I would love more recoil and bulletspread

Post » Mon Mar 07, 2011 12:50 am

I have also noticed that in most of the vids they are hip firing and it has little to no bullet spread
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Loane
 
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Post » Mon Mar 07, 2011 1:26 am

Ohh "hip-firing". I don't mean to be rude, but it honestly makes me laugh a little bit whenever I see gamers complaining about "hip-fire".
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Damian Parsons
 
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Post » Mon Mar 07, 2011 12:52 am

Too much recoil? Use ADS problem solved.

Not enough recoil? Shoot from the hip.

Problem solved. :wink_smile:


Eh... even the hipfire looks a little too tight.
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Far'ed K.G.h.m
 
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Post » Sun Mar 06, 2011 2:23 pm

well i just don't want them goin overboard with the spread where outta 30 rounds spraying you down you get hit 3 times no matter your "skillz" you should die when i shoot at you 30 times.


I'm not feeling you on this. You think you're entitled to a kill simply because you've pointed your gun in someone's general direction and held the trigger? What would even be the point of aiming or dodging?
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Tyler F
 
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Post » Mon Mar 07, 2011 2:49 am

I'm not feeling you on this. You think you're entitled to a kill simply because you've pointed your gun in someone's general direction and held the trigger? What would even be the point of aiming or dodging?

If you can keep your gun pointed at the enemy while he's dodging, you should be rewarded, especially in a fastpaced game.
What's wrong with having an SD game, with typical SD features, instead of going mainstream?
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Ladymorphine
 
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Post » Sun Mar 06, 2011 7:56 pm

If you can keep your gun pointed at the enemy while he's dodging, you should be rewarded, especially in a fastpaced game.
What's wrong with having an SD game, with typical SD features, instead of going mainstream?


I think you're entitled to a kill if enough bullets hit to kill the guy. Not because you think enough bullets should have hit him in the amount of time you've been trying to stay trained on him.

Also, this will be my first SD game, so I guess I'm just not used to skill and practice not being as much of a factor in lethality as the ability to swing your reticule in a general direction quickly.
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Gemma Woods Illustration
 
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Post » Mon Mar 07, 2011 2:32 am

I think you're entitled to a kill if enough bullets hit to kill the guy. Not because you think enough bullets should have hit him in the amount of time you've been trying to stay trained on him.

Yea, but why add the spread, it adds the element of randomness, a chance. It's realistic yes, but imho it's not fun. If I aim at point x in a game, I expect the bullet to hit at point x or very closely to it.

Also, this will be my first SD game, so I guess I'm just not used to skill and practice not being as much of a factor in lethality as the ability to swing your reticule in a general direction quickly.

I'm not saying that you don't have skill. You probably beat me in a lot of FPS, it's just that I like longer firefights that require aim over time rather than instant reflexes.
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NO suckers In Here
 
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Post » Sun Mar 06, 2011 9:10 pm

Yea, but why add the spread, it adds the element of randomness, a chance. It's realistic yes, but imho it's not fun. If I aim at point x in a game, I expect the bullet to hit at point x or very closely to it.


I'm not saying that you don't have skill. You probably beat me in a lot of FPS, it's just that I like longer firefights that require aim over time rather than instant reflexes.


It's not even a matter of realism for me. Like I said earlier in the thread, what is the incentive of using any weapon that sacrifices fire rate for power and accuracy if you can just waste someone 30 yards away in 2 seconds with an SMG?
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Sherry Speakman
 
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Post » Sun Mar 06, 2011 7:53 pm

It's not even a matter of realism for me. Like I said earlier in the thread, what is the incentive of using any weapon that sacrifices fire rate for power and accuracy if you can just waste someone 30 yards away in 2 seconds with an SMG?

That's why they increased the amount of bullets to kill someone (when comparing to other shooters) or to make you aim at the head. ;)
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Daramis McGee
 
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Post » Sun Mar 06, 2011 1:54 pm

plus this game isnt about im better than u its about teamwork so if ur working with gud enuff TW u wont get "sprayed down" and hi fire actually i dont understand why it seems noobish i mean i dont do it often (unless im standing in like arms reach of u in lik bfbc2 (unreliable knifing) but someone explain y its noobish to "spray" when u know there close enuff to hipfire
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Charlotte X
 
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Post » Sun Mar 06, 2011 7:20 pm

It's not even a matter of realism for me. Like I said earlier in the thread, what is the incentive of using any weapon that sacrifices fire rate for power and accuracy if you can just waste someone 30 yards away in 2 seconds with an SMG?


I'm with you on this one. The defensive player should have the advantage of being established and capable of aiming more accurately than the player that is sprinting, jumping or sliding towards them. I'm sorry but how many drive-bys actually kill the intended target? Movement is not beneficial to accuracy.

I understand that this is a video game but stabilizing your weapon with your off-hand vastly improves your accuracy even when stationary so I can't imagine how bad it would be to aim while sprinting while firing with one hand. If the weapons are deadly accurate on the move then I'll simply pick a high rate or fire weapon and use a piece of clear tape on my television with a centering dot on it. I understand that you can hit the broad side of the barn if you fire enough bullets but there is no way you should be able to hit a target multiple times while sprinting past it without taking the time to actually aim unless they are <10 feet from you.

At least in Halo or Crysis you are wearing a super-human suit of some type. What excuse will they use for Brink?
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JD FROM HELL
 
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Post » Mon Mar 07, 2011 3:20 am

plus this game isnt about im better than u its about teamwork so if ur working with gud enuff TW u wont get "sprayed down" and hi fire actually i dont understand why it seems noobish i mean i dont do it often (unless im standing in like arms reach of u in lik bfbc2 (unreliable knifing) but someone explain y its noobish to "spray" when u know there close enuff to hipfire


The game is still pretty focused on gunplay, is it not? I don't understand the rest of what you wrote.
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Amiee Kent
 
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Post » Sun Mar 06, 2011 8:41 pm

There is a slight penalty to accuracy while moving, and a much larger penalty while sliding, vaulting, wall-jumping, etc.

But again, I just say don't knock it 'til you try it.
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Sammygirl
 
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Post » Mon Mar 07, 2011 12:01 am

There is a slight penalty to accuracy while moving, and a much larger penalty while sliding, vaulting, wall-jumping, etc.

But again, I just say don't knock it 'til you try it.


That is true.
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Roberta Obrien
 
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Post » Sun Mar 06, 2011 7:54 pm

It's not even a matter of realism for me. Like I said earlier in the thread, what is the incentive of using any weapon that sacrifices fire rate for power and accuracy if you can just waste someone 30 yards away in 2 seconds with an SMG?



2 seconds is a long time in a fire fight in a vid game, well at least SD games, and it takes lots of practice and skill to headshot in SD games. I'm thinking a lot of people will be pleasantly surprised by the combat if they haven't previously enjoyed the likes of Wolfenstein:Enemy Territory or Enemy Territory:Quake Wars (preferably on PC)
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Vicki Blondie
 
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Post » Sun Mar 06, 2011 4:21 pm

2 seconds is a long time in a fire fight in a vid game, well at least SD games, and it takes lots of practice and skill to headshot in SD games. I'm thinking a lot of people will be pleasantly surprised by the combat if they haven't previously enjoyed the likes of Wolfenstein:Enemy Territory or Enemy Territory:Quake Wars (preferably on PC)

This ^^
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Saul C
 
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Post » Mon Mar 07, 2011 5:26 am

I guess I'm just not used to skill and practice not being as much of a factor in lethality as the ability to swing your reticule in a general direction quickly.



You seriously do not know what you are talking about if you haven't played an SD game. It requires a lot more skill to be able to hit your target efficiently (head) for a longer period of time, than "to swing your reticule in a general direction quickly" and burst once or twice with a gun that has huge amount of recoil. The enemies have a lot more health than in those burst fire games, it requires skill to keep your reticule on them continuously.
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Eduardo Rosas
 
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Post » Sun Mar 06, 2011 4:56 pm

Not to sure if anyone has said this, mostly cause i couldn't be bothered looking but why judge a game that is clearly not finished yet. get the game and then complain about it seems much easier than assuming something about it.
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JESSE
 
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Post » Mon Mar 07, 2011 4:22 am

You seriously do not know what you are talking about if you haven't played an SD game. It requires a lot more skill to be able to hit your target efficiently (head) for a longer period of time, than "to swing your reticule in a general direction quickly" and burst once or twice with a gun that has huge amount of recoil. The enemies have a lot more health than in those burst fire games, it requires skill to keep your reticule on them continuously.


I dunno. The last shooter I played was Borderlands, where enemies had tons of health and recoil was very apparent and played heavily into the gunplay of the game. Hey, so skin off my nose. Having become accustomed to that, I'll probably just be really good at this.
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koumba
 
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Post » Sun Mar 06, 2011 9:31 pm

They are super soldiers, using augmented nanosuits. I don't think there's supposed to be much recoil.

I thought I actually wrote the nanosuit-part myself ... apparently I didn't.

Anyway, I know how the game explains why there is no recoil, even though that recoil-compensation would have to take away energy from the suit while active, just like every other ability.
The explanation does not make it feel right, though. Guns without recoil just feel weird in a videogame.

Too much recoil? Use ADS problem solved.

Not enough recoil? Shoot from the hip.

Problem solved. :wink_smile:

Error, invalid input. Computer says no.

Recoil does mainly affect ADS, while hipfiring, most shooters do not create much recoil, it's mainly done through accuracy.


A possible counter to "too much recoil" is "burst fire".
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Laura-Jayne Lee
 
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Post » Mon Mar 07, 2011 5:18 am

OMFG REVOLUZZER!!!!!! i do declair you hit the nail on the head. [Burst fire] there you have it people.
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Sunny Under
 
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Post » Mon Mar 07, 2011 2:08 am

I dunno. The last shooter I played was Borderlands, where enemies had tons of health and recoil was very apparent and played heavily into the gunplay of the game. Hey, so skin off my nose. Having become accustomed to that, I'll probably just be really good at this.


The difference being though, that this is much faster and much more close quarters than Borderlands. Also SMART brings whole new elements to dodging.
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Jarrett Willis
 
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Post » Mon Mar 07, 2011 4:10 am

The difference being though, that this is much faster and much more close quarters than Borderlands. Also SMART brings whole new elements to dodging.


In the combat videos I saw neither of those was strictly true. The combat appeared quite normal and although you can move quickly it seems that many players were moving at normal speed during the firefights. Regarding close quarters, I saw many sightlines that were quite long so again this seems like an assumption and not a fact. I do admit that SMART will change how players run for cover but they should not be able to run and fire accurately at medium to long range targets unless they use ADS.
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Lewis Morel
 
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Post » Mon Mar 07, 2011 2:25 am

In the combat videos I saw neither of those was strictly true. The combat appeared quite normal and although you can move quickly it seems that many players were moving at normal speed during the firefights. Regarding close quarters, I saw many sightlines that were quite long so again this seems like an assumption and not a fact. I do admit that SMART will change how players run for cover but they should not be able to run and fire accurately at medium to long range targets unless they use ADS.

I think they should be able to do that without ADS. Except long range.

I don't get why people want unique SD features to become more mainstream. Because they're used to it and don't want to adapt? (Not talking against anyone in particular)

Edit: Autosensor made my post look stupid.
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Syaza Ramali
 
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Post » Sun Mar 06, 2011 8:30 pm

In the combat videos I saw neither of those was strictly true. The combat appeared quite normal and although you can move quickly it seems that many players were moving at normal speed during the firefights. Regarding close quarters, I saw many sightlines that were quite long so again this seems like an assumption and not a fact. I do admit that SMART will change how players run for cover but they should not be able to run and fire accurately at medium to long range targets unless they use ADS.


Of course there will be longer ranges but it seems that quite often it is close to medium range. Also, some previews mentioned this
"Rather than the Battlefield-inspired landscapes of Splash Damage's last project, Enemy Territory: Quake Wars, Brink's maps more often resemble the close-quarters claustrophobia of their first game, the critically-acclaimed Wolfenstein: Enemy Territory. With Brink, Splash Damage is taking the intensity and variety that made them famous, and doing its best to repackage it with more than a little charm."
http://www.eurogamer.net/articles/2011-02-28-brink-hands-on

And with quickness I meant the sprinting and SMART, which have their place in a gunfight even if you're not shooting simultaneously.
I have no say in the spread/recoil question, my first post on this topic was just to point out to BuckshotBandaid that not-much-recoil doesn't automatically mean no-skill-involved. [Edit: which is evident in other SD games]
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Andrew Tarango
 
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