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Starhawk64 posted:Does anyone here judge an FPS soley by how good or bad their shotgun is? I think it's a fairly good metric. Doom set the stage for “good shotgun” and any game that fucks up something that simple after that kind of demonstration is obviously not very competently made (cf. Doom 3).
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# ? Aug 29, 2014 13:28 |
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# ? Apr 27, 2024 08:34 |
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Tippis posted:I think it's a fairly good metric. I will never understand the bizarro sound effects for that gun. Or the insane pellet spread. Sometimes game design choices make me
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# ? Aug 29, 2014 13:48 |
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Al Cu Ad Solte posted:I will never understand the bizarro sound effects for that gun. Or the insane pellet spread. Sometimes game design choices make me I always thought the Doom 3 shotgun blasts sound like chunks of metal clanging together.
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# ? Aug 29, 2014 13:53 |
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Deus Ex Human Revolution has really lovely shotguns and it makes me mad. I feel like if I hit an enemy with six shotgun shells to the chest, they should be loving dead, augmentations or not.
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# ? Aug 29, 2014 14:30 |
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DXHR's cargo-cult imitation to the original game extended as far as having every gun in the game suck rear end except the overpowered starter pistol.
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# ? Aug 29, 2014 15:14 |
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I dunno, DX1's Sawed-Off Shotgun is pretty good if you put some mods into it and raise your Rifles skill to Advanced. In my current run, I used it to clear out UNATCO and to take out single troops with one shot. The other shotguns in the DX series suck rear end though. Not even the DB Shotgun in HR is safe from the curse of DX's lovely guns. closeted republican fucked around with this message at 19:10 on Aug 31, 2014 |
# ? Aug 29, 2014 15:36 |
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The tranq rifle is pretty great, especially since the game is tilted in favor of stealth/nonlethal.
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# ? Aug 29, 2014 15:39 |
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laserghost posted:Not exactly TimeSplitters-good, but I'm still reccomending this. Not enough Timesplitters love in this thread. That game was the loving tits. A console game that let you mod your own levels? Time travel through a dozen different themes, hundreds of characters, weapons, and options? It was Halo before Halo, but more by way of Goldeneye. Starhawk64 posted:Does anyone here judge an FPS soley by how good or bad their shotgun is? Oh totally. The feel and sound of the shotgun is pretty key to how good the shootymans is gonna be overall. I have to admit the shotgun in Call of Duty feels really good, it has exactly the right kick animation and the sounds and the animation of the shot coming out all line up exactly right to actually feel like you're pulling a loving shotgun. Its one of its redeeming features, pretty accurate guns and really good gun sounds (I think they just recorded everything at a range several times) So many games have guns that barely feel like you're shooting, and sound like a weak bang bang. I guess that's people who have never shot guns growing up with action movies or something, but I know what shooting guns feels like and sounds like, can't overlook that poo poo. Doom 3 and Rage's guns both feel pretty weak, Halo's are kinda in the middle. I have some mods for STALKER that turn it into one of the best shooty games I've ever played, with specific reports for each gun and based on how far away you are, and different ricochet noises for each surface you could hit. More games need to add some "whizz" sounds for when the bullets veer off (Bond movies over did it, so it sounds a little cheesy, but its real) and they need more "ker-plunk" sounds for when bullets hit hard metal. That feeling of "Pop....ker-plunk" just feels so right. Even for its time though Doom 2's shotgun does feel super great. BOOM, chunk chunk chunk. BOOM, chunk chunk chunk. So FPS thread, what games have the all-time best gunfeel? Zaphod42 fucked around with this message at 16:25 on Aug 29, 2014 |
# ? Aug 29, 2014 16:19 |
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Killzone 2 on the ps3 has by far the best gun feedbacks, even though the game itself has major room for improvement. They are seriously loud (especially indoors), have heavy recoil and generally really act like machines of death. Counter strike is pretty good as well, most of the weapons have oomph. Soldier of Fortune 1 with the glorious ratatatatat on the heavy machine gun that dismembers limbs.
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# ? Aug 29, 2014 16:33 |
Zaphod42 posted:So FPS thread, what games have the all-time best gunfeel? Firstly, Timesplitters is the best. In answer to your question, it will always be the S.T.A.L.K.E.R series of games.
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# ? Aug 29, 2014 16:38 |
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CStrike does have different reports for different guns, which is nice both for variety and for strategy, but overall I find the gunfeel to be worse than that of Call of Duty, even though I consider Cstrike to be a better game overall. (Apples and oranges kinda) It may have to do with Cstrike remaining old-school and refusing to allow iron-sights viewing, though. Iron-sights viewing is a pretty great mechanic, having to run with your gun at your hip and spray and pray, or having to aim which takes a second and then you can't run as fast but you're more accurate, its a great strategic tradeoff and its somewhat realistic, so I'm pretty much all for all shooters having it now. I feel actively limited and uncomfortable in games where I can't do that, like Left4Dead2, which leads me to play games like Payday2 instead. (Which has pretty good gunfeel all around) That said Cstrike and games like Quake aren't really meant for it so I'm okay with those rare exceptions not having look-down-sights buttons. Another little thing I really liked was how in Medal of Honor (2010) you could not just crouch, but if you ran into a crouch you would kinda slide on your knees a little. You could also heavily lean around corners; I want more shooters where you feel like a real human being and not just a gun tank. Battlefield 4 does a really cool thing where if you try to jump over a fence or a low wall, instead of bunny-hopping you kinda put your arm forward and throw your weight over the barrier, it feels good and is much more realistic. I need to play the killzone series, I played the first one a bit but I switched to Xboxes after the PS2 generation and haven't had much exposure. I have neither an xbone or a ps4 right now though.
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# ? Aug 29, 2014 16:41 |
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Zaphod42 posted:So FPS thread, what games have the all-time best gunfeel? Fallout 1. ¡¡SLAM!! (body-parts everywhere) — sooo worth all the faff to get the heavy pistol. And if that doesn't count, I'd probably cheat even more and say the first versions of America's Army.
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# ? Aug 29, 2014 16:48 |
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Serious Sam 1: First Encounter. Probably every gun in that game was perfect except uhhh, the grenade launcher. That thing sounded like I was chucking empty Pringle cans. Hell, in Serious Sam I loved being able to reload the unlimited ammo revolver (you get from the start) - the sound the chamber made when you reloaded felt so good. The double barreled shotgun felt amazing, and the tommy gun was
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# ? Aug 29, 2014 16:50 |
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Quake's super shotgun and super nailgun sound insanely powerful. The grenade launcher fire sound is akin to a silent fart, but the satisfying *CLANG CLANG CLANG*s of the grenades bouncing around makes up for it.
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# ? Aug 29, 2014 16:57 |
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Zaphod42 posted:So FPS thread, what games have the all-time best gunfeel? F.E.A.R. is your answer.
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# ? Aug 29, 2014 17:02 |
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Whoah now tag your porn, dude.
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# ? Aug 29, 2014 17:06 |
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Someone made a version of that once that doesn't have the camera moving from the recoil.
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# ? Aug 29, 2014 17:22 |
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Mak0rz posted:Quake's super shotgun and super nailgun sound insanely powerful. The grenade launcher fire sound is akin to a silent fart, but the satisfying *CLANG CLANG CLANG*s of the grenades bouncing around makes up for it. I don't like the shotguns in quake, they take too many shots to kill things. It's a real letdown after doom 2, where the ssg can kill an entire group of enemies in a single shot. Quake 2 did a better job with that, although its a worse game than quake 1 overall.
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# ? Aug 29, 2014 17:23 |
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Zaphod42 posted:So FPS thread, what games have the all-time best gunfeel? Killing Floor has some of the best gunfeel even if the game is kind of shallow. STALKER: SoC is great too. A shotgun shouldn't go *bang* and have almost no recoil or muzzle flash, if you're dumping an automatic shotgun into a target(s) it needs to be *WHAM WHAM WHAM* and oh god the carnage is that tree cut in half holy crap I have afterimages on my eyes all I smell is blood and smoke my shoulder is numb send help But yeah if the aftermath of a shotgun fight isn't completely horrifying it's a failure on the dev's part. Spec Ops: The Line had some good "man what the hell just happened" gunfights if you bring out a shotgun. Also if a game has destructible environments a shotgun should absolutely destroy what you're shooting, office drywall should cease to exist along with the guy behind it. And multiple types of shells never hurt. Fallout: Tactics is the only one that comes to mind that lets you use different shells for different targets.
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# ? Aug 29, 2014 17:45 |
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Payday 2 recently added different shell types, although the penalties associated make most of them not worth taking. Still, the game has a ton of shotguns and they hit HARD. You can also have those "what the hell just happened" moments, especially on the higher difficulties where the game just crams as many cop bodies through the doors as it can
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# ? Aug 29, 2014 18:10 |
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haveblue posted:Someone made a version of that once that doesn't have the camera moving from the recoil. That's not the camera moving, due to Marathon taking place on less than earth gravity, every gun bigger than the .44 physically moves the player around.
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# ? Aug 29, 2014 18:40 |
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It's the camera moving because the camera is bound to the player, I know how Marathon works Semantics aside, the slight movement makes the walls shimmer and bloats up the file size.
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# ? Aug 29, 2014 18:47 |
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EvilMike posted:I don't like the shotguns in quake, they take too many shots to kill things. It's a real letdown after doom 2, where the ssg can kill an entire group of enemies in a single shot. Quake's ssg is insanely fast, though. BOOM CLACK BOOM CLACK BOOM CLACK
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# ? Aug 29, 2014 19:31 |
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Zaphod42 posted:So FPS thread, what games have the all-time best gunfeel? I'll go with the Painkiller, the quintet of original guns is really well designed, as it should be from people who wasted their collective youth playing Quake. There's no weak weapon, every single gun and alt-fire mode has its use. Even the first one, the titular Painkiller is insanely strong for starting weapon, as it's altfire (the hooky thingy) has massive damage and you can shoot it as fast as you click, gibbing monsters one by one. The shotgun is the popular wash n' go - spread shot shells for common monsters, while alt-fire completely stops the big fuckers, allowing you to finish them with single shot. Stakegun is bit tricky, but really helpful when you need to kill a monster attacking from distance - the fired stake gets on fire after a while, hitting harder those hidden sado commandos. The grenade launcher is great for crowd control when you jump back, being chased by herd of psycho nuns and skeletons. Rocket launcher and minigun is meat and potatoes, minigun is satisfyingly precise, helping damaging boss monsters' weak points, and rocket launcher is everything you need from such weapon. Electrothrower finally, is the trickiest of them all, but the famous combo of elecrtifying monsters while shooting shurikens is still satisfying as all hell. FEAR is also pretty good, but of course the crown goes to the nailgun, it has everything, the sound and visual effect.
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# ? Aug 29, 2014 22:17 |
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Perfect Dark had a pretty nice gamut of weapons that felt pretty nice - much nicer than Goldeneye anyway. But then it's one of my favorite FPSes so I might be a bit biased. I never did like the MagSec much, though; it just didn't "click" with me.
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# ? Aug 30, 2014 01:41 |
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gently caress all of you for hating on Goldeneye's guns. I always thought the RCP-90 looked like a giant stapler. I am also the one person who loved Goldeneye but thought Perfect Dark was just meh. I also had a hard time identifying guns after playing Goldeneye since all the names were weird. I would see an AK47 and think "Oh that's a KF7 Soviet " SolidSnakesBandana fucked around with this message at 01:58 on Aug 30, 2014 |
# ? Aug 30, 2014 01:46 |
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It's not an "early" FPS by any means, but having started playing Metro 2033 Redux the other day, a few years after playing the original, I'm a big fan of its shotguns, especially the Shambler, which is the six-shot revolver shotgun that you reload by shoving the shells onto the sides of the cylinder and racking the gun to get at the slots that weren't accessible. The Bastard SMG is pretty great too. Not gameplay wise, it basically sucks, but everything about it from the sounds to the recoil to the reloading animation hammer home that it's a complete piece of poo poo and yet I love it. https://www.youtube.com/watch?v=NI50Ekjbpmc https://www.youtube.com/watch?v=mt_wKnjfHmY Dr Snofeld fucked around with this message at 01:58 on Aug 30, 2014 |
# ? Aug 30, 2014 01:55 |
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DrankSinatra posted:The Displacer was Gearbox, actually. I never used it beyond the first the two times I used it, since I was just teleported into a void in Xen, with no land to stand on. I know it was gearbox but that's no excuse Also, what you describe is the alt-fire, which is only really useful in a few scripted places and for the Hazard Course easter egg. The primary fire costs ⅓ as much energy and blasts everything within three area codes into that void, sometimes in pieces.
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# ? Aug 30, 2014 04:24 |
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SolidSnakesBandana posted:gently caress all of you for hating on Goldeneye's guns. I always thought the RCP-90 looked like a giant stapler. I am also the one person who loved Goldeneye but thought Perfect Dark was just meh. The KF7 Soviet will never not look like a pencil to me.
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# ? Aug 30, 2014 06:07 |
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https://www.youtube.com/watch?v=7V8mmoKWJNE
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# ? Aug 30, 2014 06:14 |
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I wonder if they never enabled that properly because it made distant monsters act funny, or if because every weapon makes a loud noise so it's basically pointless except for the extra range of activations.
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# ? Aug 30, 2014 06:27 |
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Dr Snofeld posted:It's not an "early" FPS by any means, but having started playing Metro 2033 Redux the other day, a few years after playing the original, I'm a big fan of its shotguns, especially the Shambler, which is the six-shot revolver shotgun that you reload by shoving the shells onto the sides of the cylinder and racking the gun to get at the slots that weren't accessible. The Bastard SMG is pretty great too. Not gameplay wise, it basically sucks, but everything about it from the sounds to the recoil to the reloading animation hammer home that it's a complete piece of poo poo and yet I love it. This really makes me wanna buy the Metro collection on Steam, drat. Seems so satisfying. I still will abide by Counterstrike 1.6 and CS:GO as a worthy successor of gunfeel, every gun in those games from the lowly USP to the AWP still feels incredibly satisfying to me.
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# ? Aug 30, 2014 07:07 |
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Refueling Base with that fix
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# ? Aug 30, 2014 07:16 |
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Zedsdeadbaby posted:Refueling Base with that fix
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# ? Aug 30, 2014 07:37 |
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Elliotw2 posted:I wonder if they never enabled that properly because it made distant monsters act funny, or if because every weapon makes a loud noise so it's basically pointless except for the extra range of activations. I believe it was never enabled properly for the same reason as the ouch face bug: simple mistake.
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# ? Aug 30, 2014 07:39 |
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Haha that's great. I bet they never turned it on because it just computes distance as the crow flys instead of only following open areas that sound can travel through.
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# ? Aug 30, 2014 07:43 |
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mod sassinator posted:Haha that's great. I bet they never turned it on because it just computes distance as the crow flys instead of only following open areas that sound can travel through.
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# ? Aug 30, 2014 07:49 |
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Ah wow, from the video it just looks like some kind of exponential distance from the player. That's cool it actually runs through all the sectors.
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# ? Aug 30, 2014 07:55 |
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mod sassinator posted:Ah wow, from the video it just looks like some kind of exponential distance from the player. That's cool it actually runs through all the sectors. So in my hacked code, so long as there's at least one monster after each sound-blocking line and before the next, the alerting noise will keep propagating forever. It's kind of neat to play Doom that way since you get surprised by a lot of already-active monsters, and it's somewhat more "realistic" that monsters go on alert when they hear other monsters go on alert, but I can see why they disabled it. Linguica fucked around with this message at 08:04 on Aug 30, 2014 |
# ? Aug 30, 2014 07:58 |
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# ? Apr 27, 2024 08:34 |
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SolidSnakesBandana posted:gently caress all of you for hating on Goldeneye's guns. I always thought the RCP-90 looked like a giant stapler. I am also the one person who loved Goldeneye but thought Perfect Dark was just meh. I felt there were too many weapons in GoldenEye, more than I remember actually http://goldeneye.wikia.com/wiki/Weapons_%26_Gadgets I probably use about 50% of those. The DD45 is no better than the PP7. The Klobb is inferior to the KF7, which are everywhere. Some of those I don't even remember. Why would anyone bother with timed mines when you have proximity mines and grenades? EvilGenius fucked around with this message at 09:33 on Aug 30, 2014 |
# ? Aug 30, 2014 09:21 |