Suggestions for pistol, rifle and grenade launcher.

catcat Join Date: 2009-06-01 Member: 67627Members
edited August 2010 in Ideas and Suggestions
<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.

Comments

  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    I think everything looks fine how it is and the developers should spend their very limited resources adding new things instead of changing them to match your own personal conception of what a game should be like (a conception, I might add, that clearly differs from that of the people making the game, who I would think have precedence in this matter).

    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.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    1a. In game, you need to be able to see it, so you need it close to where the player is aiming, you aren't aiming down the sight ingame, so it has to be designed with that in mind, it's in a good place to be seen ingame.

    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.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    @Chris0132 if I remember correctly the pistol already deals more damage when in slowfire mode? The thing that is missing is a visual indicator to show you which mode you are currently in.


    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...
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited August 2010
    I honestly don't know, I haven't been able to tell when I'm hitting anything and honestly, using the pistol is hard enough to begin with, I wouldn't want to try using it until the lag is fixed. I just assumed from his comment that it doesn't make a difference at the moment.

    Yes a visual or audible indicator for mode and effect would be nice.
  • Heroman117Heroman117 Join Date: 2010-07-28 Member: 73268Members
    1a: the ammo counter location plays a role in gameplay, to move it on the right side of the gun would defeat the purpose of letting the marine know how much ammo it is but even if you put it on the left side it will still not be as clear and easy to see. And personally i believe that in a game, gameplay should be top priority.

    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.
  • TempesT487TempesT487 Join Date: 2009-04-15 Member: 67195Members, NS2 Playtester
    I don't think these issues with "realism" warrant a re-design of the weapon. Think about this for a moment, do you <i>really</i> want them to spend even more time undoing their work and re-designing all their weapons for the sake of your personal taste? I certainly don't.
  • LoeyLoey Join Date: 2009-10-31 Member: 69187Members
    1b solution = flip up reflex red dot
  • catcat Join Date: 2009-06-01 Member: 67627Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I don't think these issues with "realism" warrant a re-design of the weapon. Think about this for a moment, do you really want them to spend even more time undoing their work and re-designing all their weapons for the sake of your personal taste? I certainly don't.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This is a suggestion forum, and I am making suggestions that I find good. And every single poster here follows his own personal taste.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited August 2010
    <!--quoteo(post=1795833:date=Aug 23 2010, 06:41 AM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Aug 23 2010, 06:41 AM) <a href="index.php?act=findpost&pid=1795833"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I honestly don't know, I haven't been able to tell when I'm hitting anything and honestly, using the pistol is hard enough to begin with, I wouldn't want to try using it until the lag is fixed. I just assumed from his comment that it doesn't make a difference at the moment.

    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.
  • BRICEBRICE Join Date: 2010-07-16 Member: 72453Members
    I just need to know, who in the devteam or modeling or w/e owns a Luger P08 and why the fascination of it?
    (Pistol in game = similar or kin or more related to it)
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    <!--quoteo(post=1795818:date=Aug 22 2010, 10:39 PM:name=cat)--><div class='quotetop'>QUOTE (cat @ Aug 22 2010, 10:39 PM) <a href="index.php?act=findpost&pid=1795818"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the "brick-that-extends-into-shape" design<!--QuoteEnd--></div><!--QuoteEEnd-->

    Hmm the EDM Windrunner would fit in perfectly with NS2 :P
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1795958:date=Aug 23 2010, 08:21 PM:name=BRICE)--><div class='quotetop'>QUOTE (BRICE @ Aug 23 2010, 08:21 PM) <a href="index.php?act=findpost&pid=1795958"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I just need to know, who in the devteam or modeling or w/e owns a Luger P08 and why the fascination of it?
    (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.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    edited August 2010
    <!--quoteo(post=1795958:date=Aug 23 2010, 03:21 PM:name=BRICE)--><div class='quotetop'>QUOTE (BRICE @ Aug 23 2010, 03:21 PM) <a href="index.php?act=findpost&pid=1795958"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I just need to know, who in the devteam or modeling or w/e owns a Luger P08 and why the fascination of it?
    (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>
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