pistol even though it's actually a submachine gun that's a subcompact version of standard [=MP5=].


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* MisidentifiedWeapons: Category-based example; Some guns are classified into wrong categories from what they actually are. For example, the [=MP5K=] gets classified as machine pistol even though it's actually a submachine gun that's a subcompact version of standard [=MP5=].

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** Some guns are classified into wrong categories from what they actually are. For example, the [=MP5K=] gets classified as machine pistol even though it's actually a submachine gun that's a subcompact version of standard [=MP5=].


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* GunsDoNotWorkThatWay: Some guns are classified into wrong categories from what they actually are. For example, the [=MP5K=] gets classified as machine pistol even though it's actually a submachine gun that's a subcompact version of standard [=MP5=].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Some guns are classified into wrong categories from what they actually are. For example, the [=MP5K=] gets classified as machine pistol even though it's actually a submachine gun that's a subcompact version of standard [=MP5=].
Is there an issue? Send a MessageReason:
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* SmokeOut: Various items emit opaque orbs of smoke (an intentional design choice so it wouldn't affect performance and so the smoke can be affected in a physical manner such as being cleared by explosions or billowing out of confined spaces). You have the M18, both in red and U.S.A colors, 40mm grenade rounds that release ''CS gas'' (though it does nothing to the player) and, for a more silly variation, a ninja smoke bomb which looks like a giant bang snap and explodes on impact.
** The KS-23 shotgun can load "Siren-7" tear gas rounds.

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* SmokeOut: Various items emit opaque orbs of smoke (an intentional design choice so it wouldn't affect performance and so the smoke can be affected in a physical manner such as being cleared by explosions or billowing out of confined spaces). You have Update 112 tweaked the M18, both in red smoke behavior so that it more reliably breaks line of sight and U.S.A colors, 40mm Sosigs passing through smoke will be given the blind [[StatusEffect Status Effect]] much like witnessing the flash of a stun grenade rounds that release ''CS gas'' (though it does nothing to as well as having the player) and, for a more silly variation, a ninja smoke bomb linger around longer.
** There's also teargas available from 40mm grenades, 23mm shells, and the Mk. V CN Gas grenade
which looks like a giant bang snap and explodes not only causes the blind status to last considerably longer on impact.
** The KS-23 shotgun can load "Siren-7" tear gas rounds.
Sosigs exposed to it but also leaving them suppressed as well.

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* ArmorIsUseless: Averted, Soldier wieners can wear armor which stops projectiles until they break while elite, GunsAkimbo bots have special armor that takes a lot more punishment.
** This is played more realistically for the Sosig agents with the new ballistic system that can wear helmets, kevlar and armor plates that stop bullets and calibers up to a certain point depending on what they're wearing. They can, however, be stunned from enough blunt force which leaves them vulnerable to, say, a NeckSnap.

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* ArmorIsUseless: Averted, Soldier wieners Averted. Sosigs can wear armor which stops projectiles until they break while elite, GunsAkimbo bots have special armor that takes a lot more punishment.
**
punishment. This is played more realistically for the Sosig agents with the new newer ballistic system that can wear helmets, kevlar and armor plates that stop bullets and calibers up to a certain point depending on what they're wearing. They can, however, be stunned from enough blunt force which leaves them vulnerable to, say, a NeckSnap.



* ArtificialBrilliance
** The Sosig agents compared to the previous wienerbots. Anton is designing them to use cover based on level geometry, they can become suppressed from incoming fire and explosions and they not only react to and investigate gunshots and explosions but even so much as dropping objects like magazines or working a weapon's actions can alert them to your presence.

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* ArtificialBrilliance
**
ArtificialBrilliance: The Sosig agents compared to the previous wienerbots. wienerbots, for various reasons.
**
Anton is designing designed them to use cover based on level geometry, they can become suppressed from incoming fire and explosions explosions, and they not only react to and investigate gunshots and explosions explosions, but even so much as dropping objects like magazines or working a weapon's actions can alert them to your presence.



** Played straight with the temporary pieces of cover in the reworked Take & Hold; however they will break very quickly under fire.

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** Played straight with the temporary pieces of cover in the reworked Take ''Take & Hold; Hold''; however they will break very quickly under fire.



** Update #87 is themed around ''VideoGame/HalfLife2'' which coincided with the release of [[VideoGame/HalfLifeAlyx another game during the same week]]. The update added several themed weapons like a USP Match in 9mm, an [=MP7=] with both the unique reflex sight and underslung GP-25 grenade launcher, a scrap-built crossbow that fires charred hot dog bolts, a jury-rigged [=AR3=] based on the famous conversation in ''Episode 2'' and even the "S.P.A.A.M." that's functionally identical to the S.L.A.M. from ''Half-Life 2: Deathmatch''. Capping it off is a "Welldone Freemeat" character for Take & Hold, complete with unique Sosig agents.

to:

** Update #87 is themed around ''VideoGame/HalfLife2'' which coincided with the release of [[VideoGame/HalfLifeAlyx another game during the same week]]. The update added several themed weapons like a USP Match in 9mm, an [=MP7=] with both the unique reflex sight and underslung GP-25 grenade launcher, a scrap-built crossbow that fires charred hot dog bolts, a jury-rigged [=AR3=] based on the famous conversation in ''Episode 2'' and even the "S.P.A.A.M." that's functionally identical to the S.L.A.M. from ''Half-Life 2: Deathmatch''. Capping it off is a "Welldone Freemeat" character for Take ''Take & Hold, Hold'', complete with unique Sosig agents.



** In Take & Hold, it will always direct you to supply and hold points and by default it will only display enemies once you've achieved line-of-sight and will always show enemies during a hold phase, you can set it to be omnipresent to forfeit a score multiplier or you can turn off enemy detection entirely for a bigger score multiplier.

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** In Take ''Take & Hold, Hold'', it will always direct you to supply and hold points and by default it will only display enemies once you've achieved line-of-sight and will always show enemies during a hold phase, you can set it to be omnipresent to forfeit a score multiplier or you can turn off enemy detection entirely for a bigger score multiplier.



* HollywoodHacking: What the current Take & Hold is presented as where you acquire override tokens to spend on equipment and the hold points have "encryption" (read: targets) that must be neutralized to complete a hold.

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* HollywoodHacking: What the current Take ''Take & Hold Hold'' is presented as where you acquire override tokens to spend on equipment and the hold points have "encryption" (read: targets) that must be neutralized to complete a hold.



** The Winter Wasteland map is filled with these, first in the form of junkbots that are literally made out of garbage and then the various drones based on the encryption types in "Take & Hold".

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** The Winter Wasteland map is filled with these, first in the form of junkbots that are literally made out of garbage and then the various drones based on the encryption types in "Take ''Take & Hold".Hold''.



* {{Mooks}}: In the form of upright hot dogs called "Sosigs". The Take & Hold scene also has older "Wienerbot" models as an option. Both types are armed with simplified, movie prop-like variants of assorted StandardFPSGuns called "Sosiguns".

to:

* {{Mooks}}: In the form of upright hot dogs called "Sosigs". The Take ''Take & Hold Hold'' scene also has older "Wienerbot" models as an option. Both types are armed with simplified, movie prop-like variants of assorted StandardFPSGuns called "Sosiguns".



** The reworked Take & Hold allows you to use limited ammo, only allowing you to reload magazines at a specific panel as well as spawn loose rounds, speed loaders and clips for free. Another type of panel lets you duplicate magazines or upgrade them to higher capacities for Override Tokens.

to:

** The reworked Take ''Take & Hold Hold'' allows you to use limited ammo, only allowing you to reload magazines at a specific panel as well as spawn loose rounds, speed loaders and clips for free. Another type of panel lets you duplicate magazines or upgrade them to higher capacities for Override Tokens.



* PainfullySlowProjectile: Once again averted with the RPG, which fires at a relatively realistic velocity- which is to say, almost faster than can be seen, and far faster than most other "realistic" games.
** The solider hot dogs fire these as well, regardless of weapon. The Take & Hold mode (Legacy, Containment and Rework) can have them be changed to realistic velocities.

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* PainfullySlowProjectile: PainfullySlowProjectile:
**
Once again averted with the RPG, which fires at a relatively realistic velocity- velocity -- which is to say, almost faster than can be seen, and far faster than most other "realistic" games.
** The solider hot dogs Sosigs fire these as well, regardless of weapon. The Take ''Take & Hold Hold'' mode (Legacy, Containment and Rework) can have them be changed to realistic velocities.



** Take & Hold: Containment is a big old love letter to both ''VideoGame/HalfLife'' and the Website/SCPFoundation. The "Welldone Freemeat" Take & Hold character introduced in Update #87 likewise parodies ''VideoGame/HalfLife2'', with Sosig variants of that game's enemies and weapons.

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** Take ''Take & Hold: Hold'': Containment is a big old love letter to both ''VideoGame/HalfLife'' and the Website/SCPFoundation. The "Welldone Freemeat" Take ''Take & Hold Hold'' character introduced in Update #87 likewise parodies ''VideoGame/HalfLife2'', with Sosig variants of that game's enemies and weapons.



** Update #99 introduced "Flaccid Snake", a Take & Hold character based on ''VideoGame/MetalGearSolid'', complete with Sosig equivalents of the game's bosses and a [[PlayerGuidedMissile Nikita launcher analogue]]. Coincidentally, the Northest Dakota map also released in the update resembles Shadow Moses Island.

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** Update #99 introduced "Flaccid Snake", a Take ''Take & Hold Hold'' character based on ''VideoGame/MetalGearSolid'', complete with Sosig equivalents of the game's bosses and a [[PlayerGuidedMissile Nikita launcher analogue]]. Coincidentally, the Northest Dakota map also released in the update resembles Shadow Moses Island.



* WinterWarfare: "Northest Dakota", the setting of the Meatmas 2020 scene and a Take & Hold map, is a massive snowy area littered with derelict armored vehicles, abandoned camps, and communication towers. It's designed for long-range combat, with plenty of hills and cliffs to use as sniper positions.

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* WinterWarfare: "Northest Dakota", the setting of the Meatmas 2020 scene and a Take ''Take & Hold Hold'' map, is a massive snowy area littered with derelict armored vehicles, abandoned camps, and communication towers. It's designed for long-range combat, with plenty of hills and cliffs to use as sniper positions.
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* {{Mooks}}: In the form of upright hot dogs called "Sosigs". The Take and Hold scene also has older "Wienerbot" models as an option. Both types are armed with simplified, movie prop-like variants of assorted StandardFPSGuns called "Sosiguns".

to:

* {{Mooks}}: In the form of upright hot dogs called "Sosigs". The Take and & Hold scene also has older "Wienerbot" models as an option. Both types are armed with simplified, movie prop-like variants of assorted StandardFPSGuns called "Sosiguns".



** Take And Hold: Containment is a big old love letter to both ''VideoGame/HalfLife'' and the Website/SCPFoundation. The "Welldone Freemeat" Take & Hold character introduced in Update #87 likewise parodies ''VideoGame/HalfLife2'', with Sosig variants of that game's enemies and weapons.

to:

** Take And & Hold: Containment is a big old love letter to both ''VideoGame/HalfLife'' and the Website/SCPFoundation. The "Welldone Freemeat" Take & Hold character introduced in Update #87 likewise parodies ''VideoGame/HalfLife2'', with Sosig variants of that game's enemies and weapons.
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Trope was cut/disambiguated due to cleanup


* CoolGuns: The video game!
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* SoundDefect: The "Degle" from the April Fool's 2018 update does not use actual firearm sounds, but are instead all created by Anton making approximate sounds with his mouth.
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** If they spot you before you dive behind cover, they'll take potshots at where they last saw you to discourage peeking back out at them and they'll shoot through smoke clouds if you don't move after it obscures you.

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** If they spot you before you dive behind cover, they'll take potshots at where they last saw you to discourage peeking back out at them and they'll shoot through smoke clouds if where they last saw you don't move after it obscures you.before breaking line-of-sight with smoke.

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** Break-action weapons like derringers and shotguns will load all of the barrels simultaneously when you insert the first round if you're holding additional rounds in your hand.

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** Break-action weapons like derringers and shotguns will load all of the both/all barrels simultaneously when you insert the first round if you're holding additional rounds in your hand.simultaneously.


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** If they spot you before you dive behind cover, they'll take potshots at where they last saw you to discourage peeking back out at them and they'll shoot through smoke clouds if you don't move after it obscures you.
* ArtificialStupidity:
** That said, the Sosigs can be oblivious in other instances. While they do get attracted to the sound of gunshots within 100 meters, beyond that it takes a good several unsuppressed shots before they realize they should be investigating the sound of gunshots and bullets whizzing by them.
** Explosions immediately get their attention but they investigate by ''going directly toward the source of said sound'', which can let you obliterate groups with a follow-up shot. Said explosions also takes priority over investigating the weapon that launched said projectile.
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''Hot Dogs, Horseshoes, and Hand Grenades'' (often abbreviated ''[=H3VR=]'') is a Virtual Reality gun range simulator developed for multiple VR headsets (Creator/{{Valve|Software}} Index, UsefulNotes/HTCVive, UsefulNotes/OculusRift and Windows Mixed Reality) by developer RUST LTD. It's currently in early access and can be purchased on Steam [[http://store.steampowered.com/app/450540/ here]]. As of this writing, the game is at Early Access Update #105.

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''Hot Dogs, Horseshoes, and Hand Grenades'' (often abbreviated ''[=H3VR=]'') is a Virtual Reality gun range simulator developed for multiple VR headsets (Creator/{{Valve|Software}} Index, UsefulNotes/HTCVive, UsefulNotes/OculusRift Platform/HTCVive, Platform/OculusRift and Windows Mixed Reality) by developer RUST LTD. It's currently in early access and can be purchased on Steam [[http://store.steampowered.com/app/450540/ here]]. As of this writing, the game is at Early Access Update #105.

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