Muzzle flash, etc.

13

Comments

  • othellothell Join Date: 2002-11-02 Member: 4183Members, NS1 Playtester, Contributor
    <!--QuoteBegin--TeoH+Jan 22 2003, 11:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TeoH @ Jan 22 2003, 11:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I consider it random because it <b>will</b> cause you to miss some shots, but it can't be really predicted or compensated for. Infact you've mentioned the only concious decision i can think of that would have an effect on the outcome - skulks going clockwise around the marine <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    How the sprite appears on the screen each time may be consistant, but the effect it has on your aim is not.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    So let me get this straight....

    You agree that the sprite is consistent every time??

    Ok... good.

    That means any "randomness" present is NOT because of the flash.

    So what is this "randomness" rely on? Well that's simple... the player.

    Throughout all of this... I'd just like to also point out that randomness is NOT a bad thing. You actually do WANT randomness in games. Randomness adds a "Sh!t happens!" variable into it, adding a bit more realism (even though realism is not the only consideration for NS).

    Also, the ability to piece together the bits of images between muzzle flashes IS a skill. It is an ability that can come naturally to some, but must be worked on by others. Yes, it does give some an advantage, but here's the real catch...

    SKILL IS AN ADVANTAGE!

    Wow! Glad we've gotten past that little fact.

    The muzzle flash is not that big. It's not even that bright (unless you crank up your gamma, which I do only in HL itself, and still have no problem with it). It is there to obscure your view. It is there to cause you problems, but those problems are NOT as big as you are trying to make them out to be.
  • NicatorNicator Join Date: 2002-12-15 Member: 10829Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->how do people NOT NOTICE THIS? The very first time i fired up NS and fired that marine gun i INSTANTLY was like "pffft, ok thats hella gotta go"<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I do notice it. It does get in the way. That doesn't change the fact that learning to compensate for it is every bit as much a skill as the ability to point your gun in exactly the correct direction. It's a different skill to the ones that you're used to, sure - but isn't learning new skills one of the most about enjoyable things about any game?
  • MedHeadMedHead Join Date: 2002-12-19 Member: 11115Members, Constellation
    I notice it as well. There are times where I am shooting at a Skulk and he runs into the area where my muzzleflash is bright - which means I can't see him anymore. I prevent this from happening by burst firing, or making sure he never leaves my crosshairs. I don't have a problem with the burst fire. I can't remember what it looks like, because I always ignore it.
  • reborebo Join Date: 2002-11-01 Member: 2734Members
    Let server admins and league admins decide. We have the option sv_consistency 1 or 0. Quit hassling the devs over something they already gave us.
  • DreadDread Join Date: 2002-07-24 Member: 993Members
    I like it. It is supposed to be so that if there is a skulk at your feet its panic shooting all over the walls. I just usually try to predict skulks movements if muzzle flash distracts me too much. I also like skulks bite animation, you need skill to use it effectively and you get penalty for every bite so you just can't run around biting if you want to see your enemy clearly.

    Call me weirdo but removing those two would make me cry.
  • Eater1Eater1 Join Date: 2002-12-18 Member: 11106Members
    edited January 2003
    When making a game, the single most important thing is to make the game fun and enjoyable for as many people as possible (that's what games are for). Many things can contribute to this, and many can detract from this, and most things will do both. The important thing is to leave in the stuff that adds more than it detracts (such as some form of realism, reloading for marines, etc.) and take out the stuff that adds little but detracts a lot. It is clear that the muzzle flash and skulk bite annoy A LOT of people, and very few really enjoy them. So why the hell are they there? It's time some people realize that this was a mistake. It adds nothing to gameplay or realism, and next to nothing to balance, and while some people may be able to deal with it, a lot of players, especially new ones, will be annoyed by it.

    Eater.
  • Rico1Rico1 NS Oldtimer Join Date: 2002-05-24 Member: 664Members
    edited January 2003
    Would you also like Headshots, locational damage, silencers, skymasks and c4 explosives?

    Sorry to say Defcon, but just because your "aiming skills" are good in one mod does not mean they should help you in another mod. As has been said before, the skills required to play NS well are different from those found in other mods/games. Tracking skulks, or predicting their movements is one of them. I do not notice my muzzleflash, even though i run one of the worst cards that could ever be used to deal with transparencies, a voodoo3. No, it does not block my view, no, i can aim perfectly fine at any distance, no i do not suck. In fact, i can kill groups of fairly experienced skulks. I have killed people from clans i shall not name (to avoid getting clan "skill" involved in the argument) and in fact, groups of them at many different distances WITH the mussleflash on. I play n 800x600 yet i can still aim and fight well, not unlike the majority of players. I can predict skulk movement unless they are skilled and know to use unpredicatble motions when approaching me. I can kill at close quarters with the mussleflash. Now, imagine what would happen if i were to turn it off? All these skills will still be there, but now i have a much wider range of vision, which means, i would kill skulks even more. Do you mean to tell me that marines are weak when compared against skulks in the first minutes of the game? If you are, you my friend, are incredibly inexperienced. The problem with balance right now, involves the ease with which experienced players can take down skulks in the early game, but thats for another thread.

    If you take out the mussleflash, not only will early game be even more unbalanced, but it will also severely hurt the atmosphere, and the way weapons were made to be used in NS. If you want to aim better at long range, for christ sakes, use the pistol, it is one of the best weapons in the early game if used well...



    /me sighs
  • CBD-IkariyaCBD-Ikariya Join Date: 2003-01-05 Member: 11841Members
    That post was not needed Rico. You're just insulting ppl. In fact, that's the attitude with a lot of you in here.

    No one here sucks because of the muzzleflashes, and no one here can "magically" ignore it saying some STUPID thing like "Maybe I just have better vision!". We're ALL humans here, like it or not, and none of us is gonna have godly prediction, vision, etc. So drop your damn attitude problems and let's have a civil discussion.

    No one here said they can't kill jack all because of the muzzleflash/skulk bite. In fact, the performance difference they make is so tiny that it is nigh ignorable. HOWEVER, they ARE noticable from time to time, and they ARE somewhat annoying. An annoying feature + possible kill decreaser = perfect scapegoat.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    edited January 2003
    <!--QuoteBegin--Umbraed Monkey+Jan 22 2003, 02:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Umbraed Monkey @ Jan 22 2003, 02:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If the skulk is up close, you are supposed to be dead anyway <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

    your job is to kill them before they get there.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    the problem is, even then, it's hard to kill skulks at "long" ranges. Ask; how many long ranges does NS <b>really</b> have? The muzzle flash is indeed so blinding that when you fire... even at long range... you have to stop firing to re-acquire the target, which takes so much time that the skulk's already on you.

    Edit: haven't you people noticed that skulks are overrunning LMG marines extremely often? Alien players have finally learned how to Skulk attack effectively, while there's only so much improvement one can make with a relatively static guns platform (marines don't move as much as skulks). Marines are getting absolutely cut up nowadays... command on any pub server; 3 marines can get taken out by a skulk EASILY. As a skulk, I can take out 3 marines with relative ease.
  • othellothell Join Date: 2002-11-02 Member: 4183Members, NS1 Playtester, Contributor
    I'd disagree with your entire post...

    but I'm too lazy to write something out at this time... :-(
  • Rico1Rico1 NS Oldtimer Join Date: 2002-05-24 Member: 664Members
    Ikariya, i dont know what you read from my post, but it was NOT an insult. I am merely stating what i believe to be true for NS and i did not attack anyone in any way. Please read my posts well in th future to avoid flaming me for no reason ok?

    As for long range kills windelkron, try the pistol. Small flash, dead on accuracy, good damage. When they close in, use lmg.
  • Chopper_Dave1Chopper_Dave1 Join Date: 2002-11-01 Member: 2353Members
    There's an incredibly easy way to get around the muzzle flash, and it's so simple that I continually find myself surprised that people haven't figured it out:

    <b>FIRE IN BURSTS.</b>

    Ok, instead of just holding that mouse button down, running down all your ammo and bringing upon yourself the horrid muzzle flash, fire in bursts of 10 bullets or so. If you see a skulk, aim for it, let about 10 bullets off, stop, adjust your aim, let about 5 bullets off, rinse and repeat. The stops don't ever really affect your ability; it takes only half a second for a decent player to readjust his aim and begin firing again. The muzzle-flash will immediately become less bothersome, and I guarantee your kill-count will go up. Plus you'll conserve your ammo, definitely a good thing.

    Same thing applies to skulks. Run at your prey, fire bitegun twice, and if the marine isnt dead, stop biting to readjust your aim. If the marine has jumped to the side, you're not doing much good biting the empty spot where he once was (inhibiting model or not). By stopping every two bites, you can find your target again with relative ease, and usually kill him.

    These things were added so to help tweak the playing ability of both teams in the early game. Stop crying about how it disagrees with your TFC or CS skills, and develop some new NS skills to get around the "problems". It'll do you some good.
  • GrendelGrendel All that is fear... Join Date: 2002-07-19 Member: 970Members, NS1 Playtester, Contributor, NS2 Playtester
    I.

    Hate.

    Muzzle.

    Flash.

    Having played since RC4 until RC9 with the old style muzzle flash, I was HORRIFIED when the new muzzle flash came in. Since most of the other PTs weren't fussed and I couldn't hit the side of a bus, I imagine it's down to the fact I'm red/green colourblind. Since Yellow/Orange, Grey/Green and other similar shades blend together for me, it makes it fantastically hard to see skulks or gorges.

    Unfortunately I guess I just have to live with it, since my ancient 21" monitor won't support a high enough resolution for it not to annoy the crap out of me. To be fair, were it not for the fact I was a playtester, I would have dropped NS there and then as it removed most of the fun for me. I've learned to cope, but I still hate it.

    I LIKE spraying. It's FUN. I don't want to have to tap the button, or I might as well be playing CS.

    So just so you know, you aren't the only people who dislike it.

    On the other hand, I have no problem with the skulk bite model at all, probably because marines are blue, so they aren't hard for me to see. They are blue aren't they?
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    Green actually <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • TeoHTeoH Join Date: 2002-12-30 Member: 11640Members
    Hmm, i'd say more green ;)

    r_drawviewmodel 0

    - The game is more enjoyable when you can't blame your misses on not being able to see anything.
  • TeoHTeoH Join Date: 2002-12-30 Member: 11640Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    So what is this "randomness" rely on? Well that's simple... the player.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    A dice is considered random. It isnt of course, it always does exactly what the laws of physics predict it would do, but no one would consider a dice-throwing game to be a game of skill. The "randomness" relies on the thrower of the dice, but it is still effectively a random element.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    FIRE IN BURSTS.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Unlike CS, thankfully, every single bullet fired in NS is subject to the same firing cone as the previous. In other words, the accuracy of your weapon does not decrease if you fire for an extended period. Firing in bursts is not a sign of superior ability - the better your tracking ability, the longer you can track a target without having to re-aquire it, so the less bursting you have to do. If you have the ability to track a target with a steady stream of fire, the only thing in NS which ever makes it preferable for you to burst is.... the muzzle flash.

    With the muzzle flash gone then, people would only burst if they couldn't aim accurately enough to hold a steady stream of fire on a target, and needed to conserve bullets. The idea of bursting being superior to holding a steady stream of fire is simply a misconception taken from CS style games or "real life".

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Stop crying about how it disagrees with your TFC or CS skills
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    You know the world's gone **** up when you're arguing with a community that considers CS and TFC to be heavily skill orientated :)
  • AcKzAcKz Join Date: 2002-11-27 Member: 10079Banned
    bite model/muzzle flash makes you need more skill to be good, imo it should stay.
  • TalShiarTalShiar Join Date: 2002-11-09 Member: 7953Members
    heres the problem, the muzzle flash is anoying, therefore most people replace it giving themselves a advantage over other players, seriously - i do better with small flash than with large. Same thing goes with the skulk bite, as much as i love the idea that these can be used for balance it is easy to fix this using customized models and sprites. So now this has a twofold effect - some players have an advantage over others and that means that more servers require model consistancy. so as a balancing aspect the muzzle flash fails and all it succedes in doing is screwing up balance and gives a bad name to ns customization :\
  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    <img src='http://www.unknownworlds.com/forums/style_images/2/icon2.gif' border='0' alt='user posted image'>
  • othellothell Join Date: 2002-11-02 Member: 4183Members, NS1 Playtester, Contributor
    <!--QuoteBegin--TeoH+Feb 4 2003, 07:18 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TeoH @ Feb 4 2003, 07:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    So what is this "randomness" rely on? Well that's simple... the player.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    A dice is considered random. It isnt of course, it always does exactly what the laws of physics predict it would do, but no one would consider a dice-throwing game to be a game of skill. The "randomness" relies on the thrower of the dice, but it is still effectively a random element. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Dice throwing does have some skill involved. You cannot deny that. But your analogy does not work with NS and the muzzle flash. With throwing a die you have so many more variables involved that cannot be accounted for. Weight of the die. The material the die is landing on. The height of the table (affects the angle the die hits at). There are numerous laws of physics which apply to your example. And lets not forget the human element. The one element where some form of skill could be said to exist, but is also the most inconsistent of all. So we come to the same conclusion... It is effectively random.

    With the muzzle flash and firing... You have an element which is never changing from one moment to the next (i.e. the muzzle flash)... And then you have the human element. Something that you can never say is the same from one moment to the next. You have nothing else to factor in... unless you want to include a moving alien in the equation; but that does not really matter either, because the ability to track an alien is considered skill and thus completely dependent on the marine.

    Conclusion: The randomness is nothing inherent to NS... It is all dependent on the player.
  • OnumaOnuma Join Date: 2003-01-18 Member: 12428Members
    This thread is still going?

    I figured all the people crying about muzzle flash would have gone on to cry about bigger better beasts already.
  • MedHeadMedHead Join Date: 2002-12-19 Member: 11115Members, Constellation
    <!--QuoteBegin--Grendel+Feb 4 2003, 05:15 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Grendel @ Feb 4 2003, 05:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I.

    Hate.

    Muzzle.

    Flash.

    Having played since RC4 until RC9 with the old style muzzle flash, I was HORRIFIED when the new muzzle flash came in. Since most of the other PTs weren't fussed and I couldn't hit the side of a bus, I imagine it's down to the fact I'm red/green colourblind. Since Yellow/Orange, Grey/Green and other similar shades blend together for me, it makes it fantastically hard to see skulks or gorges.

    Unfortunately I guess I just have to live with it, since my ancient 21" monitor won't support a high enough resolution for it not to annoy the crap out of me. To be fair, were it not for the fact I was a playtester, I would have dropped NS there and then as it removed most of the fun for me. I've learned to cope, but I still hate it.

    I LIKE spraying. It's FUN. I don't want to have to tap the button, or I might as well be playing CS.

    So just so you know, you aren't the only people who dislike it.

    On the other hand, I have no problem with the skulk bite model at all, probably because marines are blue, so they aren't hard for me to see. They are blue aren't they? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You can always shift the color of the muzzle flash sprite, so that you can see it better...
  • ZelZel Join Date: 2003-01-27 Member: 12861Members
    well... even though someone mentioned near the front of this thread that muzzle flash really only blocks 10% of the screen, my field of vision when i am skulk killing is really only an area around the lower center of the screen, i dont care what the walls look like and i dont care what the ceiling looks like, i need to track the little bugger in front of me, on the floor, and that area IS half covered by the muzzle flash.

    if a skulk always circle strafed me counterclockwise, (to my left) it wouldnt be a problem, because i could see them. they dont do that. i even tried editing the sprites, so instead of that little dot of see-through, it is jsut a white outline, approximately like the hive sight white blips. however this contrast, white flash is a very dimly lit room (outside of the unnamed hive) still blinds me to see what i am firing at. this game is extremely dark, no denying that.

    (maybe i have eye problems from sitting at this monitor 8 hours/day for five years)

    (maybe you will call me a newbie because of my low post count, or because i started playing NS in 1.03)

    (maybe, despite whatever you want to attack my words with, i have a valid point, for i am not stupid, and wouldnt have spent the time writing this post)

    even though the thread is old, it is STILL an issue with new players. and i am pretty sure any game designer wants his game to have new players at all times, so it grows in popularity. (this is a note to all of you elitists who think because youve been here longer and read every post on the forums, the newbies are inherently wrong)
  • stoogstoog Join Date: 2002-12-18 Member: 11102Members
    edited February 2003
    i didn't read all 6 pages of this post, so if this has been mentioned before, get over it.
    muzzle flash bothers people with lower resolution more than people with higher res. on my desktop, i used to play at 800x600, but recently switched to 1024x768 and the muzzle flash is not that big of a deal anymore. on my laptop, while i was doing some testing, i have it at 640x480, and omg, you cannot see anything when you fire the lmg.
    Point being, if your computer can handle it, try up sizing your res, it helps. If not, save for a new puter, prolly do you more good to upgrade while cpu prices are pretty much cheap
  • CyborgguineapigCyborgguineapig Join Date: 2002-11-01 Member: 3233Members
    <!--QuoteBegin--Widowmaker -CFH-+Jan 22 2003, 02:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Widowmaker -CFH- @ Jan 22 2003, 02:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Uhhhh I never even notice it. If you asked me to draw what it looks like I couldn't. And I play 25 hours a day (dont ask <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> ) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Same here, I didn't even remember about it blocking the view until this thread, lmao. I play NS atleast (gets calculator)

    9-11 hours a day x 7 days a week =

    66 to 77 hours a weak of NS <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->



    <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> Only now I realize this, holy ****
  • ireValireVal Join Date: 2002-09-30 Member: 1390Members
    edited February 2003
    <span style='color:white'><b> If you don't have anything nice to say, shut your pie hole...</span></b>
  • sekdarsekdar Join Date: 2002-11-21 Member: 9564Members
    this thread makes me stupider just looking at it <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->


    lock it... its going nowhere and is bringing out nothing but whining and stupid flames and the like...

    leave it to the dev to decide.
  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    leave it to the dev to decide.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    They already have, but no one cares.

    This thread is enough proof of that.
  • T_RATT_RAT Join Date: 2002-12-17 Member: 10967Members, Reinforced - Gold
    edited February 2003
    r_drawviewmodel so much better.

    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • sekdarsekdar Join Date: 2002-11-21 Member: 9564Members
    <!--QuoteBegin--Silver Fox+Feb 4 2003, 09:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Silver Fox @ Feb 4 2003, 09:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    leave it to the dev to decide.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    They already have, but no one cares.

    This thread is enough proof of that. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    sigh, you're right.
This discussion has been closed.