Suggestions for pistol, rifle and grenade launcher.
cat
Join Date: 2009-06-01 Member: 67627Members
<div class="IPBDescription">Form follows function</div>After shooting some weapons in the alpha version, I would like to suggest a few things about them.
<u>1. The assault rifle</u>
While I am not a fan of the "brick-that-extends-into-shape" design, I am aware that the design of the whole thing is probably more or less final. However a few things I like to see changed.
<u>1a. The ammo counter</u>
If one would aim the gun down the sights, it would be very distracting to have an ammo counter directly in view. For example in the Aliens movies, the assault rifle has the counter on the side of the weapon.
<img src="http://www.tk560.com/studioprops/studioprops-Images/29.jpg" border="0" class="linked-image" />
<u>1b. Sights</u>
There is no ironstight aiming in ns2, however not having any sighting system on the model decreases the believability of the design. I think it would simply more convincing if the shape of the weapon would follow a bit more the (imaginary) real world application it was designed for.
<u>1c Sound</u>
The sound is a bit too sci-fi. I hope it would get replaced by something that sounds more like a gunshot.
<u>2. The pistol</u>
The firemode feature does not appear to make much sense. Switching to a mode that is simply more accurate and reduces the rate of fire looks like it is a feature just to fullfil the requirement of having an extra secondary thing to do with the pistol. How about instead of that, the pistol can be switched to a fully automatic mode, that would rapidly empty the magazine and have uncontrollable recoil? Similar to a pistol with a semi-automatic firemode, as prominently featured in Modern Warfare 2 (Glock 18). This would make it have some real-world sense and at the same time feel convincing, as there are real-world pistols with the same functionality.
<u>3. The grenade launcher.</u>
I like the feature of it being sort-of an underbarrel attachment. However the visual design is quite unconvincing because it is a tiny box attached to the side of the rifle. I think it is a bit too far out. Firing a grenade from that setup would probably mess up the balance and aim of the weapon. And it looks a bit too fragile. If it was more like a classic underbarrel attachment it would look a bit more convincing.
<u>1. The assault rifle</u>
While I am not a fan of the "brick-that-extends-into-shape" design, I am aware that the design of the whole thing is probably more or less final. However a few things I like to see changed.
<u>1a. The ammo counter</u>
If one would aim the gun down the sights, it would be very distracting to have an ammo counter directly in view. For example in the Aliens movies, the assault rifle has the counter on the side of the weapon.
<img src="http://www.tk560.com/studioprops/studioprops-Images/29.jpg" border="0" class="linked-image" />
<u>1b. Sights</u>
There is no ironstight aiming in ns2, however not having any sighting system on the model decreases the believability of the design. I think it would simply more convincing if the shape of the weapon would follow a bit more the (imaginary) real world application it was designed for.
<u>1c Sound</u>
The sound is a bit too sci-fi. I hope it would get replaced by something that sounds more like a gunshot.
<u>2. The pistol</u>
The firemode feature does not appear to make much sense. Switching to a mode that is simply more accurate and reduces the rate of fire looks like it is a feature just to fullfil the requirement of having an extra secondary thing to do with the pistol. How about instead of that, the pistol can be switched to a fully automatic mode, that would rapidly empty the magazine and have uncontrollable recoil? Similar to a pistol with a semi-automatic firemode, as prominently featured in Modern Warfare 2 (Glock 18). This would make it have some real-world sense and at the same time feel convincing, as there are real-world pistols with the same functionality.
<u>3. The grenade launcher.</u>
I like the feature of it being sort-of an underbarrel attachment. However the visual design is quite unconvincing because it is a tiny box attached to the side of the rifle. I think it is a bit too far out. Firing a grenade from that setup would probably mess up the balance and aim of the weapon. And it looks a bit too fragile. If it was more like a classic underbarrel attachment it would look a bit more convincing.
Comments
You are of course free to change all of this with your own custom models and sounds, though, so I wouldn't worry too much.
1b. The gun is linked to the heads up display and projects where the marine is aiming onto his display, allowing him the neccesary visibility and freedom of movement/aiming that is neccesary for fighting the highly mobile and stealthy aliens. I haven't the faintest idea if that is the actual fluff reason but it's certainly one that would work if you need to rationalise it.
1c. Guns sound pretty strange sometimes, some guns don't sound at all like you think guns should sound, it sounds like a perfectly plausible gun to me and moreover it sounds good, which is the primary concern in a game.
2. I don't think the pistol is propery finished, I assume the slow fire is supposed to do more damage.
3. It's out to the side so that you can see it and the ammo counter works, it's also built out of magic space metal which is way stronger than steel so it doesn't need to be built like a boat anchor.
The side shooting grenade launcher does seem off-balance, but maybe the marine suit of armor compensates the recoil... Lack f iron-sights is indeed the result of the HUD aiming system they have in their helmet as Chriss said... Makes the weapons less prone to snagging as well, I guess. Not that they holster the weapons any time ingame...
Yes a visual or audible indicator for mode and effect would be nice.
1b: well believability in a gun that runs on technology generations ahead of current day sounds kinda contradicting. besides what others say regarding built in automatic targeting system, having guns that resemble current day weaponry would kinda take out the futuristic atmosphere.
1c: I think the rifle gunfire sound is fine, it sounds enough like a gunshot to be identified as one while still showing signs of mechanical changes that firearms had undergone in the evolution of mechanical knowledge.
2: i do agree the pistol could use a little more work. i just think an automatic pistol wouldn't make a big difference since the pistol can already fire almost as fast as you can pull the trigger.
3: the grenade launcher was probably placed on the side of the gun so that you could easily tell if you or someone else had one equiped and to make it easy to see the ammo indicator.
This is a suggestion forum, and I am making suggestions that I find good. And every single poster here follows his own personal taste.
Yes a visual or audible indicator for mode and effect would be nice.<!--QuoteEnd--></div><!--QuoteEEnd-->
Try it on a cheat enabled local server, "cheats 1" has to be used in the console for the round to start. It can decimate an egg in 3 or 4 shots when in slowfire mode and a drifter in 2 shots I think.
(Pistol in game = similar or kin or more related to it)
Hmm the EDM Windrunner would fit in perfectly with NS2 :P
(Pistol in game = similar or kin or more related to it)<!--QuoteEnd--></div><!--QuoteEEnd-->
Corey I think.
There's a news post somewhere about the pistol design.
(Pistol in game = similar or kin or more related to it)<!--QuoteEnd--></div><!--QuoteEEnd-->
I did a post about this a while back. They wanted to throw people off by using a Walther P38 magazine instead of the distinctive Luger magazine. And ya the NS1 LMG is a German FG42 LMG. All just harmless coincidences *cough* black armor *cough* SS. xD
Lets see what else. The taser they wanted to add is practically the real product: <a href="http://graphics8.nytimes.com/images/2007/10/08/us/taser.533.1.jpg" target="_blank">http://graphics8.nytimes.com/images/2007/1...taser.533.1.jpg</a>
And the axe which is in game 100% a real [laughably discontinued] product (Gerber kick axe): <a href="http://www.vagabondish.com/wp-content/uploads/gerber-kick-axe.jpg" target="_blank">http://www.vagabondish.com/wp-content/uplo...er-kick-axe.jpg</a>