Implement "aim down sight"?

Marksman-SpecialistMarksman-Specialist Join Date: 2011-01-18 Member: 78049Members
edited March 2011 in NS2 General Discussion
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"?
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Comments

  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    -1

    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.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--quoteo(post=1837563:date=Mar 17 2011, 04:14 PM:name=Marksman-Specialist)--><div class='quotetop'>QUOTE (Marksman-Specialist @ Mar 17 2011, 04:14 PM) <a href="index.php?act=findpost&pid=1837563"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->
    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.
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    unfortunately not every game must follow the call of duty formula, which I personally feel has hindered innovation within the industry. NS2 is a corridor shooter, fast paced with short view distances.... CoD is a slow paced shooter with widely varying ranges. How often in CoD do you lose your enemy in tight rooms because you were using iron sight. The pace of NS2 is catered more towards old school pc gaming, requiring twitch reflexes.
    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.
  • Heroman117Heroman117 Join Date: 2010-07-28 Member: 73268Members
    This has been discussed far too many times before, its already been established that it will just get in the way of gameplay and doesn't add any kind of tactics or real variety to the game, all it does is make you click another button before you can actually start to fight as a marine.

    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.
  • PapayasPapayas Join Date: 2010-07-01 Member: 72219Members
    NS2 doesn't need Ironsight.
    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.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro-->I dislike this idea.<!--colorc--></span><!--/colorc-->

    (What shouldn't this be in the I&S forum? D'oh, that old place! Where we put our ideas... and suggestions!)
  • quintoxquintox Join Date: 2008-11-27 Member: 65594Members
    It's a good idea to add more recoil ( guns feel a bit awkward without a kick ) and aim-down-sight is something that most of the current gen shooters have. But, let's not make NS like CoD.. many shooters have made the same mistakes in trying to copy the gameplay from CoD. I hope for NS's sake that this won't happen, MW2 and Blackops are cheap crappy games and the industry has more to offer in a game then just a ######load of perks, ranks and annoying sounds. Casual arcade shooters might be a hype but let's not turn NS into one of those.

    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.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    NS is an arcade shooter, aiming down the sight would be very difficult considering out fast the aliens are.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    Same as I always say, I don't think it would work very well with NS, given how hard it is to aim anyway.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <a href="http://www.unknownworlds.com/forums/index.php?s=&act=Search&mode=adv&f=0" target="_blank">Advanced searched</a> needs to be more visible dammit, we've already did this topic a bunch of time...
  • VarXXVarXX Join Date: 2011-01-24 Member: 78824Members, NS2 Playtester
    Ironsights in video games actually give you a greater disadvantage than using a crosshair, due to the gun obscuring half of the screen.
  • mokkatmokkat Join Date: 2009-08-30 Member: 68652Members
    edited March 2011
    In my opinion fast paced close quarters "modern shooters" like CoD dont really need iron sights. Its a relic from the inspiration BF2, in which it was needed much more, it just stuck because it was popular.

    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.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    edited March 2011
    Iron sights are okay for certain rifle v rifle combat, but I don't think it would work vs aliens.

    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.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited March 2011
    What everyone here really says is, that ADS is in fact too practical in some situations... because to implement it, you would need to adjust weapon spread depending on movement or stance.

    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.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    I like the LMG 'rifle whip', but always forget to use it.

    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?
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    The meelee is very usefull, I just wish more weapons had it.

    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.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    edited March 2011
    <!--quoteo(post=1837570:date=Mar 17 2011, 10:36 AM:name=ssjyoda)--><div class='quotetop'>QUOTE (ssjyoda @ Mar 17 2011, 10:36 AM) <a href="index.php?act=findpost&pid=1837570"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->NS2 is a corridor shooter, fast paced with short view distances.... CoD is a slow paced shooter with widely varying ranges.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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).
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
  • HughHugh Cameraman San Francisco, CA Join Date: 2010-04-18 Member: 71444NS2 Developer, NS2 Playtester, Reinforced - Silver, Reinforced - Onos, WC 2013 - Shadow, Subnautica Developer, Pistachionauts
    I agree that ADS has no place in NS2. I think there is, however, a valid discussion to be had about another part of OP's post: The 'feel' of recoil from the rifle. I just can't put my finger on what the 'feeling' is though!
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    <!--quoteo(post=1837642:date=Mar 17 2011, 11:14 PM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Mar 17 2011, 11:14 PM) <a href="index.php?act=findpost&pid=1837642"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->
    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
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <!--quoteo(post=1837671:date=Mar 18 2011, 09:41 AM:name=NS2HD)--><div class='quotetop'>QUOTE (NS2HD @ Mar 18 2011, 09:41 AM) <a href="index.php?act=findpost&pid=1837671"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I agree that ADS has no place in NS2. I think there is, however, a valid discussion to be had about another part of OP's post: The 'feel' of recoil from the rifle. I just can't put my finger on what the 'feeling' is though!<!--QuoteEnd--></div><!--QuoteEEnd-->
    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.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    Ah :) Lasers in the mist :D
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    cod is thataway --->
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    The Feedback tab is over there, also my cup of tea.
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    <!--quoteo(post=1837779:date=Mar 18 2011, 08:13 AM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Mar 18 2011, 08:13 AM) <a href="index.php?act=findpost&pid=1837779"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The Feedback tab is over there, also my cup of tea.<!--QuoteEnd--></div><!--QuoteEEnd-->


    hey look, a forum with an open thread! :D
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    I don't think NS2 needs iron sights. Ironsights are for semi automatic weapons with high accuracy on medium to long range.
    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.
  • SkiddywinksSkiddywinks Join Date: 2011-01-12 Member: 77239Members
    <!--quoteo(post=1837565:date=Mar 17 2011, 03:22 PM:name=Feha)--><div class='quotetop'>QUOTE (Feha @ Mar 17 2011, 03:22 PM) <a href="index.php?act=findpost&pid=1837565"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->-1

    I hate ironsights (its what its usually called)...<!--QuoteEnd--></div><!--QuoteEEnd-->

    No, the actual game mechanic is called Aim Down Sights (ADS).
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    True, but it IS usually called ironsight :)
  • SkiddywinksSkiddywinks Join Date: 2011-01-12 Member: 77239Members
    Not with anyone I know. Ironsights are simply a piece of the weapon, the action is called ADS. Otherwise it doesn't make sense with anything other than ironsights (Red Dot, Holographic, ACOG etc).
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Tomato, tomatoe. Who cares if you want to call it ADS or Ironsight?

    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.
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