» Thu Jul 08, 2010 9:19 pm
To the comment about advanced weaponry being present even today, advanced weaponry was present thirty years ago. Militaries just don't use them, typically, believing instead that they often already have something that "works fine". For instance, the FN FAL was developed alongside (and before) the M14. And remains in use to this day. (1953/53 - Present)
The XM8 is another great example. An excellent gun which has been around for a few years (and the development of which is still ongoing) already greatly outperforms the M4 carbine in general, particularly in terms of reliability, as well as having modular capacities (the gun can be disassembled and reassembled with different components to fulfill roles ranging from LMG, marksman rifle, carbine, and SMG variants). Yet the gun has not replaced the M4. The army's official reason for declining it is "soldiers are generally pleased with the M4 as is" despite there being an obvious better option.
Some of this can be disregarded, because the security forces in Brink are more of a PMC (that's "Private Military Company" for those that don't know) and thus is more likely to have better equipment. Perhaps the resistance has taken all of their guns from security weapons caches. That's plausible enough.
As for ADS being a concession, it's frankly a necessary feature these days when a game is using real-world weaponry or is trying to have any sense of realism (which Brink is). I rather think the PC crowd is the crowd more inclined to embrace ADS than the console crowd, as opposed to the other way around. I've played my share of shooters on consoles, and unless I've got aim-bot like aim-assist, the last thing I want to do is tighten my bullet spread. The more spamtastic the fire, the easier it is to hit (conversely, the harder it is to keep hitting) in most situations. When I talk about recoil, again, I think I've been misunderstood. I'm not talking purely about animations either. The guns should jump. Guns have kick, that's just physics. Any gun that DOESN'T have kick in a game just doesn't feel like a gun. Unless it's firing lasers or some such (ironically, most laser weapons in games seem to have kick as well, figure that one out..). I am NOT saying that every gun should have to be fired in bursts all the time because "NOBODY AKIMBOS WEAPONS IN WAR, SOLDIERS BURST FIRE, YOU CAN'T KEEP A GUN STEADY FULL AUTO," blah blah blah, this isn't Arma 2. This is Brink, it should stay playable for the casual types. But it still needs to feel like the rounds I'm firing are imparting some sort of effect on me, aside from my gun just bouncing around and my crosshairs getting larger, while my screen stays completely still. It's a matter of immersion.
Breaking immersion left and right is fine for games like TF2. But it's not something you want to do constantly (every time you shoot, which is presumably often given the name of the genre) in a game that does actually approach realism.
One last note. It's true that W:ET didn't have ADS. But guess what, ET:QW did. :V