The Jessie War Journal
Weapons Review Department
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Overview
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Weapon: Operations Protean A-Type-02 “Chimera”
Price: $899L
Prim Count: 71

Operations Protean A-Type-02 "Chimera"
–Manual Credits–
Build: Uildiar Kuhn
Scripts: Poon Voom
Animations: Ayatora Slade
Concepts: Anthony Lehane/Poon Voom
–Inspection Credits–
Animations: Uldiar Kuhn, Anthony Lehane, Mark Karlfeldt
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Flags
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This is what a perfect 5 Flags looks like [~JWJ~] [~JWJ~] [~JWJ~] [~JWJ~] [~JWJ~]
Performance: [~JWJ~] [~JWJ~] [~JW (2.5)
Performance: [~JWJ~] [~JWJ~] [~JWj~] (3.0) ~Post Editors Correction. See Editor’s Note
Build: [~JWJ~] [~JWJ~] [~JWJ~] [~JWJ~] [~JW (4.5)
Texture: [~JWJ~] [~JWJ~] [~JWJ~] [~JWJ~] (4.0)
Animations: [~JWJ~] [~JWJ~] [~JWJ~] [~JWJ~] [~JWJ~] (5.0)
Sounds: [~JWJ~] [~JWJ~] [~JWJ~] [~JW (3.5)
Ease of Use: [~JWJ~] [~JWJ~] [~JWJ~] (3.0)
Value: [~JWJ~] [~JWJ~] [~JWJ~] (3.0)
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First Impressions
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The folder you receive in your inventory Is the basic three items: drawn weapon, slung weapon, and manual.
The manual here is actually the most interesting thing, as it describes three different weapon functions, something that perks my interest greatly, combo keys for mode switching and reloading, and a full AO. With options Like these, I was half tempted to skip the usual aesthetics portion and go directly to the battlefield, but alas, I have protocol to follow.
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Aesthetics
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I’m not new to Operations weapons, so I had a slight idea what to expect. The Chimera however, is nothing like anything I had seen before, let alone seen from Operations.
The Chimera is so distinct in its style I struggled to find words to describe it. Its looks like something from the future, but it’s not sleek and smooth. It looks like something sci-fi, but again a bit rough for anything but an alien race to use. It looks like it’s from a post apocalyptic era, but still more advanced. This is when it hit me… Cyberpunk. I think back to my days playing Dystopia (a third party game on the Source platform) and realized that this weapon would fit perfectly into the steam punk universe. Regardless of where it fits or how you describe it however, It looks good. The glowing swirling plasma core in the center draws the eye in and the tube heavy design leads from there to the front vents and to the barrel in a rough but flowing way. The model is balanced well between textures and prims, and prim work is handled well, with a handful of sculpted prims working out some of the piping. A few areas in front are a bit slab sided, but they drop down to other areas so its not as noticeable. Buttons and the moving portion of the front vent work well together, but there is one thing I noticed on the moving texture… a hint of flashing purple. The biggest single downside i see on this model is the far back end and grip area. The entire back end is incredibly blocky, and the grip looks like it was made out of Legos, squared off at the side with square finger rests… Ouch!
The Chimera’s textures are well done and very fitting. All pieces are textured well and the whole weapon looks a bit dark and foreboding. This looks like a weapon that has seen its share of firefights and is awaiting more, tubes and piping scratches and dulling in places but still wanting more abuse. The plasma cylinder and its housing have some very nice details to them, covered with warnings, voltage capacities, and other hazard labels. Down on the front is a small production plate with the weapons full name and the Mercz/Operations logo, it too scratched and worn. The vents up front are done very well too. The only real area where the textures are just so-so is that back end again. With the exception of the cool data readout (which changes colors with modes) the back end and grip area just seems to be a flat color. The metal from the front of the gun doesn’t share its texture back here, and the only thing that has much detail is the trigger itself.
Animations! Animations! Animations! Boy are there a lot of them packed into this gun! Now some guns that boast animation overriders give you a walk, and run and maybe a jump. Not the Operations Chimera. They say animation override and they mean it. This gun’s AO is more complete than the one I wear when I am not in combat. Outside fo the standard gun AO animations, Operations loaded this weapon with all the little parts you see in commercial AO’s you buy from animation stores for more than the cost of this gun. All the little animations (pre-jump, hard landing, soft landing, jump, ect) are included along with many gun animations not seen in other guns, such as recoil, special prone reload, tactical reloads, crawl, and even an alternate stance. Now, I know it’s true that anybody with beginner SL knowledge can toss some animations into an AO scripted object and set it up to run, but that is NOT what you have here. I am very impressed at the quality of the animation and how precisely they fit the gun, especially the reload. As I am sure you have noticed through my reviews, I pay particular attention to sounds, and the reload animation ont his weapon matches the sound frame for frame, and it is placed perfectly on the gun. Excellent work!
The only real effects on the Chimera are the muzzle flash and the bullet glow. The muzzle flash istoggled by the effects command, and is just ok looking (it also changed colors when you change modes, but it looks a bit too opaque and blocked out). The bullet glow can only be turned off in the rapid-fire green mode by setting the weapon to its low lag bullet. Again, the bullet only effects green mode.
Sounds aren’t as consistent as I would like to see and could use some work. Fire sound for the green mode is ok, but too quiet to sound fitting for the menacing look of the gun. Blue mode’s fire sound is clear and sharp as it should be and with a good volume, and the charge up sound is right on the spot for volume and feel. Red mode follows suit with the sounds, sharp and crisp, thought he uncharged shot could be a bit louder. Reload sound is very fitting and as I said prior, matches the animation perfectly. However, there is one fairly sizeable problem I found with it. Like the fire sound for green mode that uses llTriggerSound to be heard for each shot (resulting in an inconsistent and choppy sounding firing) the reload sound uses llTrigger sound to play at the location you start your reload. If you are moving, your sound doesn’t keep playing at your location (as it would with llPlaySound) so you sound like you are passing someone who is reloading rather than reloading yourself.
I found a few errors in the manual that had me stumped and asking around for help. The velocity adjustment command is not listed in the manual, nor is the command for melee strikes. Velocity I discovered to be “vel.###” but I have yet to figure out the melee command. I was told that “a+d” is usually melee, but on the Chimera that is the mode change. I was then told, that it probably doesnt have one then, only to respond by pointing out that there is a kill prim named “riflebutt” in the object’s inventory. The manual is also confusing on the command listeners, with “uses channel 9005″ typed after every command but the mode changing commands. However, I noticed that, like on all Operations guns I have used during my time on the grid, it has a channel 0 listeners for all but one command. This is not listed or made clear, and I would suggest perhaps putting “All commands work on channel 0 and 9005″ to the top of the manual to avoid confusion.
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Performance
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Well, I have to admit I was disappointed.
I found numerous problems in each mode, and these were not small problems
Overall, the gun’s operation was heavily influenced by lag. Almost as though following a curve, performance degrades exponentially as lag increases. I have noticed this before in other guns, but it was never this pronounced. While the gun would never fully come to a stop, it would come very close in the extremely heavy lag situations.
The weapon also seems to reset on each attachment, meaning all settings you may have set, such as velocity and fire mode, are wiped.
Furthermore, the weapon will discharge after reloading if the mouse button is pressed while it is reloading.
–Green Mode/Rapid Fire–
Green Mode is a automatic SMG style weapon setup. There is no charge-up for any specials, just automatic fire. Each shot is one ammo unit. It’s simple, but probably the most useful weapon mode for general combat.
The fire rate is between a rifle and SMG, but the spread is fairly large, so if you want accuracy over distance you are going to have to change modes. The rate of fire is also extremely sensitive to lag. It is rare to see it at a constant rate in a full combat situation. The sound, based on a LLTriggerSound system is also inconsistent and jittery, although it only triggers when the bullet rezzes, so at least you know what your fire rate really is.
–Blue Mode/Plasma Blast–
First off, it’s worth noting that this mode isn’t legal in New Jessie the delay between the explosive rounds is too short.
The blue mode is accurate and semi auto with two charging modes. The uncharged shot is just a much larger than usual bullet. Its accuracy makes it useful as a replacement for the lack of semi-auto accuracy in green mode. This uses one ammo unit per shot.
The partial charge uses four ammo units per shot, and is simple an even larger bullet with a mushroom shaped head.
The full charge, taking up ten ammo units, fires a ball that generates a 3m explosive on impact. It is useful as a grenade launcher replacement.
Aside from the disturbingly massive bullets, Blue Mode was fairly bug free.
–Red Mode/Spread Shot–
The Spread Mode is basically a shotgun. Uncharged fires a four bullet shot cluster and consumes two units of ammo. A partial charge ups the cluster to six bullets, and ammo use to four units per discharge. A complete two second charge fires out a massive twelve bullet cluster, which uses six units of ammo.
Just like the Operations Striker-12 shotgun, the shotgun mode on the Chimera has a large bug. The “spread”, a multiple, unlinked set of bullets, does not fire consistently. Facing East/West and it works fine, but the further you turn away from that axis the closer the bullets rez to each other, eventually forming a vertical line when the user if facing the North/South directions. This is not a hard problem to solve, and after this bug was in the previous gun, it is unnerving that no work has been done to fix what more inexpensive weapon companies do not have a problem with.
The script time numbers were also disappointing, especially for such a company that totes its efficiency.
Idle time with the gun is 0.159ms, which is quite high, higher than the Aeko Labs and Ironsight Armament guns reviewed earlier when they are firing full auto. Granted, the Chimera has a full AO built into it, and a very good one at that. Slung time however, even though the AO is turned off, is also higher than average at 0.089ms. Most other guns I have reviewed register between 0.015ms – 0.035ms when slung. The firing script time, which was recorded in Green’s full auto mode, was unnerving. The Chimera does not have an exceptionally high rate of fire, yet its script time is well above other weapons at 0.793ms. Switching to the “low lag” bullet and disabling effects lowers the full auto time to 0.734ms, an improvement, but still very high.
Speaking of the bullets, they were perhaps the biggest disappointment of the entire gun.
For starters, every bullet, except for the low lag bullet and the parts of the “spread” in Red Mode are two prims, and all parts of the bullets appear to be made from spheres. Beyond that, the bullets do not perform well. They bounce, they get “stuck” on collision, and they just sit there for a few moments before dying. 2 seconds to be precise. How do I know the exact time? I will explain.
I had heard rumors through the community that Mercz and Operations weapons use bullets with the old Sirlor Stonecutter bullet scripts. I thought this was laughable, as no company would touch those scripts with a 10m pole. At least that is what I thought… or hoped. After observing the poor performance of the bullets, I decided to rez one and look into the contents. I was surprised to see the bullet script was full perms, and even more surprised to see that it was, in fact an old Sirlor Stonecutter script modified internally. I opened it up and read through it to further inspect it, and confirmed what it was. This explains the poor bullet performance, as the bullets have to do so much in the script before llDie() is called, including an llSleep(2.0), llSetAlpha(0, ALL_SIDES), and llSetStatus(STATUS_PHYSICS, FALSE). All a bullet script needs in its collision event is llDie(); That will kill it before any bouncing can occur, and negates the need for the bullet to change its alpha. It will be dead before you would see it.
***EDITORS NOTE***
After the posting of this review I was contacted by Operations scripter Poon Voom regarding some misunderstandings about the bullets.
1) The scripts, while created by Sirlor Stonecutter, have been modified internally.
2) The reason for the llSetStatus(STATUS_PHYSICS, FALSE), llSetAlpha(0, ALL_SIDES) and llSleep(2.0) prior to the llDie() is because the shape of the bullets would otherwise bounce severly.
Poon Voom: We figured it’s worth the server reading two lines of code, stopping the bullet, and dieing a little bit later, than it bouncing all over the place, rushing to have it die…It might be the bullet shape, but…It [Just llDie()] just didn’t work with out bullets.
In response to this, performance rating will but modified because a lower rating was caused on the reviewer’s part due to this misconception. This writer regrets the misunderstanding, and appreciates the courteous nature of Mr. Voom.
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Another issue that has also been around for a while in Operations products (since the SAA at least) and was not fixed in this “state of the art” weapon is a filter for velocity. You can set the velocity to a negative number, which will send the bullets backwards from the rez position, and into your face.
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Overall
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The Operations Protean A-Type-02 “Chimera” is a very unusual case. Performance is just 2.5 flags. This is a split rating, as the weapon does function fairly well in combat, but there are many errors that prevent it from being exceptional. For starters, the bullets and bullet scripts could be optimized in all but a few mere minutes, greatly increasing reliability. A good bullet script is not hard to make, so I am dumbfounded as to why a company with such a reputation uses a sloppy, inefficient freebie script from a few years back. The spread issue on the shotgun mode come from the “bullets” being one, unlinked object that is rezzed on firing. This should not be an issue with this upper class of a gun, especially since this is a know issue that has been around before (Operations Striker-12) and is something even the smaller weapon manufactures can figure out how to do. However, one cannot deny that the three separate operating modes are an interesting and useful concept.
The build quality is excellent and gets near top marks at 4.5 flags. Its clean build is interesting and of a rare style. Rare, but not unique, and not original. I would like to add to the credits the game Necron, which is where the design is from. The only other place I have seen these weapons is at Thorium, in the hands of Cthonic Sydicate, who use the plasma series of weapons from Necron for their Plasma Cannon. Texturing is very good as well, although it is to be expected of Operations. Everything flows well with the mood of the weapon, and is good and clear.

Plasma Weapons of Necron

From Top to Bottom: Operations Chimera, Cthonic Syndicate Plasma Rifle, Cthonic Syndicate Plasma Cannon
Animations are top notch, absolutely exceptional. A full 5 flags for these well done works. They are fantastic and fit the gun right down to the centimeter. Sounds are a bit hit or miss, but still get a solid 3.5 flags. The full auto sound is too quiet and a bit whimpy, but the charge up and firing for the charged sounds, and the shotgun sounds are loud and intimidating. Ease of use is split with a flag rating of 3.0, and in a sense of what is easy. The manual is misleading and omits things that it says it can do, or doesn’t tell you about things that are in the gun contents (Melee. There is a prim for it… but I have yet to figure out the command), or just plain doest tell you things (Velocity adjust… It’s there, but they don’t tell you that). Changing modes via A+D is brilliant and aids the functionality greatly. However, Green mode not having a semi auto is annoying at times. The W+S reload is a sigh of relief, and the channel 0 listen, although bad from a lag perspective, is easier for the inexperienced to use. Value is 3.0 flags.
The Operations Protean A-Type-02 “Chimera” is an exceptional build with phenomenal animations, however it lacks performance and is riddled with bugs and nuisances, and unfortunate scripting shortcuts that cost the gun combat functionality. If you are looking for an outstanding looking weapon, a multi-function weapon that is easy to operate, something fancy to put on your mantle or something rare and good looking to use in an RP sim, then the Chimera is just what you need. However, if heavy combat is your goal, then you may want to look elsewhere. The multi-functionality (Automatic, Grenade Launcher, Shotgun) can be achieved for the same price from other weapons (Assault rifle with a grenade launcher, and a shotgun) that will be more reliable.
—Credits Take 2—
–Manual Credits–
Build: Uildiar Kuhn
Scripts: Poon Voom
Animations: Ayatora Slade
Concepts: Anthony Lehane/Poon Voom
–Inspection Credits–
Animations: Uldiar Kuhn, Anthony Lehane, Mark Karlfeldt
Bullet Scripts: Sirlor Stonecutter See Editors Note
Design: Necron via 10TACLE STUDIOS

Operations Chimera Ad
~JessieWarJournal Frequency
The Operations Protean A-Type-02 “Chimera” is availible in the Operations vendor in the New Jessie Armory.















