Black Operations Chemical Enhancement Division

Black Operations Chemical Enhancement Division

      Drugs? Need a chemical advantage in CCS, yes sir we can help with...

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How to fight (and win) with a gun in CCS from a Healer’s perspective.

How to fight (and win) with a gun in CCS from a Healer’s perspective.

Okay, so most of you might be a bit skeptical on gunning in CCS fights, but I’ve been doing it for years and winning fights. First, it’s not as hard as you think.  I will go over the basics with you and then we will talk tactics, kits and a word on your surroundings.   First thing is first, this is best left to Casters and Healers but to be honest some of my staff are DPS or even Tanks so it’s not as important as I make it out to be, though you will see I carry a distinct advantage. You need to have all your gestures and hotkeys set ahead of time.  I’ll list the relevant skills and each weapon carries it’s own commands, but some of the new stuff should have CLEAN gestured, so you can use it when you get the few seconds break to do so. Now as of 7/21/13 I am a Level 34 Lycan Shaman, which means I’m a healer.  I’ve lost only a handful of fights in CCS and the only thing I use is guns.  So what follows is one on one fighting against a melee opponent. So for me the best possible skills at my level are Lifetap-3, Aidself-3,Overdrive-2, Flashbomb and Lacerate. Now, the procedure is the same for all Melee regardless of brand.  It’s always preferential to open a fight at range but not exactly as much fun as it is to go in with Mp7s, the Kriss or the Mossberg.  Hell I’ve even done this with the crossbow.  Other options for close in play include the M4 and any set of dual wield pistols, the Berettas in particular because of their large magazines.  For this example I will use the Kriss Reaver. Let’s say the fight starts in chat range, they almost always do, your FIRST skill to use is going to be Overdrive, you will need it for the running and healing.  Try to keep the skill tiers to a minimum since the 6 and 7th tier skills aren’t much good with such a high stam cost and cooldown combination.  Only use 4th and 5th tier skills for gunfighting, since most...

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M18A1 APERS Mine Update

M18A1 APERS Mine Update

Updated Damage System, no longer ignores walls.  Collated damage distribution reduces lag. Claymore Mine V2.0 Current Specs: Effective Range: 50m Forward Blast Area                                10m AoE Splash   CCS Damage:         40% LIFE / 15% STAM within 15m         30% Life / 10% Stam within 30m Forward Blast                   15% Life / 5% Stam within 50m Forward Blast                        10% Life / 10% Stam within 10m AoE Splash Zone Placement Restrictions:                        No more than 2 in same 10m area.                        No more than 2 per sim for same...

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Kriss Reaver V2.0

Kriss Reaver V2.0

Kriss Reaver by BOIA.  Niemack Saarinen build is entirely original.   Specifications:   13rd standard/30rd extended cap magazines   100 meter max effective range   AE system and system to take stamina in burst/auto modes.   Jamming and Catastrophic failure system for improper or prolonged use.   Use of burst mode cost: .5% Stamina  Auto: .5% per second Stamina while firing.   Collated Damage Registration: Polling registration for multiple avatars and incidence, dynchan distribution once per second.   CCSF “SCMITR” 37gr Sabot captured carbon steel fletchette 45 auto The teflon coated blade is just under an inch long and contained inside a nylon casing. This particular ammunition is designed for extreme penetration.  It can sever bone, destroy high density materials including ballistic glass and bricks.  The ammunition does not produce enough pressure to cycle. 5.5%LIFE/50MELE single shot, requiring cycling the bolt manually on each cycle.  jamming multiplier x1  ONLY one bullet per minute available, up to a max of 31 bullets. (One full mag + chamber but user must hot reload to get extra bullet) NOTE: Resetting the gun also resets the ammo count at 0. Script automatically loads semi-auto CCSB when empty. (VERBOSE)   CCSH “HydraShok” 230gr. jacketed hollow point +P .45 auto This ammunition is meant for a handgun and is not designed for full automatic fire or burst fire due to the composition of the bullet semi-auto fire ONLY.  This round has a higher overall energy delivery than any other version of the hydrashok.  The range is slightly higher and more accurate coming from a longer barrel.  Overall this round is used on UNARMORED targets only. 2.7%MELE/50LIFE semi-auto only jamming multiplier x3   CCSB “FMJ” 230gr Full Metal Jacket Hornady ballistic tipped 45 auto With a heavy weight and slightly slower velocity this ammunition is perfect for automatic fire.  It’s designed to penetrate light armor, thin walls and even vehicles.  The range falloff is less pronounced but effective range beyond 80-100 meters is improbable. 1.7%LIFE/35MELE semi/burst/auto jamming multiplier x1   CCSI “Incendiary” 205gr Jacketed Special Load 45 auto INCENDIARY AMMUNITION IS LOADED WITH A BARIUM/ALUMINUM COMPOUND IN THE FORWARD PORTION OF THE PROJECTILE. WHEN THE PROJECTILE STRIKES A RELATIVELY SOLID OBJECT...

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MK18 Magpul Mod

MK18 Magpul Mod

    Mk18 Magpul Mod Yep, we did it again, 10.5 barrel SBR (short barrel rifle).  Absolutely the best SBR in sl. RELEASE SCHEDULED FOR...

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Upcoming M16A4 Update

Upcoming M16A4 Update

Expected release by September 1st.  

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