This has already been discussed in the Guns thread, but I honestly think gun recoil in a video game is grossly overrated and would only suit simulation type games. Force-feedback/vibration for each weapon is a much better option for "impact".
This has already been discussed in the Guns thread, but I honestly think gun recoil in a video game is grossly overrated and would only suit simulation type games. Force-feedback/vibration for each weapon is a much better option for "impact".
A bullet blast in the head should be lethal, Unless upgrades are in your skull!
Everybody’s seen these videos, but I’ll just leave one here for posterity.
Thanks for posting essentially what I was just signing in to post lol, there's a vast difference between idiots intentionally holding a firearm incorrectly, and someone doing so correctly.Thats fun, but really noobs that hold the weapons very wrong or don't expect recoil for some reason (with shotguns, no less!).
Keanu Reeves during weapon training:
I expect professional soldiers - e.g. a V with 9 body & high skill - to do even better. Even more so for gorilla grip arms...
Thats fun, but really noobs that hold the weapons very wrong or don't expect recoil for some reason (with shotguns, no less!).
In and RPG you should, in and FPS you can't.How I think it should be my prerogative in an RPG that I can make a character who is a total loser at certain aspects (like shooting; recoil control, accuracy) and watch and feel him get tangibly better over time <clip>
In and RPG you should, in and FPS you can't.
There are a couple simulators out there that do (ARMA 3 anyone?) but they're few and far between and don't attract nearly as many players as a typical FPS. After all an FPS is all about living out your Rambo fantasies not reality.If the FPS handled the mechanics at least somewhat like an RPG, you could. But it wouldn’t be a very good FPS anymore, it’d probably be a pretty lousy one.
There are a couple simulators out there that do (ARMA 3 anyone?) but they're few and far between and don't attract nearly as many players as a typical FPS. After all an FPS is all about living out your Rambo fantasies not reality.
Actually I totally disagree.Well, Arma is a sim through and through. No RPGness there.
Think of it as a LARP (Live Action Role Play) on steroids.
I'd LOVE to play it myself but my inability to perform the necessary FPS activities makes that impossible.
Arma is overall a fairly calm game (compared to most shooters). It requires precision from you (quite some at times), but most of the time it’s not very twitchy.
I'd say the sheer amount of concentration it requires is pretty daunting compared to a "shooter".
I doubt that type of approach would work well for CP.
I'm the absolute last person that should be criticizing/praising FPS gunplay, but I'd agree it looks OK for a non-shooter video game.For an RPG game the gunplay is already outstanding. Especially since the Red Engine was never used like that before. I applaud the devs definitely, they're getting not enough praise!