DiCola except for the rail it kinda reminds me of a SCAR-H. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
It would be awesome if there were more weapons with more specific purposes:
Like deployable heavy machine guns which can cover a hallway but need a long time to reload. Or extensions like longer barells which can be mounted while holding the weapon and give more accuracy but need longer to cool down etc.
It would give a bit more weight on the strategic side if you had to choose between certain trade-offs while being in combat. It would add more teamplay, imho.
Please, please! If you put a scope on the gun, make it so that you can use it. That was the biggest pain in the ###### for me in NS1; the scope I couldn't use. If I was a 'rine fighting skulks I would saw it off if I had too so I could move my gun faster and aim down the ironsights
<!--quoteo(post=1625260:date=May 6 2007, 05:49 AM:name=bassport)--><div class='quotetop'>QUOTE(bassport @ May 6 2007, 05:49 AM) [snapback]1625260[/snapback]</div><div class='quotemain'><!--quotec--><b>Speaking of which: Consider implementing ironsights please! It adds so much suspense imho.</b> <!--QuoteEnd--></div><!--QuoteEEnd--> vote <b><!--coloro:#33CC00--><span style="color:#33CC00"><!--/coloro-->yes<!--colorc--></span><!--/colorc--></b>!
No more sniper pistol, but having something that allow you to aim a bit better (at the expense of fov, ability to turn quickly, and slow movement) when the situation calls for it would rock.
It wouldn't even have to change the fire cone, just make it so that you can cover your squadmates across the room or hallway better.
I can't imagine what anyone with a crosshair on their HUD via a helmet interface would need with iron sights. Your helmet already knows where the gun is pointing, it's not like you need to look down the length of the thing to find out <i>better</i>.
<!--quoteo(post=1625470:date=May 7 2007, 12:00 PM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ May 7 2007, 12:00 PM) [snapback]1625470[/snapback]</div><div class='quotemain'><!--quotec-->I can't imagine what anyone with a crosshair on their HUD via a helmet interface would need with iron sights. Your helmet already knows where the gun is pointing, it's not like you need to look down the length of the thing to find out <i>better</i>. <!--QuoteEnd--></div><!--QuoteEEnd-->
Fair enough, but you also don't hold a gun casually in front of you like the marines in NS are doing when you aim. You lock in and focus your shot. It makes the game more immersive when playing marines.
And if we really want make the helmet's HUD crosshair get fancy, let us move our view and crosshair independently.
It's not a big deal but it would be nifty. *shrug* <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
some of these weapons look like ak47 and mp5 from cs <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
<!--quoteo(post=1621873:date=Apr 19 2007, 06:32 AM:name=rsd)--><div class='quotetop'>QUOTE(rsd @ Apr 19 2007, 06:32 AM) [snapback]1621873[/snapback]</div><div class='quotemain'><!--quotec--> Not a good idea in my opinion. The whole point of allowing people to carry a single, specialized weapon (eg the GL) is that they are vulnerable. They must be protected by team mates, thus forcing teamwork to realise the benefits of the investment in the GL. <!--QuoteEnd--></div><!--QuoteEEnd-->
Are you joking... that's nice in a perfect world where marines don't die or maybe thats totally what's wrong with ns... not about combat...not about strategy... just restrictions. i dont like this... "wise-investment" bs of ns... it's not practical in the least...soldiers dont make machine guns in the field from nano-particles and they wont in the future!!!! we should be allowed to choose the gun in game options that we want to use, with the option to adapt ingame with differant weapons as the game goes on, everytime without it costing res... freeing up the repeated issuing of guns...and the repeated decision making and attack delaying of waiting 10 mins for res to drop 3 hmgs and let us fight! You know like CO...Add that element to NS... FREE GUNS FOR ALL! <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Here i know just what we need... make the game like americas army... you can play as differant roles in ns where you can be like a combat engineer "builder of stuff with welder always handy"... or you can be like a grenader...which has a rifle with integrated gl... or you can be a support fire knida guy with a lmg (i mean lmg as what the rest of the world considers a lmg... like the m249... like the "hmg" of ns)... or you can just be plain soldier with grenades ALL THE TIME YOU SPAWN HAHA <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> and a mine pack <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Also you can have multiple types of grenaders... like a single-shot reload gl as a rifle attachment... and a bigger mutlti launch one LIKE THIS REALLIFE GL!!! <a href="http://www.flickr.com/photos/purpleslog/115637046/" target="_blank">http://www.flickr.com/photos/purpleslog/115637046/</a>
Yea i'd like more flexibility in my weapons,,,with option to add on scopes or other things... bigger magazines if i want that... that totally modifies the guns recoil and player running speed etc!
Well, there's certainly a reason why NS isn't like American Army, and it's probably because it's not American Army... My thought is this would simply encourage more rambo'ing where it's not needed, unless the aliens also get some kind of "uber-boost" which forces marines to stick a little together. Besides, I'm all for letting the commander decide of the weapon you'll get to keep the resource management/RTS feel in the game a little...
While side-loaded automatics are essentially unused these days, I was amused that NS went with them. It made the LMG unique.
What the original LMG had going for it was the combination of concepts that it got across, simply through the model, the sounds, and the in-game effects. The model emphasised a little bit of mass production (the sten-like side-loading magazine and the barrel cover), a little bit of high tech (primarily the scope mount and the forend furniture), and definitely felt "light" (in that it was decidedly not as large as a full-on assault rifle, and we all know what it's killing power is like.
The reloading animation is the one weapon animation that players are going to be seeing a lot of (asides from the gun moving around while it fires, which really doesn't look all that impressive), so if you're going to do something different and interesting, that's where it should be. I'd suggest that you stay with the side-feed magazine or go for something inspired by the P90's topside magazine (maybe topside, maybe something that slides into the forend, along the underside of the barrel). Don't do a bullpup... reloading those is always pathetic-looking. Also, remember that virtually all firearms have a bolt that you cycle during the empty magazine loading sequence, whether you do so by hitting a bolt release after reloading the new magazine or by actually racking a bolt or knob on the exterior of the weapon after the magazine is in place. The manual of arms for most of the classic H&K rifles and submachineguns has the operator lock back the bolt, change magazines, and then drop the bolt back forwards again. If your animation is more than just "old clip out, new clip in," it's more interesting to look at and makes the weapon being used by the player feel like a little bit less of a plastic toy.
Stick with interesting furniture on the front end... decent grips and a ventilated forend are always good-looking. I'd stay away from the vertical forend grip or any of those interesting sloped-front grips that stray from traditional rifle lines... they're effective and nifty looking, but they scream "higher tech than you" in a lot of ways that NS never quite did. If you're going to have a scope, have a zoom option, even if it's only 1.5 or 2x zoom... otherwise, it just looks silly. If you want to have something cool up top but no zoom option, go for a non-magnifying red-dot or holographic sight (a good example would be on HL2's SMG).
From the options provided, i most liked number 10, if you gave it number 11's forend and muzzle. I might make the magazine lock in a little lower, or have a rail of some sort above the magazine both to protect it from impact and to allow the mounting of sights of some sort.
Well the pulse rifle in movie aliens conceptually had a "auto-loader" that didn't require you to mess with the bolt...just slam in the new mag and your ready to go... but if you watch in the movie you see them sliding the bolt of the Thompson that the prop was build around <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Personally i think that auto-loading thing only looks good on the aliens pulse rifle, so yea, i'd like a gun that had complex reloading animations dependent on if i had a bullet in the chamber or if gun was totally dry, etc...but i know we wont get them...ns is to "arcady" and not much like the tactical simulator we all want.
<!--quoteo(post=1625501:date=May 7 2007, 12:48 PM:name=the_x5)--><div class='quotetop'>QUOTE(the_x5 @ May 7 2007, 12:48 PM) <a href="index.php?act=findpost&pid=1625501"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Fair enough, but you also don't hold a gun casually in front of you like the marines in NS are doing when you aim. You lock in and focus your shot. It makes the game more immersive when playing marines.
And if we really want make the helmet's HUD crosshair get fancy, let us move our view and crosshair independently.
It's not a big deal but it would be nifty. *shrug* <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd--> A lot of players would disagree with you. There was complaints for NS early on about how much space the gun and firing sprite took up on the screen. Taking up even more of the screen would be a bad idea. Just imagine the tech compensates for the different angle. Use a little imagination, because ultimately more visibility makes for better gameplay, which is what matters most. It's easy to forget that when you're talking about graphics.
<!--quoteo(post=1624969:date=May 4 2007, 01:55 PM:name=DiCola)--><div class='quotetop'>QUOTE(DiCola @ May 4 2007, 01:55 PM) <a href="index.php?act=findpost&pid=1624969"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I was a bit bored, so I combined my favourite parts of the LMG sketches into one single gun: <img src="http://dicola.loota.fi/Lmg_sketch_32.jpg" border="0" class="linked-image" /> Whaddaya think? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd--> This gun reeks of unneeded, tacticlol parts.
<img src="http://www.3drt.com/3dm/guns/FN-Fal01.jpg" border="0" class="linked-image" /> Something more like this would work better.
<!--quoteo(post=1692335:date=Nov 4 2008, 10:57 AM:name=killkrazy)--><div class='quotetop'>QUOTE(killkrazy @ Nov 4 2008, 10:57 AM) <a href="index.php?act=findpost&pid=1692335"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->that's an assault rifle :s<!--QuoteEnd--></div><!--QuoteEEnd--> Battle rifle* attach a bipod and it becomes a LMG. To make it more futuristic, paint it black with a cool LED ammo display and make it a bullpup with a square/slightly rectangular clip.
<img src="http://i217.photobucket.com/albums/cc15/Domining/futurizedfal.jpg" border="0" class="linked-image" /> If anyone has better drawing skills and more time, a piece of good concept art will be appreciated. Bulky guns with useless parts look terrible.
On the other hand, the barrel can be shortened a lot since this gun is going to be used for close quarters combat.
Watch a show called <b>Future Weapons</b>, on Discovery channel. It has alot of concept guns that are in development for governments all over the world. They do look futuristic and they actually work.
Israel has one of the better guns as of late called the Tavor.
Just to throw it out there, the guns themselves should be very compact. Like, the LMG should have a very short barrel because that gives you a edge in tight spaces. Like in a spaceship.
The tavor almost looks bad, but is basically a TACTICLOL weapon.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->The total weight of the weapon ranges from 3.18 kg for C21 to 3.67 kg of the fully equipped S21.<!--QuoteEnd--></div><!--QuoteEEnd--> The m4 it replaces is 2.7 kg empty 3.1 kg with 30 rounds. <a href="http://en.wikipedia.org/wiki/Magpul_Masada" target="_blank">And the completely superior weapon is 3.0kg.</a>
Also: <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->A wide range of sights is available for the Tavor, including the MARS <u><b>integrated laser pointer</b></u> and reflex sight night vision 3X magnifying sight, day telescope with 4X magnification, 3X daylight or night vision viewer mounted behind the reflex sight, enabling day and night operation without sight change, special reflex sight for the grenade launcher. Other accessories include 40mm grenade launcher kit, <b><u>silencer</u></b><!--QuoteEnd--></div><!--QuoteEEnd--> lol!
Comments
Like deployable heavy machine guns which can cover a hallway but need a long time to reload. Or extensions like longer barells which can be mounted while holding the weapon and give more accuracy but need longer to cool down etc.
It would give a bit more weight on the strategic side if you had to choose between certain trade-offs while being in combat. It would add more teamplay, imho.
<!--QuoteEnd--></div><!--QuoteEEnd-->
vote <b><!--coloro:#33CC00--><span style="color:#33CC00"><!--/coloro-->yes<!--colorc--></span><!--/colorc--></b>!
No more sniper pistol, but having something that allow you to aim a bit better (at the expense of fov, ability to turn quickly, and slow movement) when the situation calls for it would rock.
It wouldn't even have to change the fire cone, just make it so that you can cover your squadmates across the room or hallway better.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Fair enough, but you also don't hold a gun casually in front of you like the marines in NS are doing when you aim. You lock in and focus your shot. It makes the game more immersive when playing marines.
And if we really want make the helmet's HUD crosshair get fancy, let us move our view and crosshair independently.
It's not a big deal but it would be nifty. *shrug* <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Not a good idea in my opinion. The whole point of allowing people to carry a single, specialized weapon (eg the GL) is that they are vulnerable. They must be protected by team mates, thus forcing teamwork to realise the benefits of the investment in the GL.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Are you joking... that's nice in a perfect world where marines don't die or maybe thats totally what's wrong with ns... not about combat...not about strategy... just restrictions. i dont like this... "wise-investment" bs of ns... it's not practical in the least...soldiers dont make machine guns in the field from nano-particles and they wont in the future!!!! we should be allowed to choose the gun in game options that we want to use, with the option to adapt ingame with differant weapons as the game goes on, everytime without it costing res... freeing up the repeated issuing of guns...and the repeated decision making and attack delaying of waiting 10 mins for res to drop 3 hmgs and let us fight! You know like CO...Add that element to NS... FREE GUNS FOR ALL! <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Here i know just what we need... make the game like americas army... you can play as differant roles in ns where you can be like a combat engineer "builder of stuff with welder always handy"... or you can be like a grenader...which has a rifle with integrated gl... or you can be a support fire knida guy with a lmg (i mean lmg as what the rest of the world considers a lmg... like the m249... like the "hmg" of ns)... or you can just be plain soldier with grenades ALL THE TIME YOU SPAWN HAHA <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> and a mine pack <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Also you can have multiple types of grenaders... like a single-shot reload gl as a rifle attachment... and a bigger mutlti launch one LIKE THIS REALLIFE GL!!! <a href="http://www.flickr.com/photos/purpleslog/115637046/" target="_blank">http://www.flickr.com/photos/purpleslog/115637046/</a>
Yea i'd like more flexibility in my weapons,,,with option to add on scopes or other things... bigger magazines if i want that... that totally modifies the guns recoil and player running speed etc!
What the original LMG had going for it was the combination of concepts that it got across, simply through the model, the sounds, and the in-game effects. The model emphasised a little bit of mass production (the sten-like side-loading magazine and the barrel cover), a little bit of high tech (primarily the scope mount and the forend furniture), and definitely felt "light" (in that it was decidedly not as large as a full-on assault rifle, and we all know what it's killing power is like.
The reloading animation is the one weapon animation that players are going to be seeing a lot of (asides from the gun moving around while it fires, which really doesn't look all that impressive), so if you're going to do something different and interesting, that's where it should be. I'd suggest that you stay with the side-feed magazine or go for something inspired by the P90's topside magazine (maybe topside, maybe something that slides into the forend, along the underside of the barrel). Don't do a bullpup... reloading those is always pathetic-looking. Also, remember that virtually all firearms have a bolt that you cycle during the empty magazine loading sequence, whether you do so by hitting a bolt release after reloading the new magazine or by actually racking a bolt or knob on the exterior of the weapon after the magazine is in place. The manual of arms for most of the classic H&K rifles and submachineguns has the operator lock back the bolt, change magazines, and then drop the bolt back forwards again. If your animation is more than just "old clip out, new clip in," it's more interesting to look at and makes the weapon being used by the player feel like a little bit less of a plastic toy.
Stick with interesting furniture on the front end... decent grips and a ventilated forend are always good-looking. I'd stay away from the vertical forend grip or any of those interesting sloped-front grips that stray from traditional rifle lines... they're effective and nifty looking, but they scream "higher tech than you" in a lot of ways that NS never quite did. If you're going to have a scope, have a zoom option, even if it's only 1.5 or 2x zoom... otherwise, it just looks silly. If you want to have something cool up top but no zoom option, go for a non-magnifying red-dot or holographic sight (a good example would be on HL2's SMG).
From the options provided, i most liked number 10, if you gave it number 11's forend and muzzle. I might make the magazine lock in a little lower, or have a rail of some sort above the magazine both to protect it from impact and to allow the mounting of sights of some sort.
Personally i think that auto-loading thing only looks good on the aliens pulse rifle, so yea, i'd like a gun that had complex reloading animations dependent on if i had a bullet in the chamber or if gun was totally dry, etc...but i know we wont get them...ns is to "arcady" and not much like the tactical simulator we all want.
the 'legs' appear to serve no purpose, except to perhaps lift something out of the floor. Maybe plutonium tubes out of a reactor?
And if we really want make the helmet's HUD crosshair get fancy, let us move our view and crosshair independently.
It's not a big deal but it would be nifty. *shrug* <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
A lot of players would disagree with you. There was complaints for NS early on about how much space the gun and firing sprite took up on the screen. Taking up even more of the screen would be a bad idea. Just imagine the tech compensates for the different angle. Use a little imagination, because ultimately more visibility makes for better gameplay, which is what matters most. It's easy to forget that when you're talking about graphics.
<img src="http://dicola.loota.fi/Lmg_sketch_32.jpg" border="0" class="linked-image" />
Whaddaya think? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
This gun reeks of unneeded, tacticlol parts.
<img src="http://www.3drt.com/3dm/guns/FN-Fal01.jpg" border="0" class="linked-image" />
Something more like this would work better.
Battle rifle* attach a bipod and it becomes a LMG. To make it more futuristic, paint it black with a cool LED ammo display and make it a bullpup with a square/slightly rectangular clip.
<img src="http://i217.photobucket.com/albums/cc15/Domining/futurizedfal.jpg" border="0" class="linked-image" />
If anyone has better drawing skills and more time, a piece of good concept art will be appreciated. Bulky guns with useless parts look terrible.
On the other hand, the barrel can be shortened a lot since this gun is going to be used for close quarters combat.
<img src="http://i217.photobucket.com/albums/cc15/Domining/futurizedfal-1.jpg" border="0" class="linked-image" />
Israel has one of the better guns as of late called the Tavor.
<a href="http://www.defense-update.com/directory/tavor.htm" target="_blank">http://www.defense-update.com/directory/tavor.htm</a>
Future Weapons Link:
<a href="http://dsc.discovery.com/tv/future-weapons/future-weapons.html" target="_blank">http://dsc.discovery.com/tv/future-weapons...re-weapons.html</a>
<a href="http://dsc.discovery.com/tv/future-weapons/future-weapons.html" target="_blank">http://dsc.discovery.com/tv/future-weapons...re-weapons.html</a><!--QuoteEnd--></div><!--QuoteEEnd-->
From the above link:
[attachment=35862:Catgun.jpg]
CatGun FTW. Definitely going to work this one up for the new LMG concept.
--Cory
[attachment=35862:Catgun.jpg]
CatGun FTW. Definitely going to work this one up for the new LMG concept.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Saw that one too, thought it was a joke until I read the description.
Death by Cat!
[attachment=35862:Catgun.jpg]
CatGun FTW. Definitely going to work this one up for the new LMG concept.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
That's awesome, scary, and ridiculous all at the same time.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->The total weight of the weapon ranges from 3.18 kg for C21 to 3.67 kg of the fully equipped S21.<!--QuoteEnd--></div><!--QuoteEEnd-->
The m4 it replaces is 2.7 kg empty 3.1 kg with 30 rounds. <a href="http://en.wikipedia.org/wiki/Magpul_Masada" target="_blank">And the completely superior weapon is 3.0kg.</a>
Also:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->A wide range of sights is available for the Tavor, including the MARS <u><b>integrated laser pointer</b></u> and reflex sight night vision 3X magnifying sight, day telescope with 4X magnification, 3X daylight or night vision viewer mounted behind the reflex sight, enabling day and night operation without sight change, special reflex sight for the grenade launcher. Other accessories include 40mm grenade launcher kit, <b><u>silencer</u></b><!--QuoteEnd--></div><!--QuoteEEnd-->
lol!