Lets talk about
how weapon reloads are IN GAMES
how firearms are realistic/unrealistic IN GAMES
weapon TECHNOLOGY IN GAMES
and about more things relating to firearms and other weapons IN GAMES
whiny shitposter wannabe mods not welcome
>arrows do more damage than bolts
>fire an MG for a good while
>look down and there's a big ass pile of empty casings
janitor is an asshurt little faggot
Will Rockstar ever use the Max Payne 3 shooting assets for another full shooter?
How much was brought into GTA V?
or really any other designated bullet hose
Longbowmen in Civ 5 are fucking great.
Probably because the Janitor hates guns IRL and is letting his feelings get in the way of what he's supposed to be doing. There are tons of "AYYY LMAO" and other tertiary threads on the front page that with100+ posts.
not much into GTA V other than the guns looking a lot better than GTA IV
I don't fucking get these mods trying to push containment boards.
>Post vidya guns thread
>LOOOOOL GO TO >>>/k/
I mean you don't see someone make a vidya music thread on /mu/ and see
>LOOOOL GO TO >>>/v/
Why can't we make the
LOLfags go to >>>/co/ if that's the case?
REMEMBER KIDS, EXCEPT THE STATUS QUO AND NEVER QUESTION ANYTHING
>HE DOES IT FOR FREE
I actually prefer this to the M4 in CSGO in most cases. I'd rather have the FAMAS to save money, or the AUG for its superior power and accuracy if I can afford it. Lets me stock up on more grenades.
he probably watched some shit about how gun owners are babykilling racists on MSNBC and now he feels the need to SJW all over the internet
>more games taking out the weapon wheel
>they still don't model guns on the characters to make up for the loss
I really wish GTA V had a damage engine like max payne, or at least like IV/Red Dead. I can't believe we've gone back to no bodypart-specific damage reactions (limping after shot in the leg ect) in this day and age
I liked the sniper rifles and shotguns in IV but other than that the series didn't have a lot going for it gunplay wise
there just needs to be more GTA clones again, that way we might have one a lot more focused on better shooting
I still want a proper modern True Crime with handcuffs and arresting
>You'll never play a game where shooting someone in the neck causes them to collapse and writhe violently on the ground while they grasp at their neck in a vain attempt to stop the bleeding as they wheeze and gurgle their last breaths.
This so much..Basically a lot of the fun I had in RDR was when i shot some fella in both legs and execute him when he was on his knees, or see that flower that forms on their head when you head shot them, on 5 it's so vague and unrealistic it hurts.
One of the numerous things that made GTA 5 a shit empty game
yeah I used IV but really the focus was on Red Dead, say what you want about the mission quality, but the gunplay was excellent. Max Payne's was even better, but less suited for open world play
>no kneecapping people and hearing them welp loudly as they dynamically fall to the floor
>no gutshots that kill people in one hit but only after the person screams in agony for hours (2-3 minutes real time)
>no dynamic mid-dialogue change when you shoot someone mid speech
>no dynamic injuries on enemies that you wound earlier in the game
it's like we haven't even made any real technological progress
Red Dead was cool but it still felt really bad that shooting was either super easy in the late game with the repeater pistol or double action if you had autoaim on or sufferingly bad with freeaiming on horseback
has anyone tried playing it with one of those KBM adapters?
Speaking of Max Payne, I loved the first two games (even though I barely finished them as a kid). Is the third one worth my time? I was a big fan of all their trailers for Gun/Damage TECHNOLOGY. Like they'll go as far as show you that you shot someone right in the eye and whatnot.
>all those death animations for specific weapons
I will never buy the "its because of consoles" argument because TECHNOLOGY can be found all over the place in older games. What is it about consoles that make devs not care about fun shit
I kept it in free aim, as for aiming on horseback its supposed to be difficult. I admit it's annoying and kb&m would help but you're def talking more about the limits of controllers than the flaws of the shooting system.
red orchestra 2 is decent about that
the gunplay is better than ever, just consider the story on par with the stories of Nintendo characters in Super Smash Brothers
it's more like "the character Max Payne in [enter game name here" than part of his story
if you like technology then I'd definitely suggest it for you. It has a ton of it. If you're a huge purist you might get turned off by the changes, and there are some unskippable cutscenes (that are turned off once you beat the game and skippable once you've seen them the first time in a playthrough) though so be ready for that. luckily they are very good cutscenes.
yeah but that still really hurts the game when it's supposed to be a western, it sucks to try to get into the role as a cowboy gunslinger and have those two weak options
shotguns on horseback were the way to go if the situation permitted
the hard mode was painstaking for me and I play a lot of shooters, there's a lot of parts that will really frustrate you like forced boss fights, awkward level design, and a couple QTEs but as third-person shooters go it is certainly on the top 10 gameplay wise
Speaking of weapon gripes, Wolfenstein TNO had disappointed me with how weak their shotguns sounded like (and most of the weapons in general).
A-at least the Auto Shotgun packs a mean punch and pulled me through the first giant robot part (alternated with it and the LKW, man that gun's disappointing as fuck too).
I gotta look into that sometime. Sounds good despite its problems.
I played GTA IV for hundreds on 360 of hours and was so hyped for RDR that I 100% completed it a few weeks
the game felt so empty to me after that that I never desire to 100% a game again
The multiplayer freeroam wasn't as good as IV's IMO because it felt like you didn't have the same freedom, that fucking coop mission at that mexican fort on the hardest difficulty almost made up for it though, the multiplayer should have just been based around those
GTA V online just feels like the worst parts of both ;(
What games have shotguns that make your dick feel huge?
if you mean this one then I totally agree, realizing that you have to shootout the ceiling showed how cliche and forced that whole fight really was
one of other worst parts was on the boat where you have to go upstairs on the outer part and you can hardly do it on hard with all the people headshotting you as soon as you try to advance
just do a shotgun only run in NV where you work your way up each shotgun in the game
the different shell types available and perks make it totally viable
I played the entire endgame only using the lever-action my first time because I loved it so much
one of the good things is that a lot of the crazy difficulty makes you realize "Yeah, I would totally have been shot to death if I did that in real life"
that hit me hard in the cubical area
does anybody think media will actually have some solid grounds for campaigning against violent video games when realistic wounding is more common? i think wounding should only be realistic as far as providing a tactical advantage: shoot someone in leg, they go down, they can still use arms, maybe their team can drag them away. things like that. shooting faces and necks can be fun but isnt really super important to the game overall. nobody wants to shoot a face off irl, except psychopaths. soldiers dont shoot to maim. kill the enemy and move on, thats the point of armed combat. thoughts?
"only psycopaths watch saw"
Don't give me that "but you're doing it" shit. No anon, sometimes it's just enjoyable to kill a bitch, it's a healthy primal instinct not related to mental instability.
Corrolation/causation ect ect ect.
>kill the enemy and move on
that would still be the focus of people in games unless you go out of your way
shooting people in games will always be less heinous than shooting people in real life
non-comedians shouldn't decide what comedians can and cannot say, non-devs/gamers shouldn't decide what games can and cannot feature
this is art. this is beauty. this is perfection.
fear has some issues but all of them are made up for the first moment when you cut a guy in half with your shotgun and watch as the stray bullets kick up dust and paper while the upper half slams facefirst into a wall
How was RF Guerilla?
Speaking of satisfying-as-fuck weapons (and cool weapon reloads), Red Faction 1 had cool ones for the Rocket Launcher, the big missile launcher make of FUCK YOU, and the Railgun.
Holy shit that Railgun gives me boners.
>soldiers dont shoot to maim.
Soldiers shoot to main all the time.
If by maiming one guy you can coax his buddies out to try and help him and by doing so expose themselves to fire.
>shoot some one in legs or gut and they'll writhe around for awhile, try to crawl
>shoot some one in the leg
>they fall over and get right back up and runaway in about 3 seconds
bugged the fuck out of me, why even give me a gas can item if i can't pour it over a wounded enemy
>no lasso equivalent to put people on the traintracks in multiplayer
I don't care if it means I have bad taste, I don't care about its flaws, Fear is my favorite game.
Pissed me off too
>kneecapped enemies will limp away or try and return fire from the ground
>people who've taken a hit to the gut will crawl away while bleeding out
>shoot someone anywhere
>they fall over maybe wriggle around for a couple of seconds then die
>very occasionally return fire while wounded
The story pretty much gets in the way of the fun because there are some unskippable cutscenes, but there´s some great TECHNOLOGY, shooting is great and it´s a great game overall, there are good chances you´ll like it
that fucking shotgun
>shoot a guy in the foot
>blows his feet out from under him causing him to frontflip
>that odd occasion where a shotgun blat would just turn the dude into a red mist
RF Guerilla was super fun, I'd suggest it if you like unlimited destruction. Not perfect of course, but best pure sandbox I'd played in a long time.
dunno, breaking shit really just appeals to me for some reason. Still a kid in an adult body I guess.
regretfully the GTA IV mods were only skin deep as they only added textures and moved around assets that were already in the game
GTA V was even more console focused as it had to be reshaped so much to even run on ps3/360
I'm not holding my breath on GTA V being very modable
I have more FEAR webms/gifs than I have images of any other game
im just saying, people who are anti-game violence would have a much stronger case. your argument works quite well against it.
theres a significant tactical advantage to that other than maiming, thats the part im saying could be used in games effectively. but in general, its not the best way to conduct business, in the middle of combat it must be harder to decide hey that guy has a gun, let me aim at his leg. you aim for the largest part you an see to give you the best chance, except for snipers i guess
people can say whatever the hell they want. They're wrong, and until I hear a decent argument stating otherwise they can be annoyed at my gaming as much as they want. If they try to get in the way in any real manner though, they're going to face a wall of logic.
I played it first time years and years ago, back when the online multiplayer was still alive. no game came so naturally to me as that one does. I do want to mod my copy though because I can beat it hardest difficulty with my eyes closed.
>also thigh shots are way more lethal than arm shots
>band of borthers thigh shot scene
>black hawk down thigh shot \
humans bodies fucking suck dick, augments when
most soldiers capable of aiming that fine (snipers/sf) have easy access to AP ammo anyway so i dont think thats an issue. torso/head are usually the most exposed, even shitty soldiers know to shoot somewhat from cover if possible
still that doesn't mean soldiers are only going to shoot at torsos because they are telling themselves "gee I better not hit anywhere else or people will think I'm a psychopath"
you seem like a chill individual anon. I really wish you wouldn't namefag though. I'm going to filter you, but I'd like you to know that you could easily be a positive contribution to /v/.
Human bodies are pretty fucking hardcore all things considered.
I mean let's break down what a gun is.
It's a machine that launches a piece of metal at extreme speeds, the metal is designed to tumble upon penetration so as to displace muscle, innards and break bones more effectively. Some guns shoot these pieces of metal really damned fast, effectively shredding the target.
The human body is so goddamned tough that we had to design a machine that rips it apart to kill it.
>GTA IV deathmatch lobby
>convince everyone to make the game melee only
>run to the nearest police car and grab the shotgun
Yeah, that sucked that the Shotgun was slow and not viable, while the Auto-Shottie was better but sounded weak.
The new penetrator/laser gun and the whole EPA sequence though. Damn.
I finished it long ago. It's okay for me. Way better than what people say about it. And Bucket's HUD is sexy.
Some of the weapons aren't as good as FEAR's, but at least the Penetrator/Laser/EPA section/Particle Cannon is great.
/v/ likes to disassociate the sequels, they weren't very good.
FEAR 2 has a stupid plot with underpowered weapons, a horrendous HUD, forced setpieces and 2SPOOKY moments, characters you don't give a shit about, and a laughable ending.
3 was just a generic action game with co-op and XP BONUSES. It at least had more to do with FEAR than 2 did though, and it brought back the powerful weapons at least.
Both inferior, but I think FEAR 3 was okay if you don't look at it as a FEAR game. FEAR 2 was just bad throughout.
No, it really isnt. It has magazines as items and a slighter better than average attachment system and thats literally all it has going for it.
Hell even with every mod you could get your hands on it wouldnt be a mil sim.
it's still a good milsim even without being a weaponsim
your firearm doesn't even matter that much in major military use anyway, as long as you have the right class for the job
Okay, I don't know shit about Glocks. Do they have a tendency to explode when firing or something?
The quad-barrel shotgun in Bulletstorm that you can shoot all 4 barrels at once. Fuck I loved that game
Certain Glock models were created without testing anything other than standard factory rounds. When people tried home-loaded rounds or specialty variants, the glocks would explosively fail, leading to the glocknade joke.
>weapons to not reload, can be continuously fired as long as you keep replenishing ammo
>weapon reloads, can be interrupted any time by firing the weapon
>weapon reloads, you are locked out of firing but can break lock by weapon switching/throwing grenades or other actions
>weapon reloads, you are locked reloading the weapon and nothing else until it is finished
Pick your favorites.
Killing Floor 2's reload animations are supposed to be mocapped by someone who is amazingly good at speed reloading and will run at 244 FPS.
I definitely think it's the second best
consoleFPS even to this day. First best being Perfect Dark. The best FPS outside of consoles is Quake 3 Arena.
It's amazing how good the level design is in PD and Goldeneye. It's comparable to Thief and Ultima Underworld which probably have the best level design of any First Person game.
>Weapon reloads, as long as you have one round in the chamber, you can fire that one round mid reload.
It's strange how violent crime has been going down, but studies have shown that being exposed to violent media does increase agression. There doesn't appear to be a study (at least not one I can access online) that really resoves this contridiction.
PD's level design was more uneven but when they were firing on all cylinders they were some of the best of all time. The first three levels, the Carrington Institute (both hub and invasion), Air Force One (both infiltration and the mission on the plane), Villa. So many great levels, just a pity about some of the weaker ones like Pelagiac, Skedar Ruins and that one in the huge wasteland after crashing the plane.
Being exposed to violent media increases aggression like sports, because it fires up the portions of your brain that use aggression during competitive play with something. When you watch a violent movie, you want the main character to win and beat everyone else. A.K.A. Eliminate the opposition, the competition. Same thing applies to video games, though it's more involved. Except it's in fictional media instead of real life, which means it makes sense that violent crime goes down.
Don't forget how he is initially shocked but doesn't immediately recognize where the shots are coming from so he plays a confused animation then instead of going for bond he immediately goes to the alarm.
TECHNOLOGY, the best it could be back then on limited hardware.
GRAW2(hell they even displayed rounds in mags that you dropped vs empty mags on the ground)
a lot of modern games.
MW2 was the last CoD I played. It did the empty chamber animation when appropriate but not the +1.
I don't think BC2 did the correct animations nor the +1. I've never played BC1
Anyone play Syndicate? It had some pretty great weapon animations. There's one really really awful reload animation in there too but, I forget which one.
>Those easily recognizable keyframes on the magazine animations of the UMK-IV, Kusanagi, and Coil Laser Rifle
>Shotgun shells almost seem to clip with the inner loading barrel
Starbreeze used to be the fucking master of first person animations, but as you can see, EA turns everything into shit with their unfair development times.
you have such experience. tell us more
I think from a gameplay perspective Max Payne 3 was underrated.
But only from a gameplay perspective. I'm still pissed off at the unskippable cutscenes and the grand total of TWO FUCKING DEAD MEN WALKING MAPS.
Holy fuck that pisses me off so much. That's one of the best gamemodes and it only has two maps for it. I mean, Max Payne 2's Dead Man Walking only had about like around 5 from what I recall, but that's still more than two.
To use them you have to hold your gun on an angle, which is a great way to lose all control.
Plus their use is negated by the fact that if your primary sight has too great a magnification, you just point the barrel in the general direction of your target and go from there.
It makes more sense in vidya where it gives you the ability to swap out sights for ADS on the fly
I get it for that kind of shit, where there's a huge magnified scope for long range, and you need something for emergency closer, but all they had in those games was just "mild fov increase scope with a ugly doodad sticking out, and you move it in to get a uglier scope going through the previous scope, with a slightly higher FOV increase. I'm pretty sure both games used the same gun too. It just looks so ugly and feels like they're trying too hard with the double iron sights.
anyone have .webm's of these guns from Firearms Source? I made these before it existed
Not every game has to be quake, just like not every movie has to be high octane constant action.
Good pacing can and frequently consists of ups and downs. Having down time to resource manage is a good thing, and deciding the proper time to do so is also part of gameplay.
Impractical, hard to clean, easy to break and incredibly unsafe, but I'd be lying if I said it wasn't the coolest shotgun ever put into a video game.
Yeah... well with the webm for retards program anyways. And I don't have the game installed anymore
As nice as it is to have reload animations that are /k/ accurate. In a game, they should be reloaded with urgency and in ways that break the rules so that you don't fuckin' die.
Some of these animations are more of what you'd expect at like a shooting range where you have all the time in the world to follow proper form.
>That feel when we will never get a horror game with Reciever's manual gun management mechanics
nothing to do with /k/ shit, but Max Payne had a lot of great technology
>Max uses his pistol to shoot the lock off a door in a cutscene
>gun has one less bullet afterwards
>doesn't show weapon you have during cutscene
>changes weapons you have after cutscene causing you to juggle weapons until you find a covenant carbine or some other popular enemy weapon
>tfw when you own a gun from vidya and you just realize it
I have a blacktail
>Wound an enemy
>They run behind cover to bandage up
>Pull out pistol
>Run straight up to them
>As they look me in the eye, unable to stop the bandage I shoot them in the face
At this moment I an euphoric.
>try to enter cover because cover = lol no suppression
>start bandaging instead
>fritz round the corner
>make eye contact
>both his smile and an erection grow as he stalks towards me
>face to face
>his crotch-luger jaming into my chest
>riflebutts me across the face
>last thing I ever see is that shit eating grin
It's nothing like that.
The enormous teams needed to make AAA games require constant supervision, and the problem is most supervisors aren't that great at game development.
So the people calling the shots, while keeping the game on scheduled and everything organized, also end up squashing a lot of creative and innovative ideas.
This is made even worse when multiple teams work on a game as they'll need to collaborate work that is in different stages of development with people who have different ideas on how X should go.
AAA gaming's own success and need to push out more and more is killing itself via doing overly well.