dual weilded weapons?

Post » Thu Jan 14, 2010 9:22 am

I loved Rainbow Six 3 a lot, just GRAW lacked something for me to really get into it.
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Jah Allen
 
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Post » Thu Jan 14, 2010 7:15 pm

Ah man you're reminding me of pre-Halo 3 days... so much fun with secondary fire modes! Where did they go on console shooters?



Resistance: Fall Of Man and Resistance 2 on PS3 had secondary fire on everything. Grenade launchers, double shotguns, deploying autoturrets, electric pulse drones, redirecting rockets, homing tags, slowing down time, electrical bursts, and a neat duel wielding system with auto lock-on. And that isn't all. Good times, good times.
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leigh stewart
 
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Post » Thu Jan 14, 2010 7:28 am

We meant firing options on guns, such as full auto, three round burst, two round burst, or single shot. But plain secondary fires are pretty awesome too, like in Unreal Tournament.
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adame
 
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Post » Thu Jan 14, 2010 7:22 pm

We meant firing options on guns, such as full auto, three round burst, two round burst, or single shot. But plain secondary fires are pretty awesome too, like in Unreal Tournament.

The funniest is when games include realistic models for guns like the FAMAS, which has a giant fire select switch with easy to read numbers, but then don't allow you to use the fire select.
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JUan Martinez
 
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Post » Thu Jan 14, 2010 8:34 am

I think games shooting to be "realistic" should do away with American-style full auto assault rifles, since the U.S. military is cycling out the full auto M-16 for the burst fire M-4. Just sayin.
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Red Sauce
 
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Post » Thu Jan 14, 2010 8:22 pm

I think games shooting to be "realistic" should do away with American-style full auto assault rifles, since the U.S. military is cycling out the full auto M-16 for the burst fire M-4. Just sayin.

That's because, in real life, any shot after the 3rd isn't likely to hit anything. Its much more effective to have a second to re-aim and then do another 3 shots. Anyone who has fired a full-auto weapon would know that its a chore just to keep the weapon pointed in the right direction, let alone with any precision.
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Sharra Llenos
 
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Post » Thu Jan 14, 2010 8:26 am

The funniest is when games include realistic models for guns like the FAMAS, which has a giant fire select switch with easy to read numbers, but then don't allow you to use the fire select.


I absolutely hate when that happens, it becomes a constant tease. Does Brink support alternate fire modes or do we not know that yet?
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emma sweeney
 
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Post » Thu Jan 14, 2010 6:05 pm

I think games shooting to be "realistic" should do away with American-style full auto assault rifles, since the U.S. military is cycling out the full auto M-16 for the burst fire M-4. Just sayin.


Actually, since the adoption of the M16A2, the vast majority of the rifles did not have a fully-automatic setting, opting instead for a 3 round burst. The exeption to this would be the M16A3, which was only adopted in small numbers - primarily by the SEALS.

And yes, all "American-Style" assault rifles need to go. But these non-American fully-automatic rifles can stay:

-AK-47
-AK-74
-AK-M
-AK-101
-FAMAS
-G36
-L85
-TAR-21
-FN-2000
-AUG
-SIG 552
-ARX 160
-R4
-FN FAL

And the list goes on.
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Da Missz
 
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Post » Thu Jan 14, 2010 7:37 pm

We need to move away from Assault Rifles and back to Dual Wielding.

I'm not sorry to see dual wielding not be in the game. Honestly, a lot of dual wielding guns are basically repeats. For example, if dual wielding a pistol is a part of the game, you have to balance the game for both a single and double pistol. There should be a reason to use either one.
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saxon
 
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Post » Thu Jan 14, 2010 8:22 am

Well, that's quite easy:

Dual Wielding gives you a boost on available ammo, but therefore you sacrifice accuracy.
In the end it should increase your damage in close quarters, but reduce it over range.

They reappeared in Rainbow Six Vegas 2 and Ghost Recon...but to be honest, Vegas 2 < Vegas 1 and I feel like Advanced Warfighter 2 didn't get the attention it deserved.

I liked the R6V2 multiplayer better than the one of the first. However, that could be mainly for the 16:9 support of Vegas 2 only. In fact, I still play R6V2 in multiplayer from time to time.

GRAW never did pull me in like Vegas, and to be truthful I always wanted to play online but decided to be frugal and only did the demo. Always wanted my friends to switch from Halo to Vegas though.

Well, Vegas is already really slow compared to modern shooters. But GRAW is even slower. You run, you're dead. You sprint, you're dead twice. You crouch, you're most likely dead in a second. And it really takes a lot of time to get into the GRAW multiplayer, because it's so damn hard to spot someone at all.
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Marina Leigh
 
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Post » Thu Jan 14, 2010 4:39 am

The friends I had who played GRAW did so religiously, going to local tournaments and such so it was really hard to get into from the get go. I'm hoping that the same level of dedication will be put into playing Brink when it releases.

To me Brink will feel fast paced even though it's objective based due to the level of movement available, I don't see myself becoming bored or wishing that someone would win already as I did in original Gears or in Halo camp-fests.
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Richard Thompson
 
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Post » Thu Jan 14, 2010 8:25 pm

The friends I had who played GRAW did so religiously, going to local tournaments and such so it was really hard to get into from the get go. I'm hoping that the same level of dedication will be put into playing Brink when it releases.

To me Brink will feel fast paced even though it's objective based due to the level of movement available, I don't see myself becoming bored or wishing that someone would win already as I did in original Gears or in Halo camp-fests.

Being fast paced isn't a result of gametype, the most important factor is map design, and then game mechanics (like how hard it is to kill a person and respawn times). Most developers have a habit of making the spawns for objective games really far apart, to make it easier for players to push and win.

For example, if there was a king of the hill game or neutral flag CTF where the spawns were both 5 feet from the objective, it would be insanely fast paced, but would easily be unbalenced.

Brink has maps designed to focus on in your face combat with spawn points that move forward as the mission progresses, which makes the game much faster paced.
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Milad Hajipour
 
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Post » Thu Jan 14, 2010 9:20 am

Brink has maps designed to focus on in your face combat with spawn points that move forward as the mission progresses, which makes the game much faster paced.


This will be the first game in a long time that I've played that has this, I'm really looking forward to it.
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Taylah Illies
 
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