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Actually talking about gunfeel, the DD44 was the best.
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# ? Aug 30, 2014 09:33 |
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# ? May 30, 2024 13:48 |
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I like gunplay which leaves you a bit vulnerable since it greatly adds to the tension. The first gunfight in STALKER SoC was great because your guns were complete poo poo and reloading took forever and it had you scrambling to get a victory. Far Cry 2 also was amazing, not only for the variety but also when your guns jam and oh gently caress you have to unjam it right loving now. https://www.youtube.com/watch?v=79mwfOhtLCI Also, how the foliage reacted to volleys of gunfire was amazing. Severely underrated game.
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# ? Aug 30, 2014 09:34 |
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Jehde posted:Actually talking about gunfeel, the DD44 was the best. Actually, I think gun feel was half the problem (and I completely disagree about the DD44!). None of the automatic weapons feel as good as the KF7 or the AR33/RCP90 (which feel more or less identical). And none of the pistols feel as good as the PP7 (the magnum feels good though, but I tend to only use it if I'm out of KF7 ammo and need something powerful).
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# ? Aug 30, 2014 09:44 |
My favorite part of this gif is the pain elemental in the big circular room spitting out the lost soul, which you can see flying toward the player.
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# ? Aug 30, 2014 09:59 |
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Bouchacha posted:I like gunplay which leaves you a bit vulnerable since it greatly adds to the tension. The first gunfight in STALKER SoC was great because your guns were complete poo poo and reloading took forever and it had you scrambling to get a victory. Far Cry 2 also was amazing, not only for the variety but also when your guns jam and oh gently caress you have to unjam it right loving now. It also gave us this: https://www.youtube.com/watch?v=enb0zWbYUik
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# ? Aug 30, 2014 10:40 |
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What I missed in Far Cry 2 was for the enemies to have their guns jamming to. Would even out the unlimited amounts of ammo they had.
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# ? Aug 30, 2014 13:53 |
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Jehde posted:Actually talking about gunfeel, the DD44 was the best. Pro-tier opinion right here. The dostovei might be the most satisfying pistol to use in a first person shooter. akimbo ZMGs in the final level were also great. For as many stock sound effects that goldeneye used, the weapons felt really good.
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# ? Aug 30, 2014 16:16 |
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EvilGenius posted:I felt there were too many weapons in GoldenEye, more than I remember actually http://goldeneye.wikia.com/wiki/Weapons_%26_Gadgets Many of the weapons were intentionally for use only in specific sections, since Bond rarely carried weapons over between levels. Made sense that since the movie and game were both set over multiple time periods and areas that there'd be weapon differences.
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# ? Aug 30, 2014 17:23 |
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Nifty release today. The Adventures Of Square: Episode 1 (Squareware Edition). Bit of an all-star team behind this one, including Xaser. It's silly and pretty good from what I've played so far. It's also a standalone release, packaged with a pre-configured version of ZDoom, although I just took the PK3 file and ran it through GZDoom for extra graphical niceness. Dominic White fucked around with this message at 19:20 on Aug 30, 2014 |
# ? Aug 30, 2014 19:10 |
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Dominic White posted:Nifty release today. The Adventures Of Square: Episode 1 (Squareware Edition). Just came here to post this. It's cute and fun.
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# ? Aug 30, 2014 19:15 |
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So are there any good campaigns or good deathmatch levels out on the workshop right now for Duke 3d?
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# ? Aug 30, 2014 20:00 |
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Edit: Ignore this
Kamrat fucked around with this message at 20:04 on Aug 30, 2014 |
# ? Aug 30, 2014 20:00 |
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Bouchacha posted:I like gunplay which leaves you a bit vulnerable since it greatly adds to the tension. The first gunfight in STALKER SoC was great because your guns were complete poo poo and reloading took forever and it had you scrambling to get a victory. Far Cry 2 also was amazing, not only for the variety but also when your guns jam and oh gently caress you have to unjam it right loving now. I loved this about Far Cry 2. The disposability of weapons was something I'd never really experienced in a game before. It make firefights really tense.
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# ? Aug 30, 2014 20:24 |
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Half Life had the best grenades, they sounded great.
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# ? Aug 30, 2014 20:32 |
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Too bad they were loving garbage to use. Not nearly as bad as Doom 3's though.
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# ? Aug 30, 2014 20:38 |
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I rarely have luck with grenades in any game unless they explode on impact and are fired from a barrel. I'm just bad at parabolas basically.
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# ? Aug 30, 2014 20:50 |
Chinook posted:I rarely have luck with grenades in any game unless they explode on impact and are fired from a barrel. I'm just bad at parabolas basically. I feel like HL2's cylindrical hand grenades were particular "squirrely", but I cannot remember.
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# ? Aug 30, 2014 21:04 |
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Chinook posted:I rarely have luck with grenades in any game unless they explode on impact and are fired from a barrel. I'm just bad at parabolas basically. I'm good at the parabola part, but I'm awful at timing. Most games with timed grenades I can hit someone in the face with it, but then it'll bounce off and blow up 3 seconds later a half mile away.
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# ? Aug 30, 2014 21:35 |
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Half-life's grenade physics are funny, especially when you try to throw one whole running backwards
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# ? Aug 30, 2014 22:02 |
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Chinook posted:I rarely have luck with grenades in any game unless they explode on impact and are fired from a barrel. I'm just bad at parabolas basically. Timed grenades are squirrelly and lovely in pretty much every game because they act like rubber balls in crappy physics engines. They work a lot better in games that give them actual weight but I can't think of any off the top of my head.
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# ? Aug 30, 2014 22:42 |
Games where hand grenades don't have lovely rubber-ball-physics are games that generally have good hand grenades. Grenades are usually heavy as poo poo (for their size), so I don't know where it came from that they should bounce like 50-cent machine rubber balls.
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# ? Aug 30, 2014 22:55 |
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Tribes Ascend had amazing hand grenades. I'd gotten the timing on the Soldier's frags down as such that I could throw them against slopes I was sliding towards and accurately have them bounce up behind me and airburst, killing whomever was pursuing me. Edit: it's also perfectly acceptable that they bounce because you're throwing them while traveling at over a hundred miles an hour
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# ? Aug 30, 2014 23:04 |
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Cream-of-Plenty posted:Games where hand grenades don't have lovely rubber-ball-physics are games that generally have good hand grenades. Grenades are usually heavy as poo poo (for their size), so I don't know where it came from that they should bounce like 50-cent machine rubber balls. Best guess: the foley session where they use an empty soup can to get the sound…
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# ? Aug 30, 2014 23:21 |
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Perfect Dark is the exception to the hand grenade rule.
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# ? Aug 30, 2014 23:33 |
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Cream-of-Plenty posted:Games where hand grenades don't have lovely rubber-ball-physics are games that generally have good hand grenades. Grenades are usually heavy as poo poo (for their size), so I don't know where it came from that they should bounce like 50-cent machine rubber balls. What's the origin of bouncy grenades in FPSs? The first I can think of is Quake 1, and the bounceyness was just perfect for bouncing death around corners and killing bad guys before they even knew you were there. I'm not sure it would have been possible to code them in that way in a 2.5d engine like Doom.
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# ? Aug 30, 2014 23:40 |
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EvilGenius posted:I'm not sure it would have been possible to code them in that way in a 2.5d engine like Doom. It's real easy to code them that way in the source ports, so it's not an actual engine limitation. The ports have had a lot of work done on them to expand the scripting options but it's still the same engine.
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# ? Aug 30, 2014 23:46 |
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EvilGenius posted:What's the origin of bouncy grenades in FPSs? The first I can think of is Quake 1, and the bounceyness was just perfect for bouncing death around corners and killing bad guys before they even knew you were there. None of the Quake games have super bouncy grenades though, and I think in Quake 1 their bounces are mostly predetermined. The Pipebombs in Duke 3D do bounce semi-randomly, and most other 3D games with a grenade launcher either has them bounce randomly or just detonate on impact.
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# ? Aug 30, 2014 23:56 |
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Shadow Warrior's grenades bounced sensibly if I remember right, and bouncing dynamite around was vital in Blood.
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# ? Aug 31, 2014 00:11 |
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I don't think it really took off until physics engines became a core component of… well, everything. I agree that Quake's grenades weren't really bouncy in that sense — they just didn't explode on impact. I'm trying to remember how HL1 and CS grenades behaved, but I can't recall them being made out of rubber either. Quake 2 was close, but I always felt those bounced too little to be useful. Were there any Q3-generation games that went nuts with their grenades?
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# ? Aug 31, 2014 00:27 |
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Dominic White posted:Nifty release today. The Adventures Of Square: Episode 1 (Squareware Edition). This game is fun and wacky and well designed. Play it! The puns are magical in their terribleness. "What's wrong, can't take the paint?!"
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# ? Aug 31, 2014 00:30 |
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Tippis posted:I don't think it really took off until physics engines became a core component of… well, everything. I'm pretty sure the hand grenades in SOF2 were so bouncy as to be completely useless in combat. In the Q2 based first game they just detonated when they hit something. The ones in RTCW barely bounced on the other hand, just sorta shuffling an extra foot from where they landed.
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# ? Aug 31, 2014 00:35 |
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Al Cu Ad Solte posted:This game is fun and wacky and well designed. Play it! The puns are magical in their terribleness. "What's wrong, can't take the paint?!"
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# ? Aug 31, 2014 00:53 |
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Seconding the quality of Adventures Of Square. It's Doom-ish, but it has a feel of its own. The enemies and weapons are all just different enough to feel fresh, and the choice to have enemies just explode into a cloud of paint is like having all the fun of gore with none of the moral qualms. It's pretty much Chex Quest 2014.
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# ? Aug 31, 2014 01:20 |
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GENDERWEIRD GREEDO posted:Timed grenades are squirrelly and lovely in pretty much every game because they act like rubber balls in crappy physics engines. They work a lot better in games that give them actual weight but I can't think of any off the top of my head.
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# ? Aug 31, 2014 01:24 |
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Dominic White posted:It's pretty much Chex Quest 2014. Exactly. I only wish its menu theme was It's Hip To Be Square.
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# ? Aug 31, 2014 01:32 |
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The biggest difference between Adventures of Square and Chex Quest is that it's designed for grown-up gamers. It's genuinely tough on hard mode. TONS of enemies in the first level - even with decent accuracy, I ended up finishing with barely any ammo left.
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# ? Aug 31, 2014 01:35 |
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Dominic White posted:It's pretty much Chex Quest 2014. They just need to work out some sort of sponsorship deal with, like, Sherwin-Williams. But, yeah, I'm also having a good time with it.
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# ? Aug 31, 2014 01:36 |
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F.E.A.R. has the best grenades ever in a game.
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# ? Aug 31, 2014 04:08 |
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Yodzilla posted:F.E.A.R. has the best grenades ever in a game. I love how the enemies scream obscenities when you chuck one. Active the bullet time you can hear something along the lines of "HOLY gently caress A GRENADE" in glorious slo-mo.
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# ? Aug 31, 2014 04:15 |
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# ? May 30, 2024 13:48 |
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Dominic White posted:The biggest difference between Adventures of Square and Chex Quest is that it's designed for grown-up gamers. It's genuinely tough on hard mode. TONS of enemies in the first level - even with decent accuracy, I ended up finishing with barely any ammo left. On UV it's a bitch. The monsters don't seem to infight, which makes a huge difference.
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# ? Aug 31, 2014 05:06 |