Marines Weapons in NS2: recoil and ironsights

NeoSniperNeoSniper Join Date: 2005-06-02 Member: 52976Members
<div class="IPBDescription">What does the community think about recoil and ironsighs in NS2?</div>If you have played Red Orchertra, Day of Defeat, Call of Duty 4, Battlefield 2, then you know exactly what I'm talking about.

If not then:
-Recoil is two things: first it jerks your view point a bit when you shoot and two it also wides the spread of the bullets the longer you keep the trigger (mouse1) pressed. usually indicated by expanding crosshairs. This is seen is most recent shooter games. In general games that include recoil will also include the ability to lower recoil at the cost of mobility by crouching (and furthermore by going prone)

-ironsights is when you can hit a button to bring up your weapon to eye level thus increasing your accuracy at the cost of a narrower field of view (FOV) and slower movement. Usually there is a slight zoom coupled with the narrowing of the FOV. Some games like (BF1942) included this mechanic without actually doing the ironsights animation (just the minizoom).

What do others think about this?

I think yes as it would add a lot more tactical feel to the game possibilities to the game. In general it adds skill to the marine gameplay. And a greater incentive to not panic and do the famed pray n' spray. Or incentive from the Alien to induce panic (hmm... maybe primal scream or gas can affect marine accuracy).
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Comments

  • wirywiry Join Date: 2009-05-25 Member: 67479Members
    ###### no.

    Keep it like it is!
  • VyshusVyshus Join Date: 2005-06-13 Member: 53826Members
    If there was recoil in the game you would NEVER kill a decent fade. EVER. The default bullet spread should be just fine IMO.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
  • MinstrelJCFMinstrelJCF Join Date: 2009-05-10 Member: 67379Members
    Neither of these things will work well in a fast paced game like NS.
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    Absolutely horrible ideas that are obvious attempts to steal concepts from existing games. They may have worked well in those games but they would be beyond horrible in natural selection.

    No
  • sacmo2sacmo2 Join Date: 2004-07-09 Member: 29824Members
    edited June 2009
    Trying to shoot a skulk with celerity would be near impossible.
  • WhiteZeroWhiteZero That Guy Join Date: 2004-06-24 Member: 29511Members, Constellation
    edited June 2009
    <!--quoteo(post=1710648:date=Jun 6 2009, 03:12 PM:name=wiry)--><div class='quotetop'>QUOTE (wiry @ Jun 6 2009, 03:12 PM) <a href="index.php?act=findpost&pid=1710648"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->###### no.

    Keep it like it is!<!--QuoteEnd--></div><!--QuoteEEnd-->
    What exactly "is it" currently? Oh wait, we don't know.

    Anyway, I don't see the usefulness of either. NS has never tried to be a "gritty, realistic" game, and thats about the only reason to have those features. Just wouldn't work well in NS, IMO.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->obvious attempts to steal concepts from existing games.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Isn't that how the game industry works most of the time?
  • wirywiry Join Date: 2009-05-25 Member: 67479Members
    <!--quoteo(post=1710670:date=Jun 6 2009, 09:46 PM:name=WhiteZero)--><div class='quotetop'>QUOTE (WhiteZero @ Jun 6 2009, 09:46 PM) <a href="index.php?act=findpost&pid=1710670"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What exactly "is it" currently? Oh wait, we don't know.<!--QuoteEnd--></div><!--QuoteEEnd-->

    obviously from NS1.
  • NeoSniperNeoSniper Join Date: 2005-06-02 Member: 52976Members
    Ok ok... that seems like unanimous no. Anyway some considerations.

    I tried to keep the post short and to the point. But of course it would need to be balanced to tweak the amount of bullet damage and amount of spread. To think that one suggests to just make guns less accurate and not change anything else is just shortsighted.

    It's just that I fear it would feel downright outdated to have your accuracy be the same when crouching, walking, standing, running, etc.

    Doesn't need to be anything super exaggerated but a smaller cone of fire when crouching and a bit bigger one when running would add to the game.
  • WhiteZeroWhiteZero That Guy Join Date: 2004-06-24 Member: 29511Members, Constellation
    edited June 2009
    I can foresee them already implementing at least recoil... but again, it's just complicating matters.
    Recoil seems like something more geared twords both teams having guns. Sense that isn't the case with NS, I don't see any need for it.

    <!--quoteo(post=1710674:date=Jun 6 2009, 05:34 PM:name=wiry)--><div class='quotetop'>QUOTE (wiry @ Jun 6 2009, 05:34 PM) <a href="index.php?act=findpost&pid=1710674"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->obviously from NS1.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Of course that is what you meant, but NS2 is being rebuilt from the ground up, so the "Keep it like it is!" statement is void.
    /end nitpicking lol
  • SlaughtSlaught Join Date: 2005-02-12 Member: 40780Members
    Surprised nobody's mentioned the futuristic aspect of the game. Maybe they have some awesome tech to counter recoil. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
    The best approach, in my opinion, is just to make the gun recoil as much as the devs & testers find balanced, then come up with a clever reason for it being so awesome (or crappy hehe).
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    more recoil = more spray = more dmg per bullet => u have to burst shot for more precision at little targets
    less recoil = less spray = less dmg per bullet => hold until your finger bleeds

    i'd say both things are fine, but the first will be a pain for skulks(low hp) and onos(really big target)
  • ErkinErkin Join Date: 2009-06-06 Member: 67719Members
    ET:QW is a fast paced game with ironsight, i hope we'll have the same thing in NS2.
    Ironsight is for me an important point in the gameplay.
  • BadMouthBadMouth It ceases to be exclusive when you can have a custom member titl Join Date: 2004-05-21 Member: 28815Members
    I think ironsights are an okay idea. As long as it doesn't make your LMG so accurate it becomes unbalanced. Crouching to increase accuracy also makes sense, also if it is not too accurate. But as for continuous fire increasing the recoil and cone of fire, that is a definate no no.

    Okay. Maybe by a quarter of an inch is fine.
  • ClinkClink Join Date: 2009-06-07 Member: 67728Members
    Weapon Upgrade: Reduces gun recoil by X%.
  • rhgunmastarhgunmasta Join Date: 2007-12-26 Member: 63262Members
    ironsights would be an extreme downgrade. consider that this is based in a time far ahead of what it is now. the technological advances will have progressed far beyond the days of an ironsight, by then the lowest standard for an aiming system would probably be something along the lines of a reflex scope or red dot scope, like those you see in Call of Duty 4: Modern Warfare. ironsights is an interesting idea for it and would definately be good, just not the obsolete types your thinking of.
  • ThaTha Join Date: 2009-06-05 Member: 67694Members
    What would be nice if they had recoil but buffed up marine damage. so you shoot a fade 50 times with an lmg it might die. but spraying you will prolly get 10 bullets on it takin bursts by the time your clips over you may get 20-25 before it runs out of sight.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    There is a place for recoil in FPS gaming, but it isn't in NS.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    I prefer tracking to recoil. Recoil you're fighting against the spread of your gun while tracking is predicting the other players' movements.

    Ironsights are okay in theory, but most players would probably get and artificial aid as makeshift crosshair. I think having the option of iron sights is cool, but it's shouldn't be mandatory.
  • XerondXerond Undefined Join Date: 2004-07-09 Member: 29817Members, Constellation
  • NeoSniperNeoSniper Join Date: 2005-06-02 Member: 52976Members
    <!--quoteo(post=1710916:date=Jun 7 2009, 03:10 PM:name=rhgunmasta)--><div class='quotetop'>QUOTE (rhgunmasta @ Jun 7 2009, 03:10 PM) <a href="index.php?act=findpost&pid=1710916"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->... ogical advances will have progressed far beyond the days of an ironsight, by then the lowest standard for an aiming system would probably be something along the lines of a reflex scope or red dot scope, like those you see in Call of Duty 4: Modern Warfare. ironsights is an intere...<!--QuoteEnd--></div><!--QuoteEEnd-->
    Just to be clear. That is exactly what I meant by ironsights. I used the term ironsights (in gaming) to simply refer to the act of bringing up the gun to eye level on your shoulder in order to aim (I even mentioned Call of Duty 4 in my OP).

    <!--quoteo(post=1710670:date=Jun 6 2009, 03:46 PM:name=WhiteZero)--><div class='quotetop'>QUOTE (WhiteZero @ Jun 6 2009, 03:46 PM) <a href="index.php?act=findpost&pid=1710670"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Anyway, I don't see the usefulness of either. NS has never tried to be a "gritty, realistic" game<!--QuoteEnd--></div><!--QuoteEEnd-->
    As far as the general discussion goes it not about realism or grittiness. I about arcade style versus tactical. I think tactical fits NS better and....

    <!--quoteo(post=1710686:date=Jun 6 2009, 05:25 PM:name=WhiteZero)--><div class='quotetop'>QUOTE (WhiteZero @ Jun 6 2009, 05:25 PM) <a href="index.php?act=findpost&pid=1710686"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I can foresee them already implementing at least recoil... but again, it's just complicating matters.<!--QuoteEnd--></div><!--QuoteEEnd-->
    ....additions like this would bring NS2 on par with most modern tactical games. Yes, it add complexity but in a natural skill based way.

    <!--quoteo(post=1710686:date=Jun 6 2009, 05:25 PM:name=WhiteZero)--><div class='quotetop'>QUOTE (WhiteZero @ Jun 6 2009, 05:25 PM) <a href="index.php?act=findpost&pid=1710686"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Recoil seems like something more geared twords both teams having guns. Sense that isn't the case with NS, I don't see any need for it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I present TF2 and L4D, as two examples of very successful games that completely counter this statement. TF2 both teams get guns but no recoil included (iirc). L4D only one side gets guns but there is recoil (and added accuracy from crouching).

    I love both TF2 and L4D, but when I comes to NS2 I think the shooting model from L4D is more appropriate with the feel of NS.
  • qbertqbert Join Date: 2009-06-10 Member: 67773Members
    I'm going to have to agree with a lot of disagreements here: when dealing solely with human vs. human combat it would be debatable, but when dealing with aliens with vast ranges of speeds I don't think it would work well. The weapons themselves have the built-in cost/benefit of accuracy to power & rate of fire.... just like the alien forms have the cost/benefits of power & utilities to speed, defense & size.

    I wouldn't mind a more advanced accuracy model that promotes burst-fire or a penalty while jumping, but anything beyond that seems excessive and inconsistent with the gameplay.

    What would be cool though is if each weapon had a unique melee characteristic rather than the cliche knife-swap. Bashing a skulk with the butt-end of a shotgun or swiping with the nozzle of the HMG would be a nice addition.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1711517:date=Jun 9 2009, 11:28 PM:name=NeoSniper)--><div class='quotetop'>QUOTE (NeoSniper @ Jun 9 2009, 11:28 PM) <a href="index.php?act=findpost&pid=1711517"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As far as the general discussion goes it not about realism or grittiness. I about arcade style versus tactical. I think tactical fits NS better and....<!--QuoteEnd--></div><!--QuoteEEnd-->
    The arcadey movement combined with great depth and some RTS elements and mobile tactics was the backbone of NS. I can't see why NS should switch to less mobile play without a real good reason. The market is flooded with semi realistic games nowaydays, I don't think we need another one.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->....additions like this would bring NS2 on par with most modern tactical games. Yes, it add complexity but in a natural skill based way.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The great movement and mobility was one of the main reasons why a lot of people rank NS way higher than any modern tactical shooter. Being able to move freely during firefights allows you to use so many sweet teamwork features and tactics that I can't see any 'slow' aiming system improving it unless the whole game is built completely around it.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited June 2009
    No recoil, for reasons already mentioned in the thread.
    Your L4D example doesn't hold for NS(2), because the zombies aren't as fast as alien players, and especially because the zombies are still bound to the ground, unlike alien players (leaping, wall-crawling skulks; vents; flying lerks; blinking fades) who have a far greater degree of freedom in their movement. Targeting aliens would be an absolute nightmare, verging on the impossible. There's way too much uncertainty.
    Besides, it's the future. (Yes, that's right, the "it's the future" argument.) I'm sure they've come up with dozens of ways of reducing recoil that we haven't tried yet.

    No sights either. NS is close quarters combat, small arms and such (relatively speaking). Firing from the hip, <a href="http://en.wikipedia.org/wiki/Point_shooting" target="_blank">Point Shooting</a>. <a href="http://en.wikipedia.org/wiki/Close_quarters_combat" target="_blank">Close Quarters Battle</a>. That sort of thing.
    Again, sights would simply be impractical for attacking fast-free-moving aliens.

    And I have to say that NS is somewhere between arcadey and tactical. But it's definitely on the arcadey side when we're talking about (lack of) iron sights and recoil.
  • ThaTha Join Date: 2009-06-05 Member: 67694Members
    I think that they may have recoil, or just a burst gun.

    Its prolly dismissable but during the debut trailer the marines DID take bursts after they said contact, not the straight firing LMG we hear. Thought as i said its prolly not.
  • 5emtex5emtex Join Date: 2009-06-07 Member: 67727Members
    edited June 2009
    Its funny how someone mentioned that the bare minimum in the future would be a red-dot scope or ACOG sight. I say it's funny because if you all remember the LMG in NS had a scope on it that was never functional though it would have been awesome if it was functional. Also how come marines are always shown having lasers on their guns but that feature was never implemented into the game. Personally I think having laser sighting on the marine weaponry would be sweet.


    Now in terms of recoil and iron sights, I agree with the majority on here that recoil would make it close to impossible for marines to hit a good blinking fade so I don't think the recoil thing would be a good idea. But I do feel that the iron sights (bringing the gun up to eye sight) could work, think about this, the accuracy when normal would be just like NS, but if you shoulder the weapon aka iron sights, the gun fires slightly slower but it gives slightly increased accuracy which would be great for picking off skulks from a distance who may be lurking in a shadow or something. So for the old school players you still have your run and gun ability against fades and onos' etc. but it would also add more depth to the game and bring it up to the modern age of pc games.


    And to the guy who thinks that iron sights would be stealing from other games, the concept of iron sights is the standard method of firing any rifle, its 100% unrealistic and retarded to fire a rifle from the hip, you have no accuracy whatsoever so all those games that have iron sights did they steal the concept from life? /s
  • PricePrice Join Date: 2003-09-27 Member: 21247Members
    Did you ever play NS1???
    Recoil and ironsights are to slow for the fast NS1/2 Gameplay <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/jEex2UChBtw"></param><embed src="http://www.youtube.com/v/jEex2UChBtw" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center><center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/vj5Z5e8CUUM"></param><embed src="http://www.youtube.com/v/vj5Z5e8CUUM" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>

    Watch these two Videos here.
    Especialy the Kriss'. Less Muzzleclimb and Recoil than most if not all other SMGs known today - and it fires Caliber .45 Pistol Rounds!
  • 5emtex5emtex Join Date: 2009-06-07 Member: 67727Members
    "Did you ever play NS1???
    Recoil and ironsights are to slow for the fast NS1/2 Gameplay "


    You didn't read my post that is blatantly obvious so shut up that's not what I said.
  • BadMouthBadMouth It ceases to be exclusive when you can have a custom member titl Join Date: 2004-05-21 Member: 28815Members
    If there are ironsights, and you don't want to use them, then just don't. But I'm sure some people would be willing to sacrifice mobility for accuracy in certain scenarios. I repeat, in certain scenarios. That means they won't be using the ironsights all the time either.
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