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Gunplay and Ranged Combat Thread

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L4dftw

L4dftw

Rookie
#81
Sep 3, 2018
KakitaTatsumaru said:
Nope, many games doesn't reward killing people.
Click to expand...
I mean.... Dishonored had a non-lethal option for every mission...

Obviously it's not the same thing as not killing everyone but it's kind of been done before.
 
HellKnightX88

HellKnightX88

Forum veteran
#82
Sep 3, 2018
IDK, it looked ok to me. It's hard to judge properly when you haven't tried it yourself. Shotgun looked powerful so I'm looking forward to that.
 
KakitaTatsumaru

KakitaTatsumaru

Forum veteran
#83
Sep 3, 2018
L4dftw said:
I mean.... Dishonored had a non-lethal option for every mission...

Obviously it's not the same thing as not killing everyone but it's kind of been done before.
Click to expand...
This is not what I wanted to say. In some games you get your XP by accomplishing things only, and you get the same amount no matter how you did to make it happens.
 
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L4dftw

L4dftw

Rookie
#84
Sep 3, 2018
KakitaTatsumaru said:
This is not what I wanted to say. In some games you get your XP by accomplishing things only, and you get the same amount no matter how you did to make it happens.
Click to expand...
Oh. My bad, I misunderstood.
 
kofeiiniturpa

kofeiiniturpa

Mentor
#85
Sep 3, 2018
KakitaTatsumaru said:
This is not what I wanted to say. In some games you get your XP by accomplishing things only, and you get the same amount no matter how you did to make it happens.
Click to expand...
Vampire Bloodlines did that. As (to my recollection) did Deus Ex (the original).

This game would benefit from such a system too. Even if the skill incerements through use was in place. It could be both, to some extent.

I'm not quite at home with the idea that apparently attributes cap skills, and the XP grants you points (or, likely, A point) at level ups that you can then spend in attributes.
 
hallfing2080

hallfing2080

Rookie
#86
Sep 3, 2018
jervi said:
Do you honestly buy the trope that bullets have enough kinetic energy to actually hurl a 120-250 pound person any appreciable distance, or are you simply wanting unrealistic melodrama for the sake of being cinematic?
Click to expand...
No, I want futuristic weaponry to be deadly and impactful. If you're gonna design something that looks like it can go through concrete walls, then it should easily go through armor and/or flesh and the force of such an impact should be felt visually by the player. These are advanced weapons that behave like a rail gun, using charged projectiles. So there is no trope. It's perceived unrealism on your part.
 
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jervi

jervi

Forum regular
#87
Sep 4, 2018
hallfing2080 said:
No, I want futuristic weaponry to be deadly and impactful. If you're gonna design something that looks like it can go through concrete walls, then it should easily go through armor and/or flesh and the force of such an impact should be felt visually by the player. These are advanced weapons that behave like a rail gun, using charged projectiles. So there is no trope. It's perceived unrealism on your part.
Click to expand...
The way I see it, you can go through or push back, but not both. Any kinetic energy used to push the target back is not penetrating armor or disrupting tissue. Much of the knockback you see isn't from kinetic energy transfer, but a shock reaction; basically, flinching.

That's not to say that I don't get a kick out of ragdolling NPCs on occasion, but it does require me to suspend disbelief too much to get any real immersion unless it's a wide-area concussive attack with no appreciable penetration.

But that's me. If you want something I feel is cinematic, then we just want different things.
 
P

Punknaught2020

Senior user
#88
Sep 4, 2018
Look up AA-12 Fully auto shotgun and the Glock 18 mini-documentary on YouTube.

If you think that any weapons on full auto should have crazy kickback recoil, you will notice it is almost always user dependant not the weapon itself.
 
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Sardukhar

Sardukhar

Moderator
#89
Sep 4, 2018
Cyberpunk 2020 has some fairly firm opinions on Knockback and stun/shock.

Remember that of course 2077 is not 2020, but certainly 2020 has a certain take on it:
Knockback.JPG
 
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Nova_Aterensis

Nova_Aterensis

Fresh user
#90
Sep 4, 2018
Well to be honest i don´t find the gunplay lacking much. Of course the enemys could react a little more but this will maybe done in the final variant and to the recoil. V´s Pistol is a normal sized Pistol with a 21 (or maybe 20+1) magazine. That says to me that it is something like a 5.7*28 or 4,6*30 mm round in our times. Small, fast but with not much recoil....you can (as a experienced shooter) fire a MP7 fully automatic and one handed on a closer target and stay in the target with relative ease. The Shotgun seemed to be right and even the corp tech rifle which seemed to be something like a battle rifle, the smart smg had bullets which moved on its own so maybe something like a gyrojet round which has a little own rocket like propellant and just a little one to push it out of the barrel so its no wonder it wouldn´t kick much
 
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metalmaniac21

metalmaniac21

Senior user
#91
Sep 4, 2018
kofeiiniturpa said:
Vampire Bloodlines did that. As (to my recollection) did Deus Ex (the original).

This game would benefit from such a system too. Even if the skill incerements through use was in place. It could be both, to some extent.

I'm not quite at home with the idea that apparently attributes cap skills, and the XP grants you points (or, likely, A point) at level ups that you can then spend in attributes.
Click to expand...
I don't remember player character getting XP from killing enemies in the gameplay video either. So it's like Bloodlines but even deeper (open world demands it) since some juicy quests sure will be locked down behind high street cred values.
 
kofeiiniturpa

kofeiiniturpa

Mentor
#92
Sep 4, 2018
metalmaniac21 said:
I don't remember player character getting XP from killing enemies in the gameplay video either. So it's like Bloodlines...
Click to expand...
Well, it's not quite like Bloodlines. It's more like Shadowrun + Skyrim from how I understood the way it was explained. Streetcred aside.
 
1veryFrustratedguy

1veryFrustratedguy

Rookie
#93
Sep 4, 2018
Focus on bulletholes penetrating the flesh visually, more ragdoll physics using the euphoria engine. Adaptive intelligence modules that control how a character moves. Aside from that Gun physics


Hoplite_22 said:
recoil is physics, you want a revlover with a .50 cal round launched out the barrel it's going to kick like a mule, you want a big complicated gun to mitigate the recoil it's probably going to look like the gun Jackie picks up in the trailer.
Click to expand...
I agree. Every weapon should be unique
 
Harthwain

Harthwain

Rookie
#94
Sep 4, 2018
Sardukhar said:
Cyberpunk 2020 has some fairly firm opinions on Knockback and stun/shock.

Remember that of course 2077 is not 2020, but certainly 2020 has a certain take on it:
View attachment 10976228
Click to expand...
Technically speaking it shouldn't be too hard to implement. Each NPC has a body type, so give each a certain value, then apply the wound penalty (if needed) and roll. Then you can tie each roll to a certain effect. You can even task animators to create a couple of different animations per effect, to make it look more varied.
 
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hallfing2080

hallfing2080

Rookie
#95
Sep 4, 2018
jervi said:
The way I see it, you can go through or push back, but not both. Any kinetic energy used to push the target back is not penetrating armor or disrupting tissue. Much of the knockback you see isn't from kinetic energy transfer, but a shock reaction; basically, flinching.
Click to expand...
If the projectile goes through, then there's no resistance from the impacting body. If the enemies are spongy and the projectile doesn't go through, it should knock him back. Even Ballistic Gel gets knocked back when fired upon by a Desert Eagle. These weapons are way more advanced and stronger than a desert eagle. Flinching was present in the game, that's not an issue.

jervi said:
That's not to say that I don't get a kick out of ragdolling NPCs on occasion, but it does require me to suspend disbelief too much to get any real immersion unless it's a wide-area concussive attack with no appreciable penetration.
Click to expand...
If you get hit by a charged shotgun blast and you're standing still after, you're defying physics. Ragdoll physics is very important. Watch the video below. That doesn't seem exaggerated at all. In fact, it is quintessential to the immersion.


jervi said:
But that's me. If you want something I feel is cinematic, then we just want different things.
Click to expand...
Nope. Nothing cinematic about it. It's as real as real can get.
 
Last edited: Sep 4, 2018
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KakitaTatsumaru

KakitaTatsumaru

Forum veteran
#96
Sep 4, 2018
1veryFrustratedguy said:
Focus on bulletholes penetrating the flesh visually, more ragdoll physics using the euphoria engine. Adaptive intelligence modules that control how a character moves. Aside from that Gun physics
Click to expand...
Consoles have shitty CPU, so it would be wasted ressources for console versions.
 
metalmaniac21

metalmaniac21

Senior user
#97
Sep 4, 2018
KakitaTatsumaru said:
Consoles have shitty CPU, so it would be wasted ressources for console versions.
Click to expand...
GTAs and Max Payne 3 worked on even shittier consoles yet they're the paragon of ragdoll physics like this.
 
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SethSteiner

SethSteiner

Rookie
#98
Sep 4, 2018
While I am certainly not a 3rd Person Shooter fan, this is excactly why I always liked Max Payne a lot, every bullet felt important, every bullet felt lethal.
 
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jervi

jervi

Forum regular
#99
Sep 4, 2018
Halfling - I'm not saying knockback is completely non-existent, but it's nowhere near what movies and some games make it out to be. Newton's Third Law of Motion is also a thing, yet I've seen people fire shotguns without being launched back ten feet or shattering their collarbone.
 
atomowyturysta

atomowyturysta

Forum veteran
#100
Sep 4, 2018
hallfing2080 said:

Nope. Nothing cinematic about it. It's as real as real can get.
Click to expand...
Well, Max payne 3 seems to have extremely shitty gunplay. Seems like you can't get any shittier, unless you play "Unearthed: Trail of Ibn Battuta" :) And we complain about alpha built cyberpunk... :)
 
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