User:Sheep

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Hello. You have, for some reason, landed on my user page! My name is Sheep! And I love freely sharing knowledge and infomation.

I also wish that you could fire your pistol infront of your ballistic shield...


This is a page on where I test things before propperly edditing them!




Attachment 1 (Sights/Optics) Iron Sights (0 points): Allows you to use the weapon's default sights. These vary drastically between all of the weapons in the game, and the bolt-action rifles currently do not have any real (usable) sights with this option selected. Due to the advantages of the other options, very few players opt to use iron sights. Red Dot Sight (2 points): Places a typical red dot sight on the firearm. For Marsoc players, the reticle is a simple red dot. For Volk players, the reticle resembles a red "T" (also known as a "Kobra sight"). Holographic Sight (2 points): Places an EOTech-styled holographic sight on the weapon. This sight is a bit larger and bulkier than the red dot sights. The reticle is the same for Marsoc and Volk, being a red circle with dot in the middle. 4x Scope (4 points): Places a medium-range scope on the rifle. The scopes and reticles do vary from Marsoc to Volk. Both varients have iron sights built in. Volk is located atop the optic while marsoc has them located beneath. These can be effective at close range. Subject to Parallax. 12x Scope (4 points): Places a long-range scope on the rifle. The scopes and reticles do vary from Marsoc to Volk. Subject to Parallax.


5 down Name - Cost - Notes

Attachment Name Cost (points) Note
Iron Sights 0 Allows you to use the weapon's default sights. These vary drastically between all of the weapons in the game. The bolt-action rifles currently do not have any real (usable) sights with this option selected.
Due to the advantages of the other options, very few players opt to use iron sights.
Red Dot Sight 2 Places a typical red dot sight on the firearm. For Marsoc players, the reticle is a simple red dot. For Volk players, the reticle resembles a red "T" (also known as a "Kobra sight").
Holographic Sight 2 Places an EOTech-styled holographic sight on the weapon. The sight is a bit larger and bulkier than the red dot sights. The reticle is the same for Marsoc and Volk, being a red circle with dot in the middle.
4x Scope 4 Places a medium-range scope on the rifle. The scopes and reticles do vary from Marsoc to Volk. Both varients have iron sights built in. Volk is located atop the optic while marsoc has them located beneath.
These can be effective at close range. Subject to Parallax.
12x Scope 4 Places a long-range scope on the rifle. The scopes and reticles do vary from Marsoc to Volk. Subject to Parallax.


Foregrip (2 points): Places a foregrip where you hold the gun with your nondominant hand. This attachment drastically reduces felt recoil when wielding the weapon with both hands. Suppressor (2/3 points): Places a suppressor—or silencer, if you prefer—on your weapon. This causes your gun to be much quieter. It also eliminates muzzle flash, but you can still see a visual effect of "hot gas" from the end of the barrel. This attachment costs 3 points for rifleman and 2 points for Specialist/Marksman. Note that this attachment is unrelated to the suppression mechanic, which darkens your screen. Laser Sight (2 points): Places a laser sight on the gun that can be toggled on and off. The location of the sight and the accuracy of it vary from weapon to weapon. The beam is extremely visible to those wearing night vision. Flashlight (1 point): Places a flashlight on the gun that can be toggled on and off. Like with the laser, the location of this attachment varies depending on what weapon it is placed on. The flashlight can be useful in dark maps, but NVG are much more common to see.

Attachment Name Cost (points) Note
Flashlight 1 Places a flashlight on the gun that can be toggled on and off. Like with the Laser Sight, the location of this attachment varies depending on what weapon it is placed on.
The flashlight can be useful in dark maps, however NVG are more commonly used.
Foregrip 2 Places a foregrip where you hold the gun with your nondominant hand. This attachment drastically reduces felt recoil when wielding the weapon with both hands.
Laser Sight 2 Places a laser sight on the gun that can be toggled on and off. The location of the sight and the accuracy of it vary from weapon to weapon.
The beam is extremely visible to those wearing night vision.
Suppressor 2/3 Places a suppressor on your weapon, this causes your gun to be much quieter. It also eliminates muzzle flash, but you can still see a visual effect of "hot gas"
from the end of the barrel. This attachment costs 3 points for rifleman and 2 points for Specialist/Marksman. Note that this attachment is unrelated to the suppression mechanic, which darkens your screen.