Implement "aim down sight"?
Marksman-Specialist
Join Date: 2011-01-18 Member: 78049Members
I notice in a lot of FPS, aim down sight is implemented in to the game, similar to battlefield 2, Call of Duty, etc. Since NS2 is based on NS1 which is base on the traditional Half life mod, thus never had really aim down sight beside some special weapons that provide a "zoom in" which is similar to the lerk's sniping mode, but I don't count that as "aim down sight"
Because the Marine's rifle never have any real kick (recoil) to it, it makes me feel like I am just moving my mouse and trying to trace and match the movement of the alien lifeform.
Maybe increase the recoil on the rifles/ projectile spreads, wider reticle, and implementing aim down sight on majority of the rifle helps improve game play, and add different types of optic/sights which can be purchased in the armory. All the different sights doesn't have to be at the same level of zoom. Some types of sights I can think of are iron sights, scopes, night vision, thermal imaging. This also add variety to the games, along with strategy allows for different roles for each marine.
Not to mention the intensity of the game play since more recoil on the rifle rather than just chasing the enemy using the mouse with a recoil less gun, it will makes shulks more survivable and agile. Which then rely on marine's coordination and teamwork, since only aiming down sight reduces recoil a bit and provide better aiming. The zoom level doesn't have to be too extreme, since the maps are very narrow corridors most of the time.
Finally thought is armoury can use more add-ons, for mostly research upgrade base, "recoil improvement", "improved reloading time", "improved suit performance (+Speed), etc.
I know I might get flamed or not, but just to say NS1 never had any recoil on the marine's weaponry
NOTE: People, might have misunderstood me, I was suggesting more recoil on the rifles, so it makes it more challenging to play as the Marine.
Now, I was wonder what are your thoughts on "aim down sight"?
Because the Marine's rifle never have any real kick (recoil) to it, it makes me feel like I am just moving my mouse and trying to trace and match the movement of the alien lifeform.
Maybe increase the recoil on the rifles/ projectile spreads, wider reticle, and implementing aim down sight on majority of the rifle helps improve game play, and add different types of optic/sights which can be purchased in the armory. All the different sights doesn't have to be at the same level of zoom. Some types of sights I can think of are iron sights, scopes, night vision, thermal imaging. This also add variety to the games, along with strategy allows for different roles for each marine.
Not to mention the intensity of the game play since more recoil on the rifle rather than just chasing the enemy using the mouse with a recoil less gun, it will makes shulks more survivable and agile. Which then rely on marine's coordination and teamwork, since only aiming down sight reduces recoil a bit and provide better aiming. The zoom level doesn't have to be too extreme, since the maps are very narrow corridors most of the time.
Finally thought is armoury can use more add-ons, for mostly research upgrade base, "recoil improvement", "improved reloading time", "improved suit performance (+Speed), etc.
I know I might get flamed or not, but just to say NS1 never had any recoil on the marine's weaponry
NOTE: People, might have misunderstood me, I was suggesting more recoil on the rifles, so it makes it more challenging to play as the Marine.
Now, I was wonder what are your thoughts on "aim down sight"?
Comments
I hate ironsights (its what its usually called), plain annoying. One of the many reasons that I stay away from CoD and similar games.
And the rifle do have recoil, just not that extremely annoying kind of recoil that change your camera angle (atleast not that I noticed). Instead it have a recoil to the gun, making the bullets not always hit in center of crosshair.
I believe that's as intended.
Personally I would never use iron sights unless the guns were completely unusable without them (and then I'd probably stop playing), they get in the way too much.
Making a statement that iron sights improve gameplay is, well just wrong, its an opinion. Try imagining counterstrike with iron sight, quake, unreal tournament.... I know I'm using older games as examples but they weren't any less enjoyable because they had no iron sights or the same upgrades every popular console game has.
The guns all already have nearly perfect accuracy, and there is no need for ironsights, plus the marine rifle concept has been finalized and is not changing to give it ironsights after it has been planned, modeled, textured, and compiled already just so that you can have your little ironsights. UW gets their models from a alternate company, which it pays money to have their models created, this would force UW to start all over on all the marine weapons and have to pay the company for weapons that have already been completed.
I agree that NS2 is not a clone of NS1, ironsights still have no place in a game like this and making ironsights a necessity and adding in all sorts of red dot sights and scopes is just going to make NS2 a Call Of Duty clone, next i assume you also want killstreaks and indoor AC130 gunships.
The ironsight is meant for accuracy purposes but because NS2 will be a fast action paced game then a skulk running at your feet would not require Ironsight.
Ironsight would only be useful for killing a far away lerk. That is all.
(What shouldn't this be in the I&S forum? D'oh, that old place! Where we put our ideas... and suggestions!)
In CoD you don't have cloaked skulks, flying lerks, fast fades and raging onosses up your ass.. NS1 was extremely well balanced, adding a gameplay feature like aim-down-sight in a game like NS would just complicate things.
With NS2 in mind, aliens have a core tactic of hiding and killing you, and they also move and strafe very fast. Having iron sights would simply handicap your viewing field. It might be slightly useful with the pistol for taking on long range lerks though.
In realistic shooters it is about giving an advantage to those who are in a stable, unmoving position. Say if some guy runs into sight at 20 meters away, unlike other shooters his gun will be very inaccurate, where as yours will be very accurate.
So they can't just whip round and headshot you, more akin to games like CS which are somewhat more like an arcade shooter.
This sort of advantage based positional and tactical play is meant to mimic real life, seen in games like America's Army. But this is then countered by grenades (especially) to force those in a static position to give it up, or flank it or use diversionary tactics.
It could be implemented into NS2, it would probably fit, but it doesn't really have a place I don't think. Especially with a team that is fond of genres like Alien, and that was all about shooting from the hip, the suspense of fear in small spaces and fast moving aliens fighting an arrogant and ignorant force.
The Alien films are actually really interesting, because every time you are sucked into the story it sort of jests at human social behaviour and intelligence.
The Aliens are always a common force with a common goal, and they are always smarter than the humans because they work together.
Where as the humans are always fighting with each other, involved in political matters, subversion and generally ###### each other over to gain for themselves as individuals. They generally end up looking stupid and dying, and not because of the aliens.
Stand, walk, run, crouch, aimdown sight, jump.
So very closecombat would be easier for marines, since you get more spread shooting from hip... and range combat would be easier since you could ADS and (sniper a bit far away)incoming, or camping aliens away. Depending on implementation you wouldnt even need to ADS if you dont want it - the only real bonus it gives is a slightly zoom by changing your FOV... so you could also sniper without it while standing still/crouching.
I think it would be a better secondary fire option than the punch for lmgs, or the ultra slow shot for pistols.
But i can live without it. - And i dont want to say that its really needed in any way.
As for the Pistol, it needs addressing - I never know when I'm on one fire mode or the other! Especially after I have switched a few times.
Perhaps changing the colour for the ammo display could work?
And I too love to use pistol modes appropriate to the situation, being it snipe from afar/deal more dmg while sort of safe, or to quickly whip out dmg at a fast moving enemy ;).
Ironsight just wouldnt fit, as either it would need a third key (which I rather would have as meelee if its implemented), or only exist on the shotgun.
I think you're comparing <u>NS1</u> to modern fps's (of which i'd say CoD is a bad example of a "slow" fps). NS2 is in a constant state of change in terms of what kind of game it's going to be (from our point of view). The engine is most certainly capable of big open areas (i wonder how many copies of rockdown and tram would fit in ns2_clandestine), the design of maps will feature less halls/corridors and more big-room areas (i recall the map we're getting next is described as bigger then tram), and right now i'd say NS2 is plenty-slow-paced-ninja-rainbow-6 (just the way i like it :P).
There is supposed to be a visible laser sight beam effect for when you are in secondary fire mode (the animation has the button on the laser sight being pressed to turn it on). But we just don't have the effect for that yet.
--Cory
Truth. I don't want muzzle-climb, but I would like to see some minor oscillation of the view-model gun or something, to provide the illusion of recoil.
hey look, a forum with an open thread! :D
We have those distances, but you are not supposed to stand still and aim down a corridor or across the hall.
Cinderblocking the speed of marine trooper gameplay by adding ironsights and balancing the weapons around that (because you shouldnt have full auto on irons for simple fairness reasons) would make me want to play marine even less.
the only thing i'd like to see is zoom through the holo visor.
or peaking around a corner with the danger that a skulk just hanging at the right height bites your face off.
I hate ironsights (its what its usually called)...<!--QuoteEnd--></div><!--QuoteEEnd-->
No, the actual game mechanic is called Aim Down Sights (ADS).
The fact is ironsights would complicate things. You've got multiple modes of striking with it, you'd have ironsight option, knockback, laser sight (on pistol) and it diffuses largely away from the environment and causes gameplay to focus on the player. You don't do that in a classically arcadey shooter, and that's how I like my NS, focusing on the action ahead not what I have to do in order to engage in that action.