<!--quoteo(post=1765663:date=Apr 11 2010, 05:06 AM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Apr 11 2010, 05:06 AM) <a href="index.php?act=findpost&pid=1765663"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Crap. Sorry everyone i was thinking about a 3rd party model i had installed which had a pistol grip... that's what i get for replacing all stock weapons from day one!!!! xD
Now to answer your question i believe you meant to say "than a full hunting rifle thing that you wave around like a ninja":
<!--quoteo(post=1765777:date=Apr 11 2010, 11:43 AM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Apr 11 2010, 11:43 AM) <a href="index.php?act=findpost&pid=1765777"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Trouble with those styles is that you really do have to hold them like that, and a marine running and gunning like that is going to look a bit daft.
Whereas a smaller gun looks better in motion.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1765959:date=Apr 11 2010, 03:07 PM:name=Voyager I)--><div class='quotetop'>QUOTE (Voyager I @ Apr 11 2010, 03:07 PM) <a href="index.php?act=findpost&pid=1765959"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They also eat wrists for breakfast.<!--QuoteEnd--></div><!--QuoteEEnd-->
Aliens in a video game along with nanite human player re-construction. Realistic.
This is not a matter of plausibility as much as functionality and playability. Arguing over real life gun features in terms of use is just pointless in a universe that uses different cannon.
Aye, I'd think if they've figured out how to create structures and guns and people from "nanites", plus that whole teleportation thing, they would have figured out how to counteract recoil...
You'd think that, but the weapons in NS are generally on par with modern technology. They're basically just classic FPS guns that have been given "futuristic" remodelings into giant metallic boxes with little digital ammo counters and LEDs on the side.
<!--quoteo(post=1765965:date=Apr 11 2010, 04:34 PM:name=Cyanide)--><div class='quotetop'>QUOTE (Cyanide @ Apr 11 2010, 04:34 PM) <a href="index.php?act=findpost&pid=1765965"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Aliens in a video game along with nanite human player re-construction. Realistic.
This is not a matter of plausibility as much as functionality and playability. Arguing over real life gun features in terms of use is just pointless in a universe that uses different cannon.<!--QuoteEnd--></div><!--QuoteEEnd-->
Possibly reasons for that:
1. balancing?
2. improve fun factor by adding a challenge?
3. a gun with 0% recoil would be much harder in cqb because you have to move it precisely (or risk sending a magazine of ammo to a pixel a mile away from your targets). And at the same time this limits the long range abilities i.e. back to balancing. (it also creates the need for weapons that are specialized for use at various ranges/circumstances... i.e. a sniper rifle.... or a shotgun... or the middle area being a rifle... or closer to the shotgun being a smg/pistol).
4. make the game more accessible... I.e. people expect a certain feel for how a gun behaves in a game.
For sake of what would be possible in the future... their would be no such thing as a lifeform with a skin so hard that your pistol could not blow coffee-can sized holes through them (without any over-penetration) and the added feature that your gun will not fire if it's aimed at a wall (or teammate)... therefore it would be smart enough to know when to stop and go... when it's actually pointed at something in the room... not the room itself (which means your not gonna waste ammo if you walk around with the trigger depressed!!). Could be achieved by sensors in the gun and the room and a processor somewhere to control all of this. Naturally the gun would also be smart enough to configure the projectile characteristics based on the target (changing from buckshot to armor piercing to hollowpoint to tracer to explosive etc from the same standard ammo... Not quite the same but in the movie Aliens, the turret guns were programmed with a description of the target... forget the exact words but it was something like "mixed hard and soft targets...").
Wouldn't it be interesting if in NS2 the shotgun had a range-mode where at close quarters it would do buckshot, and (automatically) at longer ranges the gun automatically shoots condensed/slug ammo automatically (because obviously the buckshot would be 100% useless at 30+ feet in-game). It would be an amazing ability in a mixed-range environment... your in a small room shooting aliens, but theres a window and a mile away is a skulk... aim... boom... sniper-shotty mode engaged... and aim at a wall in the small room... buck-shot mode engaged...
Oh man. Some awesomeness on display in here! Alltho I'd be afraid to sneeze incase that flimsy GL ammo counter falls off the rifle :S
IMHO some details in general suffer a bit from flimsyness and overkill-folding abilities to be practical and robust for deployment in harsh conditions. Flashbacks of comm chair side walls+roof parts in pre-alpha video is my best example. And also theese small moving arms on armory and other structures.
<!--quoteo(post=1766443:date=Apr 12 2010, 08:02 PM:name=FocusedWolf)--><div class='quotetop'>QUOTE (FocusedWolf @ Apr 12 2010, 08:02 PM) <a href="index.php?act=findpost&pid=1766443"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->3. a gun with 0% recoil would be much harder in cqb because you have to move it precisely (or risk sending a magazine of ammo to a pixel a mile away from your targets). And at the same time this limits the long range abilities i.e. back to balancing. (it also creates the need for weapons that are specialized for use at various ranges/circumstances... i.e. a sniper rifle.... or a shotgun... or the middle area being a rifle... or closer to the shotgun being a smg/pistol).<!--QuoteEnd--></div><!--QuoteEEnd-->
fw finally understands why we want no recoil really. it takes SKILL to shoot.
Comments
Now to answer your question i believe you meant to say "than a full hunting rifle thing that you wave around like a ninja":
<img src="http://www.operationplague.com/SWAT.jpg" border="0" class="linked-image" />
Or you know, like a Marine (*cough* Benelli semi auto pwns j00 870 pump xD *cough*):
<img src="http://upload.wikimedia.org/wikipedia/commons/thumb/3/39/Benelli_M4_Super_90.jpg/750px-Benelli_M4_Super_90.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Trouble with those styles is that you really do have to hold them like that, and a marine running and gunning like that is going to look a bit daft.
Whereas a smaller gun looks better in motion.
Whereas a smaller gun looks better in motion.<!--QuoteEnd--></div><!--QuoteEEnd-->
They also eat wrists for breakfast.
Aliens in a video game along with nanite human player re-construction. Realistic.
This is not a matter of plausibility as much as functionality and playability. Arguing over real life gun features in terms of use is just pointless in a universe that uses different cannon.
This is not a matter of plausibility as much as functionality and playability. Arguing over real life gun features in terms of use is just pointless in a universe that uses different cannon.<!--QuoteEnd--></div><!--QuoteEEnd-->
Possibly reasons for that:
1. balancing?
2. improve fun factor by adding a challenge?
3. a gun with 0% recoil would be much harder in cqb because you have to move it precisely (or risk sending a magazine of ammo to a pixel a mile away from your targets). And at the same time this limits the long range abilities i.e. back to balancing. (it also creates the need for weapons that are specialized for use at various ranges/circumstances... i.e. a sniper rifle.... or a shotgun... or the middle area being a rifle... or closer to the shotgun being a smg/pistol).
4. make the game more accessible... I.e. people expect a certain feel for how a gun behaves in a game.
For sake of what would be possible in the future... their would be no such thing as a lifeform with a skin so hard that your pistol could not blow coffee-can sized holes through them (without any over-penetration) and the added feature that your gun will not fire if it's aimed at a wall (or teammate)... therefore it would be smart enough to know when to stop and go... when it's actually pointed at something in the room... not the room itself (which means your not gonna waste ammo if you walk around with the trigger depressed!!). Could be achieved by sensors in the gun and the room and a processor somewhere to control all of this. Naturally the gun would also be smart enough to configure the projectile characteristics based on the target (changing from buckshot to armor piercing to hollowpoint to tracer to explosive etc from the same standard ammo... Not quite the same but in the movie Aliens, the turret guns were programmed with a description of the target... forget the exact words but it was something like "mixed hard and soft targets...").
Wouldn't it be interesting if in NS2 the shotgun had a range-mode where at close quarters it would do buckshot, and (automatically) at longer ranges the gun automatically shoots condensed/slug ammo automatically (because obviously the buckshot would be 100% useless at 30+ feet in-game). It would be an amazing ability in a mixed-range environment... your in a small room shooting aliens, but theres a window and a mile away is a skulk... aim... boom... sniper-shotty mode engaged... and aim at a wall in the small room... buck-shot mode engaged...
Alltho I'd be afraid to sneeze incase that flimsy GL ammo counter falls off the rifle :S
IMHO some details in general suffer a bit from flimsyness and overkill-folding abilities to be practical and robust for deployment in harsh conditions.
Flashbacks of comm chair side walls+roof parts in pre-alpha video is my best example. And also theese small moving arms on armory and other structures.
fw finally understands why we want no recoil really. it takes SKILL to shoot.