Recoil.

Post » Fri Jul 09, 2010 3:06 am

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.

Well then you're crazy. ADS works so well on console, because it's much more difficult to get precision aiming with anolog sticks.

One last note. It's true that W:ET didn't have ADS. But guess what, ET:QW did. :V

And they were rarely practical to use. Only to cover long distances, which most firefights didn't take place in.
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Rachie Stout
 
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Post » Fri Jul 09, 2010 1:03 am

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

The PC crowd USUALLY don't like ADS as they grew up on counter strike. Most console gamers like the ADS as they got into games like SOCOM.

Also trained soldiers can keep well designed weapons on target full auto even though 3 round burst is ideal.

Also no offense but your post gave me a headache.
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abi
 
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Post » Thu Jul 08, 2010 2:38 pm

Well if you really want the feel of the gun that much, I suggest you turn on the vibration of your controller.

ADS in ET:QW on PC was pretty useless at any range except long range. I think someone mentioned this as well.
I still prefer gameplay over "how guns feel". Meaning that I rather have less realistic guns, but better GAMEplay.

Oh and ADS more loved by the PC crowd? You should've see the discussions on the Wolfenstein forums. I think it was 60+ pages of people saying how much they dislike ADS.
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Tammie Flint
 
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Post » Thu Jul 08, 2010 8:20 pm

Well if you really want the feel of the gun that much, I suggest you turn on the vibration of your controller.

ADS in ET:QW on PC was pretty useless at any range except long range. I think someone mentioned this as well.
I still prefer gameplay over "how guns feel". Meaning that I rather have less realistic guns, but better GAMEplay.

Or even better, get a http://home.novint.com/products/pistol_grips.php =D

you can even change how much recoil the controller gives you.
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Leah
 
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Post » Fri Jul 09, 2010 12:55 am

Or even better, get a http://home.novint.com/products/pistol_grips.php =D

you can even change how much recoil the controller gives you.

That looks like some sort of bondage device! Oh god that guys voice is sooo boring....
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Zualett
 
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Post » Thu Jul 08, 2010 7:36 pm

Well if you really want the feel of the gun that much, I suggest you turn on the vibration of your controller.

ADS in ET:QW on PC was pretty useless at any range except long range. I think someone mentioned this as well.
I still prefer gameplay over "how guns feel". Meaning that I rather have less realistic guns, but better GAMEplay.

Oh and ADS more loved by the PC crowd? You should've see the discussions on the Wolfenstein forums. I think it was 60+ pages of people saying how much they dislike ADS.


Why would I use a controller when I'm playing it on a PC specifically for more accurate controls. :(

Also, again, it's quite possible to have guns that feel like guns AND great gameplay. In fact, one compliments the other. Hipfire is a holdover from the days of Quake and HL, DooM and so on. In ET:QW I used ADS constantly (even in medium-short range fights) because the increased accuracy when fired accurately meant more rounds on target in a shorter period of time. Even if at short range it would be easy to hipfire, and actually harder to ADS, if you could keep your target lined up using ADS it limited the spread which meant less rounds miss (even if only one or two) which in turn yields a higher DPS.

Sights weren't put on guns to give you some interesting architecture in the corner of your eye, after all. They were put there to help you, the wielder, make things dead more efficiently.

I've seen real life videos of soldiers dual wielding LMG's (guy had to brace himself and even then he was pushed back a step or two by the sheer overwhelming kick). And hey, if we get the chance to dual wield LMGs ingame as a heavy, awesome. If they're relatively effective despite incredible inaccuracy, cool. If they feel like fully automatic nerf guns, not cool.

I still play UT3 from time to time. It has zero ADS on all but one of the weapons and everything except for the flak fires in a straight line, every time. But those aren't meant to be real guns.
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Beast Attire
 
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Post » Thu Jul 08, 2010 8:28 pm

Hipfire is a holdover from the days of Quake and HL, DooM and so on.

And it works phenomenally in shooters. You say it like, just because those games are dated, the mechanic must be flawed.

Sights weren't put on guns to give you some interesting architecture in the corner of your eye, after all. They were put there to help you, the wielder, make things dead more efficiently.

But in games, this simply isn't true, since a dev can make a game behave however they wish. ADS can be used to make shots more accurate, but at the same time, a dev can just make guns that accurate all the time and remove ADS altogether.
I still play UT3 from time to time. It has zero ADS on all but one of the weapons and everything except for the flak fires in a straight line, every time. But those aren't meant to be real guns.

Again, in games this doesn't matter. Even if they were supposed to be real guns, they can still behave however they wish. Real life physics do not need to apply to video games - that's why they are games. Essentially, all a gun is in a game, is a model and a texture. In Brink, everything is exaggerated, and I would expect to be the same for the guns.
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Danii Brown
 
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Post » Thu Jul 08, 2010 6:43 pm

And it works phenomenally in shooters. You say it like, just because those games are dated, the mechanic must be flawed.


But in games, this simply isn't true, since a dev can make a game behave however they wish. ADS can be used to make shots more accurate, but at the same time, a dev can just make guns that accurate all the time and remove ADS altogether.

Again, in games this doesn't matter. Even if they were supposed to be real guns, they can still behave however they wish. Real life physics do not need to apply to video games - that's why they are games. Essentially, all a gun is in a game, is a model and a texture. In Brink, everything is exaggerated, and I would expect to be the same for the guns.


While true that in the realm of games, anything goes.. Brink is approaching realism. It's not a simulator by any standards, of course. It simply doesn't make sense to use real world things and then completely change their properties. Taking the TDI Vector again as a for-instance.. Sure you could have it look like a perfect imitation but instead it fires rocket propelled screaming turtles, and it would be hilarious.. There's just no real reason to make it look like a Vector, is there? Brink makes use of real guns. These guns carry specific, unique, properties. Those properties should be replicated to some extent, following the same line of logic that led the game to incorporate real guns to begin with. It's supposed to be relatable. No one can relate to machine guns that stay perfectly still and spew damage in a cone in front of them because nobody has used anything like that (because nothing like it exists). And while other games use this as a gameplay model (and it works for them) it is not relatable. Fun, maybe, but not particularly immersive. Unless you've got a damned good reason for it staying steady (eg, you're in a four tonne mech).

Obviously concessions to gameplay must be made. People aren't dying in one shot. Everyone has an inner ninja bursting through the seams. And guns are working perfectly despite layers of rust. Drastically softened kick from the firearms is fair. But that's no reason to get rid of it altogether or completely rewrite how physics work on that one specific component of play.


I honestly can't believe more people haven't stepped up and said "yeah, it should feel like I'm pulling the trigger on something that can actually hurt someone." :(
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Danny Blight
 
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Post » Thu Jul 08, 2010 1:48 pm

No one can relate to machine guns that stay perfectly still and spew damage in a cone in front of them because nobody has used anything like that (because nothing like it exists)



except of course mounted guns, which do just that
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Yvonne Gruening
 
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Post » Thu Jul 08, 2010 1:32 pm

I honestly can't believe more people haven't stepped up and said "yeah, it should feel like I'm pulling the trigger on something that can actually hurt someone." :(

I haven't played the game yet, so I cant know how it feels. Since they are working with an actual storyline, i have to imagine immersion is a goal of theirs, having the guns feel like airsoft would destroy immersion, so I trust they will do something about it. But, as you say, they are trying to balance realism with what they want the game to play like. No one knows where that perfect midpoint is, not even the devs since they are still balancing and polishing.
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Romy Welsch
 
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Post » Thu Jul 08, 2010 5:24 pm

I haven't played the game yet, so I cant know how it feels. Since they are working with an actual storyline, i have to imagine immersion is a goal of theirs, having the guns feel like airsoft would destroy immersion, so I trust they will do something about it. But, as you say, they are trying to balance realism with what they want the game to play like. No one knows where that perfect midpoint is, not even the devs since they are still balancing and polishing.


That's what I'm hoping. Splash Damage is a great studio. Always has been. They have a unique style and focus on team play like few others. I trust they'll find a happy medium between not dying constantly and being able to kill effectively, despite the obvious disparity in those two goals in a multiplayer environment.

As an aside, do the devs ever actually interact on the forums here? Do they read but not respond, or is this just for players to speculate wildly? It would be great if we could get an actual dev in here to lay down some basic examples of how it will work, given that we don't really have updated trailers to go off of. Even if it's only a basic summary of how it currently works in the in-house version, and is subject to change in any given direction, it would be nice to know what the goal is on the gun front beyond "easy to use".
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Jerry Cox
 
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Post » Thu Jul 08, 2010 4:34 pm

It simply doesn't make sense to use real world things and then completely change their properties.

W:ET and RTCW take place during WWII, and they uses real world weapons - yet they play like a twitch shooters, with no ADS or recoil.

Brink makes use of real guns. These guns carry specific, unique, properties.

Brink does not use real guns. It may use real world weapons as inspiration, but the guns in Brink are fictional. Part of the reason in doing this, is so they can give the weapons the attributes that work best, which isn't necessarily the stats of their real world counterparts.

No one can relate to machine guns that stay perfectly still and spew damage in a cone in front of them because nobody has used anything like that (because nothing like it exists).

The Heavy's minigun in TF2 does just that, as does the Venom in RTCW. Saying no one can relate to weapons that behave different from real life, because they don't have access to them in real life, is a bit of a stretch.
And while other games use this as a gameplay model (and it works for them) it is not relatable. Fun, maybe, but not particularly immersive.

As long as the weapons feel and sound powerful, players will feel immersed, regardless of their stats or handling mechanics.
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leigh stewart
 
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Post » Fri Jul 09, 2010 3:08 am

As an aside, do the devs ever actually interact on the forums here? Do they read but not respond, or is this just for players to speculate wildly? It would be great if we could get an actual dev in here to lay down some basic examples of how it will work, given that we don't really have updated trailers to go off of. Even if it's only a basic summary of how it currently works in the in-house version, and is subject to change in any given direction, it would be nice to know what the goal is on the gun front beyond "easy to use".

You would have to ask them personally for a true answer, but I suspect that they don't spend much time here anymore. Ive caught the majority of the threads that have gone through here for a couple months now, and haven't seen any response from them. If you go back, you can see that there are a few posts here and there from the Devs, but i think you need to go to their forum to get anything like that anymore.

Chalk it up to them being more busy as the deadline gets closer, or an increase in posts on both forums because of the nearing release, but i suspect they no longer have the time to check both forums.
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Dalton Greynolds
 
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Post » Thu Jul 08, 2010 11:37 pm

I don't know shadow. I'm capable of following one forum and posting actively in the other. The Splashdamage Brink section is no where near as active as this one. I always heard that they read the forums but that they don't post.
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Irmacuba
 
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Post » Thu Jul 08, 2010 10:09 pm

W:ET and RTCW take place during WWII, and they uses real world weapons - yet they play like a twitch shooters, with no ADS or recoil.

Brink does not use real guns. It may use real world weapons as inspiration, but the guns in Brink are fictional. Part of the reason in doing this, is so they can give the weapons the attributes that work best, which isn't necessarily the stats of their real world counterparts.

The Heavy's minigun in TF2 does just that, as does the Venom in RTCW. Saying no one can relate to weapons that behave different from real life, because they don't have access to them in real life, is a bit of a stretch.

As long as the weapons feel and sound powerful, players will feel immersed, regardless of their stats or handling mechanics.


For starters, RTCW was released in 2001. Red Orchestra pioneered 3d iron sights, and thus ADS, in 2006. ET:QW was released 2007, and features ADS.

Secondly, there have been many, many FPS where real world guns have been used but "not quite". Typically this is not due to "oh, there's just not enough interesting gun variants out there, so we'll make our own", but rather the fact that licensing all of these guns can be a major pain in the rear. Take the Specter SMG in COD:BlOps. Anyone here who plays the game should be familiar with it. Do you remember a gun called the http://goldeneye.wikia.com/wiki/Phantom in Goldeneye? Looks familiar doesn't it? If a developer truly wants a gun with properties completely unique to their imagination, they make their own guns. Again, we can look back to UT3. Shotguns? PFFT! I say! Flak guns is where it's at! When you use real world weapons, even if you don't use real world names, you are already taking steps to approach reality. It makes no sense to include realistic visuals alongside completely unrealistic game mechanics. Brink incorporates semi-realistic visuals, and thus should be at least semi-realistic in play. It just, makes, sense.

The comment about the heavy's minigun, and indeed the prior comment about mounted machine guns which I skipped over for the silliness of the statement, are bizarre comments to say the least. While yes, they effectively are damage spewers.. Real world miniguns are actually highly accurate due to the weight of the system, and the seperate chambers from which the rounds are fired. Nobody puts ironsights on miniguns because raising them to your shoulder just isn't practical. But that's why they have tracer rounds every so many cartridges. That way you can lead the gun to your target with sustained fire, since the kick is negligable (again, due primarily to the weight of the system far and away making up for the kick imparted by the comparably tiny rounds). The comment with mounted machine guns is a joke, because what are these LMGs mounted to? My heavy's arms? I'm sorry, but that's just not as sturdy as the back of a truck. When you dampen physics, people can adapt fairly readily because it's still something familiar to them. But when you change physics entirely from what they understand in the back of their head, their brain is going to be constantly fighting with it trying to make sense of it. Doesn't mean it can't be hilarious fun, it just means that their brain won't, typically speaking, immerse itself in the game environment, because it's constantly reminded it's a game.

As long as the guns feel and sound powerful, the players will feel like they are firing powerful weapons. But how a gun handles (eg, recoil, accuracy, fire rate, how fast people die), is the biggest component in how a gun feels. As long as that's approaching a realistic, believable state, like everything else in Brink, then it won't detract from the setting or break immersion.
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Natasha Callaghan
 
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Post » Thu Jul 08, 2010 1:53 pm

Interestingly, the reason miniguns are so easy to aim is mostly due to their massive rate of fire, once you get above 2000 rounds per minute, it no longer feels like thump-thump-thump with each shot fired, at around the 3000-4000 RPM that most miniguns have the recoil just feels like a constant pushing. (some models can get as high as 10000 RPM). This property would be the same no matter the weight of the gun nor the caliber of the bullet.

They are also very accurate, and don't have the cone of spray they are normally given in video games. Their outrageous rate of fire makes them completely impractical for infantry though, it takes around 55 pounds of ammo to fire a microgun (5.56mm rounds) for 20 seconds, double that weight for a minigun with 7.62mm rounds

The weapons don't wight much more than an LMG though.
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Nicola
 
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Post » Thu Jul 08, 2010 2:58 pm

Interestingly, the reason miniguns are so easy to aim is mostly due to their massive rate of fire, once you get above 2000 rounds per minute, it no longer feels like thump-thump-thump with each shot fired, at around the 3000-4000 RPM that most miniguns have the recoil just feels like a constant pushing. (some models can get as high as 10000 RPM). This property would be the same no matter the weight of the gun nor the caliber of the bullet.

They are also very accurate, and don't have the cone of spray they are normally given in video games. Their outrageous rate of fire makes them completely impractical for infantry though, it takes around 55 pounds of ammo to fire a microgun (5.56mm rounds) for 20 seconds, double that weight for a minigun with 7.62mm rounds


Precisely. Now obviously, making the minigun available to players and giving it the highest DPS as well as the greatest accuracy is probably a bad idea. So lowering fire-rate severely hampering movement, and slightly reducing fire-rate (thereby solving ammo constraints to a degree) are all fair balancing factors to make. But nobody would complain about that because a minigun is a rare case of a real life death spewing weapon. But that's due to it's unique properties (and unique drawbacks). It's the exception.

I'd point to the Death Machine in COD:BlOps as a decent implementation. Sans the fact that the Death Machine can deal 100 damage per bullet up close. Drop the damage to the same as the average SMG in Brink and doubling the firerate of one (~2000RPM) should make the minigun not only fun but relatively true to life.

Edit: The average LMG weighs around 15 pounds or so. While a minigun typically weighs around 15kg, or about 33 pounds. They could be firing the same ammunition, but the minigun has multiple barrels adding to the weight, as well as the spin mechanism, and so on. So there is definitely a notable increase in heft.
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Beth Belcher
 
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Post » Thu Jul 08, 2010 4:32 pm

Precisely. Now obviously, making the minigun available to players and giving it the highest DPS as well as the greatest accuracy is probably a bad idea. So lowering fire-rate severely hampering movement, and slightly reducing fire-rate (thereby solving ammo constraints to a degree) are all fair balancing factors to make. But nobody would complain about that because a minigun is a rare case of a real life death spewing weapon. But that's due to it's unique properties (and unique drawbacks). It's the exception.

I'd point to the Death Machine in COD:BlOps as a decent implementation. Sans the fact that the Death Machine can deal 100 damage per bullet up close. Drop the damage to the same as the average SMG in Brink and doubling the firerate of one (~2000RPM) should make the minigun not only fun but relatively true to life.

I agree on this matter, but I would give the minigun fewer damage over range than the SMG/AR to keep it balanced.
I think the venom in RTCW and some ET servers was pretty balanced. You had to warm the gun up (Slightly delaying fireing) to balance it out with other guns.
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dean Cutler
 
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Post » Thu Jul 08, 2010 6:04 pm

Precisely. Now obviously, making the minigun available to players and giving it the highest DPS as well as the greatest accuracy is probably a bad idea. So lowering fire-rate severely hampering movement, and slightly reducing fire-rate (thereby solving ammo constraints to a degree) are all fair balancing factors to make. But nobody would complain about that because a minigun is a rare case of a real life death spewing weapon. But that's due to it's unique properties (and unique drawbacks). It's the exception.

I'd point to the Death Machine in COD:BlOps as a decent implementation. Sans the fact that the Death Machine can deal 100 damage per bullet up close. Drop the damage to the same as the average SMG in Brink and doubling the firerate of one (~2000RPM) should make the minigun not only fun but relatively true to life.

Edit: The average LMG weighs around 15 pounds or so. While a minigun typically weighs around 15kg, or about 33 pounds. They could be firing the same ammunition, but the minigun has multiple barrels adding to the weight, as well as the spin mechanism, and so on. So there is definitely a notable increase in heft.

oh, right, meant to say HMG, silly me. Heck, the browning .50 MG that the US uses weights 38kg

The constant pushing from the recoil on a minigun is a massive 120kg though, so even if someone could pick up the gun, the battery, and the ammo, it would put you on your ass the moment you pulled the trigger.
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Ludivine Dupuy
 
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Post » Fri Jul 09, 2010 3:22 am

I agree on this matter, but I would give the minigun fewer damage over range than the SMG/AR to keep it balanced.
I think the venom in RTCW and some ET servers was pretty balanced. You had to warm the gun up (Slightly delaying fireing) to balance it out with other guns.


I think that the lack of iron-sights and artificially somewhat increased spread the minigun would have would make it less effective for killing at range than an SMG or AR. Pinning or suppression fire, sure, you could still send a maelstrom of bullets their way. But presuming ADS is actually made accurate and useful, the guns with ADS would have a distinct advantage in actually killing. Warm up is another good way to counter the pros of the minigun, although on all modern miniguns that I know of, after being turned on they will maintain spin even when not firing. This allows the user to fire instantly when the trigger is pulled. Could balance that however with the loud whirring noise it makes easily notifying anyone in the area that a minigun is nearby, giving players a chance to prepare (or run away like a little sissy if you're a light :V).
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Soraya Davy
 
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Post » Fri Jul 09, 2010 3:16 am

You don't need a loud WHIRRING noise for the minigun. (edit: Because unless the gun has major damage and rattles it's not going to make much noise. And those spinning mechanisms IRL don't sound any louder then an electric car idling.) As for the gun shooting... It sounds like God is literally ripping the sky in half when the trigger is held down. Also in brink I think there's an alternative fire button for the mini that allows you to engage the spin. So you can be stealthy and not have the barrel spinning everywhere you go alerting everyone to your presence. If you were a heavy agent with a mini I'd bet spinning the barrel would take away your disguise.

Edit: Also the mini gun is used in helicopters for long range engagements for consistent fire on target. It can put as many bullets on target as an AR type and has a MUCH longer barrel then a SMG. If you think the Mini needs it's distance nerfed to shorter range then the SMG you're [censored]. Not when IRL the mini can be fired out of an armored helicopter from high up and shred targets with ease. Mounted or not. Mount an SMG in an apache and tell me if you can hit a jeep that's fish tailing and shooting RPGs at you from below. And let me know how many bullet you get in with a rifle. The mini gun should be a death machine. The heavy that's using it is really easy to hit from further away because he's BIGGER. He's SLOWER. Don't nerf his weapon too.

In short don't worry about it. The guys at splash damage are GENIUS. The game will be fun and balanced. But let the slow heavy with the large hit box have his devastating weapon. Because if you svck at brink and you run right at a heavy you deserve to get mowed down immediately. /endrant
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Dale Johnson
 
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Post » Fri Jul 09, 2010 1:34 am

As long as you learn to pay attention to where the bullets hit, spraying isn't that hard with a stationary crosshair.

Wait, what? Either you know where the bullets go, or you spray, eh?
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Natalie J Webster
 
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Post » Thu Jul 08, 2010 9:46 pm

Wait, what? Either you know where the bullets go, or you spray, eh?


"Spray and PRAY" lol :gun:
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Alyesha Neufeld
 
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Post » Thu Jul 08, 2010 11:40 pm

Edit: Also the mini gun is used in helicopters for long range engagements for consistent fire on target. It can put as many bullets on target as an AR type and has a MUCH longer barrel then a SMG. If you think the Mini needs it's distance nerfed to shorter range then the SMG you're [censored]. Not when IRL the mini can be fired out of an armored helicopter from high up and shred targets with ease. Mounted or not. Mount an SMG in an apache and tell me if you can hit a jeep that's fish tailing and shooting RPGs at you from below. And let me know how many bullet you get in with a rifle. The mini gun should be a death machine. The heavy that's using it is really easy to hit from further away because he's BIGGER. He's SLOWER. Don't nerf his weapon too.

On a helicopter, yes. But you're carrying the damn thing ingame. The minigun is a death machine IRL, but it needs a lot of balance ingame because it's one of those weapons that tends to be overpowered.

The same could be said from the viewpoint of the lights: He has more health and more pips, don't make his guns too powerfull...
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Robyn Lena
 
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Post » Thu Jul 08, 2010 2:04 pm

You don't need a loud WHIRRING noise for the minigun. (edit: Because unless the gun has major damage and rattles it's not going to make much noise. And those spinning mechanisms IRL don't sound any louder then an electric car idling.) As for the gun shooting... It sounds like God is literally ripping the sky in half when the trigger is held down. Also in brink I think there's an alternative fire button for the mini that allows you to engage the spin. So you can be stealthy and not have the barrel spinning everywhere you go alerting everyone to your presence. If you were a heavy agent with a mini I'd bet spinning the barrel would take away your disguise.

Edit: Also the mini gun is used in helicopters for long range engagements for consistent fire on target. It can put as many bullets on target as an AR type and has a MUCH longer barrel then a SMG. If you think the Mini needs it's distance nerfed to shorter range then the SMG you're [censored]. Not when IRL the mini can be fired out of an armored helicopter from high up and shred targets with ease. Mounted or not. Mount an SMG in an apache and tell me if you can hit a jeep that's fish tailing and shooting RPGs at you from below. And let me know how many bullet you get in with a rifle. The mini gun should be a death machine. The heavy that's using it is really easy to hit from further away because he's BIGGER. He's SLOWER. Don't nerf his weapon too.

In short don't worry about it. The guys at splash damage are GENIUS. The game will be fun and balanced. But let the slow heavy with the large hit box have his devastating weapon. Because if you svck at brink and you run right at a heavy you deserve to get mowed down immediately. /endrant



I'm fully aware how devastating a minigun is. Take the A-10 Warthog for instance. It shreds tanks from MILES with it's gatling cannon. A much scaled down version, the minigun, would still be able to easily chew a person in half like a goddamned chainsaw swung by Thor with a simple sweep from left to right. But does that sound like fun ingame? Sure it is! For the guy using it. :V

By simply giving it the same damage as an SMG (which should presumably trump AR's at close range by virtue of fire-rate) without drop-off, and giving it perhaps just over double the fire-rate of an SMG, you have something that, heavy versus heavy, with one holding the minigun and the other an SMG, will consistantly win in short to medium range encounters because it has roughly twice the DPS. Now take into account that the guys using SMGs are more likely lights, with mediums tending towards ARs. A minigun wielding heavy could easily take on three lights head on because A) it takes more to kill him and less to kill the lights, and B) the minigun already has roughly twice the DPS. It's not realistic to make the minigun spray a bit more, because they are extremely accurate weapons.. But it's just the only way you can make it fair without putting some arbitrary rule up that only one member of a team can select the weapon, or making it some sort of picked-up weapon in your spawnzone. And even then, that doesn't condone teamwork. The minigun guy would be a veritable tank that can assault, capture, and hold points against overwhelming numbers with extreme ease until another minigun guy comes along.

By increasing it's spread (let's say, a bit more than the Death Machine of BlOps), then you have something that's still virtual insta-kill up close, mean at medium range, but at least beatable at long range. The only other concievable balancing factor is to make the minigun hyper-realistic, and make it the death machine that it actually is. But only let you fire for all of a few brief seconds before completely running out of ammo. But I'm thinking that doesn't sound like fun either, does it?

Dysfunkshion has the right idea. It's what I've been saying this entire time. Realism with balance, and most importantly, the greatest level of immersion possible without impeding fun.
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roxanna matoorah
 
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