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Escape from Tarkov

Platform(s): PC
Genre: Online Multiplayer
Developer: Battlestate Games
Release Date: 2017

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'Escape from Tarkov' Weapon Customization Details - Screens & Trailer

by Rainier on April 1, 2016 @ 6:10 p.m. PDT

Escape from Tarkov is a narrative MMO mix of FPS/TPS and RPG genres, where you find yourself in a modern Russian city sunk into anarchy: only the fittest will solve the mysteries of Tarkov and get out alive.

Escape from Tarkov pushes the boundaries of genres and offers a new kind of gameplay based on a multitude of tactical and combat factors and the use of additional modules that improve game realism.

Events take place in a realistic setting in the Russian city of Tarkov. Main characters work for two private military companies locked in bloody conflict on the streets of the settlement surrounded by UN forces and Russian Military. Players need to find a way out of the isolated Tarkov, survive the deadly hazards and unearth all mysteries of the city. Following the wildly twisted plot, heroes of Escape from Tarkov meet many dangers – from hostile mercenaries of enemy faction to aggressive environment. Death may come suddenly in a multitude of ways: character may perish because of consequences of different injuries, illnesses, exhaustion and radiation poisoning. To survive in a harsh and unpredictable world, players use numerous MMO system modules: users can control all actions and movements of their character and choose from a wide range of behaviors and tactics.

It's not simply about adding a bigger magazine, or a flashlight, or even a laser sight...no, in Escape from Tarkov, it's about thousands, possibly millions of combinations of tactical weapon add-ons that will take a basic pistol, and make it a handheld war machine of epic proportions.

Stocks, magazines, muzzles, barrels, they're all there for the modding. Along with the video, we have an overview dossier that explains the options available in the modding system.

Only the weapon body/receiver with its basic mechanisms and integral parts constitute the weapon’s essence. Everything else can be replaced, as long as the detail functions and common sense allow it.

The developers goal is to create a wide variety of design versions and applications, not limiting the list of available weaponry by focusing on customization only.

At the start of development, the list of interchangeable modification types was significantly shorter, and, after assessing the intermediate result, we decided to enhance it. We went all-out, and find it hard to stop, constantly adding new items and improving the overall system. Even at that time, we needed several supremely flexible weapon systems that could serve as a proving ground for all ideas, mechanics, interchangeability and animated components. After all, if we attach a different foregrip or a larger mag, both weapon grip and reload animations have to change.

While developing such an in-depth customization system (which is being constantly upgraded with new capabilities) we have encountered multiple design challenges.

Here are some of them:

  • Real sizes of real items. All mods and parts need to be developed as close to actual size as possible In this case where some add-ons simply change the size of an overall weapon, that’s OK. But what about mods that simply wouldn’t work because of their size? Here, we need surgical precision in our design process, to change the sizes while retaining realism and real-world accuracy. The only thing we have tweaked significantly for our own convenience is the length of Picatinny / Weaver rails. This approximation is hard to notice visually, but it makes the task significantly easier.
  • Modifications interdependency. There are some parts that cannot be installed on one system at the same time as another. For instance, the AK receiver cover. The standard one can be installed in any use scenario; however, there is an optional add-on that can only be installed in conjunction with a particular forestock module, because it has to be fixed to it, and so we’ve had to spend time accounting for these type of interdependency issues.
  • Separation of mods into constituent parts, or, on the other hand, their indivisibility. For example, let’s consider the M4A1 stock. It’s perfectly acceptable to break apart the telescopic tube and the stock itself, and in our system, either of the parts, or both, can be removed and installed on a different weapon. In an opposite situation, let’s take AK forestock and the gas tube. Although a Kalashnikov can operate even with the gas tube removed, it will interfere with the effectiveness of the recoil spring mechanism cycle - and thus, AK forestock parts, with rare exceptions, are always installed in tandem.
  • Filtering of options. Where do we need to draw the line with how deep player customization should be? On one hand, we need to give our players maximum freedom; on the other hand, we should not let the customization get to “Pimp my Gun” level. To balance it out, we have introduced various filters that prohibit players from doing things like installing multiple optical sights, or five collimators or two tactical foregrips on one weapon, even though there is enough space to attach them. We had to define the limits, and now we’re testing them in-engine, to see where best to tweak the limits to make them looser or stricter.

What can be customized? At the current stage, the customization system includes the ability to change the following part types:

  • Barrels - Retracting slide grips, operating levers
  • Tactical grips
  • Forestocks
  • UBGLs (Under barrel grenade launchers)
  • Magazines
  • Various mountings, rails and adapters
  • Muzzle brakes and flash-hiders
  • Sound suppressors
  • Pistol grips and side pieces
  • Parts of receiver / body
  • Main sights
  • Auxiliary sights
  • Mechanical iron sights
  • Tactical devices
  • Flashlights
  • Laser Designators

Such a wide selection of parts allows players to craft situation-specific weapons systems, which should satisfy even the most firearms-savvy players. Also, it helps to achieve the maximum tactical variety in weapons without having to resort to the classic “new weapon - new texture” trick.

Almost all mods, besides causing changes in functionality and appearance, create changes in the gun’s characteristics for both good and bad. For instance, a longer barrel will improve accuracy, and a tactical foregrip will give more fire control. However, there will be no fantasy mods, like granting a damage bonus for using a specific combination of mods.

Several mods have their own specifics that will directly impact the convenience of using it. Camouflage wrap on the sniper rifle will reduce the thermal distortion of the aiming vector caused by a heated barrel, and using a flash hider will change the flash at the muzzle end and distribution of propellant gases, leading to better target control in the intense firefight.

One more factor we take into consideration is the ability of modifications to house other modifications. For instance, the quad-rail forestock provides space for the installation of additional equipment on the rail itself. Another example of this is a shotgun pistol grip that is fitted with a rail for the installation of compact sights.

Let’s look at some modding options as an example: We will take a look at the M4A1, which is currently the most modular weapon in the game, along with the АК-74N to illustrate a completely alternative construction and modding approach, and, finally, we’ll look at the МР-133 which is a weapon with an entirely different purpose.

Let’s first focus our attention on the АК-74N. Here is how the basic АК-74N looks.

Let’s start with assembling and installing the wooden stock and a pistol grip.

Now let’s install regular muzzlebrake, wooden forestock and rear sight.



Now we only have to place the receiver cover and attach the 6L20 30-round mag.

Done. Just a “classic” wooden АК-74N.



Now we can make it look a bit more modern, while retaining the overall classic appearance.

We will start by replacing the wood with the lightweight plastic option, installing the light plastic pistol grip, new mag and an under barrel grenade launcher.

To speed up the aim, let’s also mount a collimator sight on a special rail to replace the rear sights.

If it’s silent ranged operation you’re looking for, we can assemble the following kit: a short mag from the rifled Saiga, a TGP-A silencer, an additional cover-mounted rail with combined sights and a plastic forestock with an angled grip.

Looking for an assault option? Swap in the experimental 6L31 60-round mag, telescopic butt stock, ergonomic pistol grip, receiver cover with a rail mount that connects to the integrally machined forestock, a tactical foregrip, a fourfold magnification main scope, an auxiliary compact collimator on the angled mount, a tactical device and a flashhider. Try recognizing the good old AK-74N in all that.

On the opposite side of the spectrum, let’s strip it down to necessities only. Leaving only a lightened forestock while increasing the payload with an RPK magazine. Enter Somalia style!

We can tamper with М4А1 the same way. From a more to less classic appearance to an extended-range option, assault option, or maximum versatility option.

What do we have in store for other weapon classes? Shotguns, for instance. Most other shooters, in our opinion, treat them with undue neglect, whereas they have multiple advantages when compared to other classes, especially in the peculiar conditions of close-quarters combat.

Let’s consider the options of МР-133 in different conditions, starting with classic factory-supplied design with a medium barrel and wooden stock.

Let’s add a longer barrel, a lighter plastic stock and handguard, and install a mount with a holographic scope on top of the body.

If you expect having to secure closed spaces, it makes sense to install the shortest barrel available, a lower-capacity magazine and an under-barrel flashlight. It also helps to replace the stock with a pistol grip and install a compact collimator. Now it’s an excellent piece of hardware that will leave the enemy with no chances when used with buckshot shells in CQB.

We could go on with our examples for a good while longer, however, we’d like to point out that the Escape from Tarkov customization system will not stop evolving. We aim to achieve the unprecedented freedom of weapon modding, with a system that will allow placing sights and devices where you need them for crafting the ultimate combination of gun characteristics for the situation at-hand, enabling every player to build the in-game weapon of their dreams. However, we’d like to point out that there is no use trying to assemble a machinegun from sticks, toasters and duct tape

Escape from Tarkov is planning for a closed beta test in early 2016. Registration for closed beta testing is open on the official website.


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