I would love more recoil and bulletspread

Post » Sun Mar 06, 2011 6:07 pm

Not only do I need fun from a shooter I also need a challenge, and atleast a fraction of a community made of skilled players.


Agreed.

They shouldn't overdo it though.
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Elisha KIng
 
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Post » Sun Mar 06, 2011 6:54 pm

I personally feel that with less recoil it puts everyone on an even playing field and it comes down to skill of aiming rather that the luck that an opponents bullet will miss bc of recoil. On a similar note I really Don't like how accurate hip-firing is. It looked like a very tight spread even when sliding around.
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dav
 
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Post » Mon Mar 07, 2011 6:34 am

Well, I mean when you hit someone, not kill someone. A shot to someone's chest in Crysis feels exactly the same as shooting a wall, I'm worried that Brink will suffer from that too.


It should, they're supersoldiers wearing a badass nanosuit.

EDIT: I hate when hipfiring is so randomly innacurate, up to medium range hipfiring should be almost as accurate as ADS.
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Holli Dillon
 
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Post » Sun Mar 06, 2011 7:17 pm

I personally feel that with less recoil it puts everyone on an even playing field and it comes down to skill of aiming rather that the luck that an opponents bullet will miss bc of recoil. On a similar note I really Don't like how accurate hip-firing is. It looked like a very tight spread even when sliding around.

"Skill is, when you get used to luck."

That being said, I think luck should always be factor. Hence why I like old-fashioned RPGs which are based on the D&D ruleset.
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NAkeshIa BENNETT
 
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Post » Mon Mar 07, 2011 2:12 am

Bullet spread will eliminate most use for skill and heavily bring in the whole luck & chance factor...

Weapons seem to sound incredibly weak in this game, which probably makes up for the lack of spread and recoil.
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Rachel Briere
 
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Post » Sun Mar 06, 2011 5:29 pm

Bullet spread will eliminate most use for skill and heavily bring in the whole luck & chance factor...

Weapons seem to sound incredibly weak in this game, which probably makes up for the lack of spread and recoil.

One of the things which really measures skill is recoil-control, though.

Point & Spray < Aim & Control
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jessica Villacis
 
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Post » Sun Mar 06, 2011 5:34 pm

It seems like topics like these keep on going circles.
People say recoil makes it more skill-based, then other people say aiming makes it more skill-based, ad infinitum.
You can't definitively say the other requires more skill than the other. They both require (sometimes different) skill, but whether the game is more based on recoil or aim really depends on how the game works otherwise, like how much there is health and so on.
It really depends on the game.
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KIng James
 
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Post » Mon Mar 07, 2011 1:56 am

It should, they're supersoldiers wearing a badass nanosuit.

EDIT: I hate when hipfiring is so randomly innacurate, up to medium range hipfiring should be almost as accurate as ADS.


Actually I think the nanosuit would give you some sort of feedback if you had successfully hit your target or not. That would make sense. It just feels like you're firing at air.
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Dean Brown
 
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