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How do you define gunplay? Is it the punchiness of weapons?

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How do you define gunplay?

Is it the punchiness of weapons? Their communicated weightinees and WHOMP they inflict on the enemy? Good ragdoll physics and environmental damage?

It seems to me that gunplay must start and end with weapon and the act of firing. Everything else just mask or enhances basic mechanics.
>>
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Its difficult to pinpoint one thing alone. Its a mix of visual feedback of the bullets on enemies/enviroment, sound design, weapon animation and feel of the guns depending on the genre ("realistic/unrealistic). Almost perfect example imo is black. bullets riccocheting from a metall barell through a wooden plank blew my mind when I first saw it. Games these days dont do that shit and its kinda sad.
pic semi related
>>
Camera shake or movement to differentiate the sharp kick of shotguns and heavy bolt actions versus most semi autos. Good quality sound from the report to the boom to the echo, to the bullet impact (including different materials) are also critical. BF3 in whole was mediocre, but their soundwork was superb.
>>
>>255951336
always kinda feels shitty when enemies barely actually cover themselves when taking cover, and when you can effectively just make them not react at all by turning the speed of time down, i mean seriously, its babbies first difficulty setting
>>
last good gunplay game i played was a fistful of frags, but everything else in there was below mediocre. VERY good gunplay though.
>>
how it looks when you shoot
how it sounds
reload animation
how the enemy reacts to being shot
>>
>>255952989
>Enemy reaction.

This, fucking this. I remember fucking Timesplitter had the most amazing enemy reactions to getting shot. You really felt them snap back.
>>
Play ARMA? Wanna talk about immersive gunplay? Download the JSRS2 mod.

its appropriately loud, they add a lot of echo effects lik bullets snapping from breaking the sound barrier as they fly over your heads. The video really doesn't do it justice. it will actually make you FEAR incoming fire and feel like you're being suppressed just by how loud it is.

https://www.youtube.com/watch?v=v42yRGmIS8w
>>
>>255953268

But IRL you have ear-pro to filter the loudest sounds but still be able to hear voices; are you going to put earplugs under your headphones??
>>
>>255950060
>Good ragdoll physics and environmental damage?

this is a big thing for me, if shooting guys with different weapons ultimately has the same effect on their death animations i'm just gonna use the gun that's best by stats
>>
>>255952989
>enemy reacts to being shot
This is probably the most important part, and so many games get it wrong. It is really hard to do correctly though.
>>
>>255950060

wat gaem is tis?
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>>255953106
Seriously, FEAR's shotgun doesn't look incredibly special, barely has a reload animation, and isn't even the best sounding shotgun, but when you walk up to a panicking enemy in slowmo, shoot him, and he fucking explodes into a bloody mist? That's a good shotgun.
>>
>>255953521
IIRC ARMA 3 also simulates lowering and putting on ear-pro and headphones. I don't care though, the audio from JSRS2 sounds like sex and I couldn't imagine playing ARMA without it anymore.
>>
>>255953815
looks like singularity

>>255953890
that fucking shotgun
>shoot a dude in the leg
>his leg flies off and the rest of him does a frontflip
>blood fucking everywhere

how is it that FEAR is still so damn good despite its age
>>
>>255953815
just some ARMA 3 mod that adds robits
>>
>>255950060
weapon variety (and i don't mean the same gun with +2 added to damage or some shit) uniqueness of the weapons, the "kick" and sounds from the weapons, and how they affect the enemies all come into play
>>
Sound, enemy reaction, animation, and one key thing i've noticed is gore. If you shoot someone and blood comes spurting out, there's a massive difference between that and shooting someone and they just fall over.
I find it most satisfying with a bloodsplatter on the wall behind, especially in games like hitman, you could shoot once in the face, there'd be a big spurt of blood on the wall behind and they'd fall down.
>>
>>255952989
>>255953106
>enemy reaction

you're mistaken and here's an example of why ONLY THE GUN MATTERS WHEN TALKING ABOUT GUNPLAY:

take a shitty animated/sounded gun, no recoil, hitscan, whatever. make it trigger the most beautiful ragdoll animation in the universe. it's still bad gunplay.
>>
>>255953815
Arma 3
>>
>>255953890
mah nigga

The best thing about FEAR's guns is that if you shoot them in the arm while they're shooting, their aim goes wild and they sometimes shoot each other or nearby hazards like steam pipes.

You can tell a gun's got proper weight when it kicks back and the enemy gets knocked over.
>>
>>255951336
what game?
>>
I think it has to do with the amount of kick it has, lots of recoil and massive damage. Usually that's the reason as to why revolvers, sniper rifles and shotguns feel the best.
>>
>>255954413
Looks like timeshift
>>
>>255954413
Singularity.
>>
>>255954413
Singularity
>>
Resident Evil 4 had the best gunplay. Starting from the simple gun mechanics - reload, aming, recoil to enemy reactions.
>>
>>255954494
>>255954413
Singularity
>>
>>255950060
Gunplay is how the weapons look and sound to me when I fire them, the damage they inflict to enemies and if the weapon results in a super cool enemy death.

See attached for example: DC-17m may not leave an impact, but it's deadly. VERY useful but not a terribly satisfying gun. However, the knuckle vibroblade is probably the most satisfying way to kill something based on how enemies die to it. The helmet blood and gore effects also count towards it.
>>
>>255954240
But gunplay can be /made/ bad by poor reaction.

It's why Borderlands has some of the worst gunplay I've ever seen. Shooters, RPGs and healthbars really don't mix well as a trio. Though somehow Mass Effect 3 pulled it off.

>inb4 >ME3? GTFO
It had decent combat
>>
>>255954568
>>255954590
>>255954606
What game did you say it was?
>>
>>255950060
Weapons must
> act realistic
> feel satisfactory to use
> cause enemies to react appropriately
The most satisfying weapon for me is Combat Pistol in GTAIV
Seriously, man, it felt like a real fucking .50 chambered gun.
>>
>>255954240
if you take a gun with great animations sounds, good recoil, hitscant etc. but every time you shoot a guy he falls over with a dumb animation without so much as a yell or any blood, its bad gunplay
>>
>how the gun looks
>how the gun sounds
you are all wrong
>>
>>255950060
It's a word that easier to use than "gameplay with guns in it."
>>
>>255954713
Singularity.
>>
>>255954745

>hitscan

there's that word again in the wrong context.
>>
>>255954240
Now take a 1:1 recreation of an AK-47, with perfect physics, bullet drop, and recoil, and make it trigger just enemies disappearing into nothingness.

Guess what? Still bad.
>>
>>255954725
>good gunplay
>GTA IV
>GTA series for that matter
Are you mentally challenged ?
>>
>>255954240
Objectively wrong.

Rag doll is part of the problem. STALKER for example has hit gun play I reckon, because the enemies don't react at all to bullets hitting them until the final bullet turns them from a ridgid person into a rag doll that flies backwards.

Really cool rag dolls and physics for that but your weapons feel weak until the final shot.

Consider in DOOM all the enemies recoiling from each shot so you could tell if your bullets were hitting it before they explode in blood.
>>
>>255954982
>Consider in DOOM all the enemies recoiling from each shot

Confirmed for playing on easy difficulties.
>>
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>>255954939
It's the only weapon I've like in whole series and holy shit it was satisfying to use.
So yes, keep calling me names without trying it out first.
>>
>>255954982
*shit gunplay, not hit.
>>
>>255954240
Take a well made gun and make all the enemies bulletsponges who flop to the ground with the same shitty animation for every kill with no blood and you still have bad gunplay.
>>
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>>255954821
>HALT! I'M THE INTERNET WORD POLICE AND BY TELLING YOU YOU'RE USING THIS WORD OUT OF CONTEXT I'M GOING TO END UP NAILING 20 WOMEN TONIGHT!
>>
>>255954939
Not him but have you tried to shoot an npc in the leg, only for him to slowly rise up and then execute him with a headshot? Shit was pretty satsifying. Too bad they did away with that in GTA IV, along with a bunch of other questionable decisions.
>>
>>255954821
i was just repeating his post, to make a point about how enemy reaction is important, don't get your knickers in a twist
>>
>>255955154
>GTAV
>gas can item
>think to myself "oh man i can shoot out some ones legs and FUCKING SET THEM ON FIRE like an evil cunt"
>shoot some random in the foot
>they fall over, get back up before the can pour animation starts, start running
>shoot them in the foot again and they fucking die

fucking gay
>>
>>255955154
GTA V*
>>
>>255954789
a nice sounding gun is great, I don't know what you're talking about

http://www.youtube.com/watch?v=NuLjmh3jaeQ
>>
>>255955140
He's not wrong, though. Hitscan weapons are guns that inflict damage instantly if your cursor is on the enemy. Projectile weapons are just as they sound: they fire a projectile that has travel time as it goes towards the enemy. The Quake railgun is a hitscan weapon: if the cursor is on the opponent when the player fires, it counts as a hit.

I hope that helps dissolve some of the assburger in this thread.
>>
>>255954639
Is that a ridley?
>>
>>255955673
If there's one thing Dice can do, It's sound design. I'm looking forward to Battlefront sounding fucking fantastic.
>>
>>255955045
Now hang on a darned minute, are you telling me that actually is a thing that changes with difficulty?

10/10 Game of the millennium. Another example of a thing that DOOM got right and countless imitators didn't - difficulty settings that change more than the health and damage.

To be honest though I finished all of it on Ultra-Violence and never noticed wether the enemies recoil or not.

DOOM 3 has no enemy recoiling either and feels shit, unless again that is just an affect of me playing on Ultra-Violence again.
>>
>>255950060
Gunplay is foremost about reactiveness. Weapons have to do exactly what you tell them to do, or the gunplay will be shit. e.g. New Vegas - shit gunplay because of input lag and etc.
>>
>>255956040

That, and lighting. Oh, and their textures are pretty fucking exceptional, too. My mind was blown in Mirror's Edge when you could see the invidiual threads in the fabric of their clothing.

Fuck, DICE would be a godtier developer if they weren't under the cruel yoke of EA.
>>
>>255955124
>>255954745
>>255954982
>>255954669
>>255954839
no, the gunplay is fine but the shooter on the whole is bad. you can still feel satisfaction looking at how your gun behaves, it's just that the end result is tacky. I believe gunplay has to be defined as everything that happens BEFORE the projectile hits and AFTER it leaves the chamber. Therefore even hitscan FPS can have good gunplay.
>>
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arma 3 bar none niggas
>>
>>255956469
>Arma 3
kek
No.
>>
>>255956407
I sort of agree with you, ish. Call of Duty generally has really weak gunplay but some of the shotguns stand up

Battlefield has incredible gunplay, especially the machine guns
>>
>>255956407
>you can still feel satisfaction looking at how your gun behaves
why would you say that how a gun puts a bullet into a dude isn't part of its behavior
>>
>>255950060
gunplay is how you use the guns and work with them in your environment, so the gunplay between BF4 and CS:GO is totally different and adds a different flow to the overall pacing, and playstyle of the game, and this comes down to the statistic of each weapon and the movement and the size of the maps down to the way you interact with your team.

That's gunplay.
>>
>Firing animations
>Reloading animations
>Firing sounds (VERY IMPORTANT)
>How it looks when the enemy gets hit (impact marks, and also enemy reactions

>>255954240
Although it's not directly part of the gun, it still is a MAJOR visual cue as to how powerful the gun actually is. If a gun makes this giant bang with a sharp recoil hit like a .44 magnum revolver, but then the enemy doesn't seem to notice the hit, it doesn't feel as good.
>>
>>255954603
I played Resident Evil 5 and like it a lot - the guns felt good and the recoil was nice, eventually once you have the mechanics down the most efficient way to take out enemies was to shoot them in the knee and then trigger a melee finisher while they are stunned.
>>
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>>255950060
If you want defined gunplay. Play lightgun Shooters scrubs. Like Time crisis or house of the dead!
>>
>>255956591
yes, but that's part of the physics engine not confined to gameplay. gameplay is a segment of physics engine I guess.

I mean, people are including environmental damage in gunplay, that's silly. That's just a part of what makes good shooter good.
>>
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>>255956469
>shit sound design (BUT MUH JSRS)
>no firing animation since operation flashpoint, your entire torso is shifted backwards instead
>no animations for aiming down the sights (only camera work) or fire select switch
Good job Bohemia.
Go back to a3g retard.

Pc related, BIS improvements to their 13 year old love child
>>
>>255954821
The Battlefield games have good gunplay because the weapons are not hitscan.
>>
Anyone know any good online multiplayer shooters on ps3? My pc is too weak for the good shit.
>>
>>255957140
TLOU MP is actually pretty fun, probably the best aspect of the game
>>
>>255957092

sure, I can agree with that. I won't agree that was the original assertion of the namefag, however.
>>
>>255957285
Anything else? I've already played the multiplayer of TLOU to death.
>>
>>255950060
>ctrl+f bulletstorm
>no results
step it up /v/
>>
>>255955673
it's gun"play" not gun"looks'n'sounds", what matters is how the gun handles and what you can do with it

i can like Quake 2's super shotgun because it's so powerful it can push enemies, if it doesn't gib them completely - despite it looking like its melting in your hands, or sounding like a clunky metal door lock
>>
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>>255957049
>animation for aiming down sights
Because moving your neck/head/eyes to the sights requires a special animation?
There is no hipfiring in Arma, you are always aiming down the sights accuracy wise, the visual representation just changes

>shit sound design

BF4 sound mod and Speed of Sound

>firing animation
You mean recoil? arma has recoil.
>>
>>255957349
not really, uncharted MP might still be populated
>>
>tfw your friends exclusively play MOBAs now
>No one to play Arma 3 with
>>
>>255957553
Damn. I'm so desperate to beat someone at something I might even buy Call of Duty.
>>
>>255957456
>moving your head to the sights

Pleb detected, you move the weapons system/sights up to your face, you barely move your head at all
>>
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>>255957456
>>
>>255954413
Boku no Ivan McFly
>>
>>255957862
how toasty is your toaster exactly? NEOTOKYO is 100% free on steam right now and thats pretty fun
>>
>>255956308
I always thought the gunplay was shit not just because of that but because enemies are either melee types who charge and you have to backpedal like Serious Sam or they're basically crappy bots who also walk towards you and shoot at the same time. The fighting in the 3D fallout games was atrocious.
>>
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>>255957456
>lists more sound mods
>you are always aiming down the sights accuracy wise, the visual representation just changes
By moving your head to the fucking gun in a camera movement.The lack of animations degrades game play, and in this case, gun play
>You mean recoil?
I mean firing animation. Read it again.
>>
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>>255957947
>try playing RO2
>every time the gun's sights are in a slightly different spot
>mfw
>>
>>255957382
Yeah you can LIKE it... But wouldn't you LOVE it if it wasn't a peice of turboshit?
>>
>>255958097
>The lack of animations degrades game play, and in this case, gun play

>disable gun view models
>muh animations, game-/gun-play is ruined
>>
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>>255950060
>>255954010
>>255953268
>>255956469


Personally I prefer the new Speed of Sound, not the one that was released first, that had a second version as well. Even though PR2, BFBC2 and Insurgency does sound better, especially PR2 regarding supersonic bullet cracks.

Regarding the topic; Arma does have some nice ballistics, sure, even though wind isn't simulated. And the recoil is pretty bad without mods, as well as the sound. The ragdolls however, are absolutely terrible, which plays a big role in making the gunplay feel good. Animations are lacking too.

I don't hate it, but it is lacking, the problem is the game is built on mods.
>>
>>255953890
I actually hate it when guns turn enemies into pink mist. Just seems like an easy way so that devs don't have to render dynamic dismemberment and ragdoll physics. I remember the Undead Nightmare DLC for Red Dead bumming me out because the blunderbuss in that turned enemies into pink mist.
>>
>>255958453
> every single game got a Glock nowadays
> not a single one of them got the moving barrel thing
>>
>>255958418

Why do you hate immersiveness in a wannabe-realistic military game?
>>
>>255958418
Of course you fucking clown.
>>
>>255956469

All the Arma games have really unsatisfying gun play

All the guns sound the same and they all sound pitiful.

I like the games, just a major gripe i've always had with them
>>
is hits where your guy is aiming

there is no right click to make your guy "miss less", since he's already aiming
>>
>>255950060
>punchiness
>weightinees
>WHOMP

Why can't I hold all these useless phases?
>>
>>255955045
I recently completed doom 1 and 2 on ult-violence and i can confirm that enemies do recoil, but it depends on enemy and how much damage they got
>>
>>255958028
I honestly can't say anon. I just don't want to bother with it.
>>
>>255958842
Must agree
The SCAR/variants in 3 are pretty good feeling though. As are the handguns.
>>
>>255955102
The combat pistol in GTA4 is chambered in .357, hence why the .44 pistol from gay tony is more powerful.
>>
>>255958617
I don't consider looking at my gun all the time the main point of playing a milsim, that is not what immerses me
>>
>>255957049
Don't forget horrible enemy hit reaction
>>
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>>255958504
It doesn't do it for every kill and all their limbs and their heads come off too. Hell, in that very webm, I dismembered the second guy and the third just ragdolled.
>>
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pic related, good gunplay.
>>
>>255959049
Really? I've never investigated, it just felt like HOLY FUCK HANDCANNON
>>
>>255955102
The Uzis were pretty satisfying too, though. Especially the golden non-mini variant from TBOGT.
>>
>ctrl+f receiver
>0 results

It's like you people don't even care about gunplay.
>>
>>255959052

Not him, but Arma isn't a milsim, VBS is.
>>
>>255959123
>Morty Shekelst

oy vey
>>
>>255959218
Yep. The gun it's based on in real life, the Desert Eagle, has a 9 stack magazine for .357, 8 stack for .44, and 7 stack for .50 AE.
>>
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>>255959123
>Rising Storm
>mfw running into a room and performing the Congo Combo on a bunch of Japs.
>>
>>255954603
It nearly completely lacks recoil, so absolutely NO.
>>
>>255958843
I like it when the shooter rappitty-tappities all over the screencross with even meaning to eyezone down metal.
>>
>>255959319
Eh, getting the hang of the guns was the fun part of that game, not actually using them.
>>
>>255957456
>BF4 sound mod
Where is that?
>>
> hipfire is 90 degree cone spray of bullets
> ironsights is pinpoint accurate stream of lead
This is how you NOT make a gunplay.
>>
>>255959308
To be honest, GTA IV could have had fantastic gunplay if it was more grounded in realism. If you wanted to use an AK, you'd have to carry a sling or store it in a trunk, and you wouldn't have hundreds of rounds on you at all times.
>>
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>>255957947
As I said,in Arma, you are always aiming down the sights. You just switch to the optic.
>>
>>255957965
I wish the bipods actually could be set on the fucking ground, like in BF3/4
>>
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>>255959492
>>
>>255959703
>I POSTED IT YET AGAIN
>>
>>255958097
bf4 sound mod introduces a sound system similar to BF4

It changes what sound you hear depnding on the location (forest, desert, etc) if there is something in between you and the sound, whether the sound is in doors or not, reflections, reverb, etc.
>>255958097
You don't magically have an animation for shooting. You have recoil.
>>
>>255959702
That's stupid. Where you store the weapon has no influence on how good the gunplay is. Recoil, damage, sound effects, and reactions matter. Turning every game into call of duty "carry only 2 guns" realism doesn't increase fun or have an effect on gunplay.
>>
>>255958028
Not that guy, but my particular gayman machine is a Dell from 2006.
>>
>>255959702
> MP3 gun mechanics
That was amazing.
>>
>>255959731

The game doesn't even have bipods, it had to be modded in, can you believe that?
>>
>>255952989
>how the enemy reacts to being shot

Or just being shot AT. Max Payne 3 nailed this in my opinion, despite all its flaws
>>
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>>255959123
>>
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>>255959731
>>
Max Payne 3
>>
>>255960019
> grenade
It looks quite menacing just lying there.
>>
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>>255954603
>fifthelement.avi.webm
You deserve a reward, Anon
>>
>>255959062
Oh god this. It was bad in Arma 2 where you couldn't even tell if you hit or killed the guy. In A3 they supposedly alleviated it by ragdoll, but I swear it's not even that better.

>>255957049
To add to this:
>clunky movement
>hard time moving interior
>ridiculous input lag making aiming very hard
>>
gifs/webms of arma always make it look more fun than it actually is, like greentext stories in Eve Online
>>
>>255958552
but that game does, watch the webm and note how the barrel and suppressor seems to bend up when the slide locks back
>>
>>255960210
This is why I've posted that, you idiot.
>>
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Anyone play Insurgency? It's one of the few games I've played that actually have a fire selector.
>>
>>255959218
really? i always thought it was underpowered, it takes a few hits to kill something. the .44 from TBOGT was the real handcannon.
>>
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>>255960178

I'd take the pre-determined death animations above this fucking abysmal physx implementation.

Good god, deliver me from this hell.
>>
>>255959721
>implying I run around in low ready all the time when I play arma

I lower my gun when there are no enemies around I even take my finger off the LMB to "simulate" TD

AUTISM
>>
>>255957092
Unless you're taking extremely long shots, you would never, ever notice.

Hitscan just means that at the moment of "launch bullet", the game performs a trace to determine what it hits and then sends an event indicating that said entity was hit.

It doesn't mean that as soon as you press LMB, the hit registers. The firing of the trace can easily be animation tied; you press the button, the animation starts up, after a suitable "trigger pressing" delay the recoil animation starts and the muzzle flash particle system is engaged, then an instant later the trace is executed.

This produces a proper timeframe for the delay between deciding "I want to fire this gun" and the bullet hitting something WITHOUT spawning a tiny projectile moving so fast it would probably cover the distance from muzzle to target before the next screen refresh.
>>
>>255959869
>bf4 sound mod
WHERE
>>
>>255960050
damn son where'd you get that scar
>>
>>255957049
Its still better then OFP and ARMA 2.
>>
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>>255959417
>mfw running behind japanese lines, and picking up a katana, then doing a fake banzai charge.

The ultimate disguise to get those yank katana kills.
>>
>>25596025
But note you said
>not a single one of them
When that webm disproves you. So it sounded like you had missed the fact that it was modeled in that game. Whatever it is.
>>
>>255960278
You can switch your firemode in most non-shit shooters
>>
>>255960050
It still sucks because the bipod is not actually on the ground.

Another game that actually did it right would be RO2.
>>
>>255959869
>bf4 sound mod
Does it actively handicap you for the sake of muh realism or is it actually decent?
>>
>>255960727
>for the sake of muh realism
>complaining about realism in ARMA

I think you'd be better of jiust playing BF4 if you want BF4 audio.
>>
>>255959731
The game doesn't have a lot of shit and needs to be modded in.

I feel bad for anyone that paid full price for A3
>>
>>255960278
Mah nigga
>>
>not using the JSRS soundmod for arma 3

It's like you people enjoy sucking penises or something
>>
Battlefield games usually have good gunplay.
>>
>>255960490
i dont think this is new to anyone involved
>>
>>255950060
Realistic ballistics
Reloading/Firing effects
Movable parts dammit
Select firing
Great Sound effects
Also the way the characters react to being shot should be a huge factor. When people get shot it should look like they just got the wind knocked out of them and absorbed a huge shockwave. For example see Max Payne 3 for good reactions. That game uses euphoria which is like living ragdolls.
>>
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>>255960686
Because its resting on the boards, I wasn't prone
>>255961025

JSRS a3 suck major ass

just like Blastcore does

Some guy had to MOD blastcore to make it better.
>>
>Battlefield audio

God, fuck that game. The audio is constantly bugging out and is shit
>>
>>255960919
its the exact same thing with ARMA 2 and OFP. What, did you expect BI to start being a good dev? I might rather want to be playing VBS 2.0, but it isn't commercially available, if you want a milsim, you'll have to deal with ARMA and bohemia. there is no alternative.
>>
>>255956469
all of the guns in arma 3 sound like shit
>>
>>255961135
>hopecore is better then blastcore
>this is what /a3g/ autists actually believe
>>
>>255954603
>console_shooters.webm
>>
>>255961135
What the fuck how did you get this animation.
It looks gorgeous compared to the regular arma 3 shit.
>>
RO2 has good gunplay.
Two of the best aspects:
>the sights are not always in the middle of the screen, aiming feels more like actually aiming
>looking down a scope doesn't zoom the whole view, just the part in the scope
Seriously, why don't more games do this?
>>
>>255961153
seriously. BFBC2 had god tier war tapes, BF3 and 4 have retarded audio that cuts in and out and wierd intervals
>>
>>255954639
with that blade, it was even fun stabbing robots. Now that's an accomplishment
>>
>>255961051
...and dogshit netcode.

It's been a mess since they moved most of it clientside in BF3 onwards.
>>
>>255961307
>the sights are not always in the middle of the screen, aiming feels more like actually aiming
>implying that's a good thing
It's like you've never fired a gun before
>>
>>255961385
Yeah. BC2 was great. How did the fuck the audio up so much that it doesnt even work a lot of the times?
>>
>>255961406
Having the gun and sights glued to the exact middle of the screen with no variation feels really wonky.
>>
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>>255961298
I'm a dev. This'll be out in the Sniper/Marksman/Helicopter update

We'll be adding in bolt actions with actual animations and the UTAS with pump animations too.
>>
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>>255961298

The guy/s who made that gun had to make the animation, don't expect it to be like that for any other gun.

Sadly we're stuck with invisible magazines and hands clipping through damn near everything.
>>
>>255956469
I was in that op last night.
>>
>>255961394

They fixed it in BF3 eventually. I haven't played BF4 in a while though since it was so broken.
>>
>>255961385
>>255961446
>they never played BC1
>>
>>255961608
Not in a long fucking time. Got a comparison?
>>
>>255961482
>dev
>calling JSRS and Blastcore shit

Its better then the work you put natively into the game faggot.
>>
>>255961482
Why is he looking down when he's pulling the mag out
>>
>>255961526
Yeah. I think I actually read somewhere that those reload anims aren't actually proper animations, but they're scripts, that only sort of direct how are the hands supposed to move which is why they're so simple and ugly.
>>
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>>255961608
>playing console bf
>>
>>255961640
No, but just youtube the BC1's M416 versus pretty much any other one.

BC1 also put a lot more emphasis on the reverb, so when you fired a gun interior or in a forest, you sure as hell heard that.
>>
>>255961307
>>the sights are not always in the middle of the screen, aiming feels more like actually aiming
>my hands change length every time I move them and I have no muscle memory whatsoever
that must be the most retarded "muh realism" mechanic I have ever seen in a first person shooter
>>
>>255961881
>masturbating over a shitty cod clone bf
If anything, BC1 was the most Battlefield of all Frostbite based BFs.
>>
>>255961956

It's so good I wish it was in every game.

You seriously have to be a faggot to not like it.
>>
>>255959918
Yes it does, marginally thought. Have you even played Maximum Pain 3 pleb?
>>
>>255962089
Agreed
>>
>>255961482
>>255961135
So does this mean you'll be addint better effects and audio in the game with the new DLCs or patches or something? Because JSRS and Blastcore are a hundred times better then what we have now in the vanilla game.
>>
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>>255962089
you have to be a faggot to like it
>>
>>255950060
JSRS for AMRA sounds fucking amazing, it makes firefights feel so intense.
>>
Gunplay should be a mix between the mechanical and the theatre.

FEAR has the best gunplay of any game because
Mechanical: recoils are punchy and realistic, enemies react when being shot, they also react when their teammates are shot, enemies used tactics to try to kill you, (such as cover-fire), they seemed to have psychological responses to things you did (they'd panic when you scissor kicked their buddy's head off for example), and your guns had decent animations for reloading, firing and movement

Theatrical: sparks flying, misted blood, sound effects such as when a bullet strikes an object near you and ricochets) , enemy movement and reaction to your gunfire (if you nearly hit them they'd panic and get in cover but the ones you weren't focusing on would be somewhat more brazen) , bullets that tore huge holes in shit (they didn't just leave tiny holes but ripped the plaster off the walls and left only the concrete underneath), and that fucking dust, man. Holy shit the dust left after you had a firefight and the state of the place, everything felt perfect.

Very few games really hit the marks (hue) as well as FEAR did and those that did I still don't remember as fondly.
>>
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>>255962089

You and me both, brother, you should play Underhell for HL2, or SMOD.

Trying to think of other games that does this well, but my tired mind is failing me.
>>
I go shooting quite a bit so for me I want the guns to have the same heavy hitting bang or crack that real guns do. They need to HIT you, it's why Bad Company 2 is still my favorite Battlefield game, almost for the sound alone.

Realistic recoil is nice too, lasering people with full auto 7.62 NATO is fucking retarded.
>>
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>>255962443

Well said.

I know you mentioned sound, but I can't stress enough how important the gun sounds are in any game to make it feel good.
>>
>>255962598
>tfw I've never fired 7.62
>tfw only fired shitty 5.56

;_;

I'm gonna git myself a moist nugget soonâ„¢ though so I can cut down some trees with it
>>
>>255962089
I respectfully disagree. I think it makes CQC encounters pretty random yet at the same time exciting. It's so common to meet with an enemy soldier just for the both to miss something at the center of their screens.
>>
>>255959123
https://www.youtube.com/watch?v=WYuh44ppCEE
>>
>>255961998
Not going to argue, because BF is basically COD now with flag caps, vehicles + shitty netcode.

All graphics but completely soulless.
>>
>>255962598
I hate games that reproduce bullet noises as a zip or a whoosh sound. Only subsonic rounds do that. Supersonic?

Fucking BANG even if the little fucker missed you by many metres. Supersonic things are loud as hell.
>>
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>>255962712
>mfw I got a nugget for 70 bucks
>mfw firing it for the first time
>>
>>255962939
>mfw $200 here, unacceptable price for a nugget and still don't have one
>mfw passed on $350 yugo SKS, and they will never be this cheap again
>>
>>255962939
>gunstore in my area literally has a 99$ nugget bargain bin

Not bad for kommiefornia.
>>
>>255957661
group up with strangers,thats what i did and now i have 3-5 ppl to play with...
>>
>>255963416
Get the SKS instead you'll regret the Mosin.
>>
>>255963583
>you'll regret the Mosin
Pleb detected
SKS is a good gun, but Mosin is fucking godly.
>>
>>255963756
get your /k/ slavshit worship memes out of here. Its stupid cheap for a reason.
>>
>>255964090
It's stupid cheap because there is a metric surplus fuckton of it you bumbling mongoloid, there's nothing wrong with SKS or Mosins.
>>
>>255963756
They're both completely different guns, incomparable because their origins and philosophy of use is completely different.

You'll only regret the Mosin if you can't handle the recoil, which is considerable. It's a good hard hitting round, much more powerful compared to SKS's 7.62x39 but the latter is still perfectly fine, and you're paying for that extra power with a much larger and heavier gun.
>>
>>255962101
Yep. Beat it. Used single pistol 90% of the game.
>>
>>255965085
> beat it
Including new york minute mode and all golden guns collectibles?
>>
>>255965471
No, I don't have time for that. Too many games to beat as is, couple that with playing dwarf fort and cs, my gaming time is butchered already.
>>
>>255965747
> he didn't do it in new york minute mode
Fo' shame, nigguh. That's the best part of the game.
>>
>>255966498
>play the game as fast as possible
>get as many load screens as possible

I'm gonna go with no.
>>
>>255964584
heres nothing wrong with an SKS. buying a mosin is only some stupid meme perpetuated by /k/ and broke slavshit worshippers like you.
>>
>>255966745
Hey, I just got my moist nugget, and I love that shit, not just for the memmy involved with it. A lot of my real life friends told me to get one. I`ve never even seen an SKS in a gunstore up in Jew York, but nuggets are fucking everywhere.
>>
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>>255967360
>my moist nugget
This is my nugget motherfucker.
>>
>>255968069
the fuck it is
>>
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>>255968069
>that shitty wood quality
>two different bolts
I bet the stamps don`t even match, faggot
>>
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max payne 3 did it right
>>
Surprised no one mentioned RAGE.

I mean yes, its pretty damn close to being complete shit, but the one part it did really well was the gunplay.

FEAR was better yes, but RAGE was the best in recent memory for me for just pure gunplay.
>>
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>>255968069
>getting shit signed by moot

Why? He's just another guy.
>>
These days I just ask myself "how similar to Max Payne 3 is this?"

The more, the better.
>>
>>255950060
>find safe point with clear line of fire
>controlled breathing
>compensate for gravity, wind, heat mirage
>missing with a .50 cal sniper doesn't rip the target's arm off

It shall always be gunPLAY, never gun realism.
>>
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>>255969470
>>
>>255970151
lel
>>
>>255954240

/v/ tries logic ladies and gents
>>
>>255970151
Ok, I will admit, thats funny.

Still though, I stand by my original statement. Stupid things that can happen doesn't stop the rest from being good.
>>
>>255954603
>suicide meter filling up

That's great.
>>
>>255966745
The ignorance here is breathtaking. I guess this is /v/ after all but damn.
>>
>>255954603
What game?
>>
>>255973019

Syndicate
>>
>>255958453
what game?
>>
>>255956040
Bf4 sound is shit m8
>7.62 rifles have a queer posh when firing and unsuppressed
>>
>>255973545
pls help.
>>
>>255974609
Firearms: Source.
Thread posts: 234
Thread images: 39


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