Natural Selection 2 News Update - The Shotgun

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Comments

  • AtoneAtone Join Date: 2009-09-21 Member: 68839Members
    Needs a little work, Kwil, but I like it.
  • resresresresresres Join Date: 2007-10-16 Member: 62652Members
    I just wanted to say that I've never found an appropriately sounding chunky and powerful gun since the gun in NS1. This new one sounds great! Just like it's older counterpart in NS1 - it fits.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    If the shotgun isnt sounding BOOM enough for you, invest more cash in your soundsystem.
    It goes well through a subwoofer, and I have two. On either side of my head...
  • ArcadianArcadian Join Date: 2008-11-30 Member: 65617Members
    edited November 2010
    The shotgun they showcased is obviously in development and there sure has been some silly criticisms about things about things not done yet. Thanks for showing what you are considering as a damage model.
  • DelphicDelphic Join Date: 2006-11-02 Member: 58262Members
    edited June 2010
    @ Arcadian

    Whilst I mostly agree with you. UWE doesn't have big testing department or QA team (if any) and they do need feedback. As well as making all us followers happy with these posts, they do serve a purpose for UWE, namely feedback. I'm sure they are perfectly capable of ignoring the criticisms that aren't really relevant, it's just a shame we all have to read through them!

    ----
    @ No on in particular

    Oh about the reloading near the front of the barrel, if as in Kwil's rather awesome little fan fic, they are supposed to be loading into the mag through the barrel perhaps a really cheap way to indicate this is to have a little "*chunk* *whiirr*" noise just after a shell is inserted - no animation needed, where the gun's internals grab the shell and move it down (because the insertion of the shells at without the extra automated movement is just going to push the shells forward). Of course this maybe one of those things devs just decide to ignore, I know I probably would if I were a dev, but it's so easy to be a perfectionist when you're not actually doing the work, lol.
  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
    that's actually a good idea, maybe have the gun "######" back a bit every time a shell is inserted to show that it goes to the back of the chamber. Maybe you can make something up like "it's fired electronically" so it actually makes sense?
  • OnozkiOnozki Join Date: 2005-04-20 Member: 48948Members, Reinforced - Supporter
    So alpha will be postponed so that they can implement some flashing lights? Oh gawd.
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    <!--quoteo(post=1774353:date=Jun 11 2010, 06:57 AM:name=Delphic)--><div class='quotetop'>QUOTE (Delphic @ Jun 11 2010, 06:57 AM) <a href="index.php?act=findpost&pid=1774353"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh about the reloading near the front of the barrel, if as in Kwil's rather awesome little fan fic, they are supposed to be loading into the mag through the barrel perhaps a really cheap way to indicate this is to have a little "*chunk* *whiirr*" noise just after a shell is inserted - no animation needed, where the gun's internals grab the shell and move it down (because the insertion of the shells at without the extra automated movement is just going to push the shells forward). Of course this maybe one of those things devs just decide to ignore, I know I probably would if I were a dev, but it's so easy to be a perfectionist when you're not actually doing the work, lol.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That's a good idea. That reloading section that pops up was meant to be more of a mechanical mechanism that grabs and moves the shells through the gun to the proper loading/firing position, rather then just a tube that they drop through into the barrel. The additional mechanical noises might help to make that more clear, but also will add another interesting audio layer to the weapon.

    --Cory
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    edited June 2010
    Why not have the Marine Grab a loader clip from his belt that is loaded with shells of course, then all he has to do is hold the loader clip upto the shute on the shotgun and squeeze the loader clips hand grip triggering it to feed the shells into the gun.
    He could have the capacity to carry 2/3 loader clips on his belt each with 2/3 internal chamber shutes containing 6/8 shells in each shute.
    Have 2/3 lights on the loader clip so you can see how many loads are left in it and a number scribbled on the loader clip by the marine or a formal number if they are issued in pairs anyway as part of the design so you know its Clip 1/2/3
    Then when you get to clip loader 3 with 2 lights left on it you know you have 12/16 shells left.

    In other words, bit like a paintball gun that has a hopper then you grab your ammo tube with another 100 paintballs in it and throw them in while out on the field. I carry two topup tubes with me so I have 100 in the gun, 2x100 quick loads on me.


    This would be a much quicker reload action and solves the problem of magic bullets.
  • wulfwulf Join Date: 2008-08-03 Member: 64749Members
    edited June 2010
    The shotgun blast sounds like I'm dipping a mop into a bucket.

    Almost tempted to take some sm57's out to my next range trip and see if I can capture a better sound =D
  • neenee Join Date: 2004-10-01 Member: 32021Members
    Here's my recommendation for possible changes:
    -Move the ammo counter screen to the lower "ridge" portion of the shotgun; the portion of the rear between where the ammo counter curretly is and the shotgun stock. From there you can turn the side notches to ironsights (I wonder if toggle sighting will be a feature in this game??) either for practical or decorative purposes, and it also frees up more room for any top-loading animations you feel might be restricted by that screen.
    -Change the top-loading to something more conventional. It seems unpractical and frankly, from the size of the gun, unrealistic. The first time I saw such a mechanism was Halo, and it was a freaking eyesore. Making it side or bottom loading is practical in that it minimizes moving the gun during relaoding- takes less space and allows the animations to do less. From there shells can be spawned from off-screen, alleviating the "magical shells" issue altogether. Aside from being conventional it simply reduces the work the designers have.
    -If you REALLY love the Halo-derived top-loading feature, then at least make the muzzle flash appear at the bottom barrel. The top barrel will then be the magazine tube. This would be the simplest solution.
  • odaeyssodaeyss Join Date: 2005-05-13 Member: 51517Members
    I don't like the top reloading animation -- it's too far forward. Move it further back and it'd also resolve the issue with the reload taking up half the screen. Honestly it'd be a bit awkward to have to carry shells from your person all the way to halfway down the length of your weapon, on the top, and drop them in one by one. Closer to your person that reload port is the less distance your hand must travel, it'd take up less of the screen and look a heck of a lot better technically. Move it back pretty far and it'd just look like they're behind loaded *behind* the action of the thing, and being taken from there and moved into the tube magazine.
  • johhny djohhny d Join Date: 2010-04-08 Member: 71215Members
    as a weapon from the future i love it but the reload style is just <span style='color:#000000;background:#000000'>fail</span> :(
  • AtoneAtone Join Date: 2009-09-21 Member: 68839Members
    Everything looks fine to me, top-loading included. Just fix the magic fingers and it's perfect IMO.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    I honestly don't have a problem with the reload, you can either have magic teleporting shots or you can have ridiculously fast hands darting on and off the screen. The only solution that involves neither is to not use individual shells and give it a magazine, or a stripper clip or something.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    yeah but having a clip isnt as fun as putting in 1 shell between shots :)
  • -Diesel--Diesel- Join Date: 2009-09-13 Member: 68769Members
    When the lights that show the ammo count are fixed.... Will the little numbered display be taken off?


    Don't see why two ammo shower things are needed.
  • -Diesel--Diesel- Join Date: 2009-09-13 Member: 68769Members
    <!--quoteo(post=1774423:date=Jun 11 2010, 02:00 PM:name=nee)--><div class='quotetop'>QUOTE (nee @ Jun 11 2010, 02:00 PM) <a href="index.php?act=findpost&pid=1774423"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><b>Here's my recommendation for possible changes:
    -Move the ammo counter screen to the lower "ridge" portion of the shotgun; the portion of the rear between where the ammo counter curretly is and the shotgun stock. From there you can turn the side notches to ironsights (I wonder if toggle sighting will be a feature in this game??) either for practical or decorative purposes, and it also frees up more room for any top-loading animations you feel might be restricted by that screen.
    -Change the top-loading to something more conventional. It seems unpractical and frankly, from the size of the gun, unrealistic. The first time I saw such a mechanism was Halo, and it was a freaking eyesore. Making it side or bottom loading is practical in that it minimizes moving the gun during relaoding- takes less space and allows the animations to do less. From there shells can be spawned from off-screen, alleviating the "magical shells" issue altogether. Aside from being conventional it simply reduces the work the designers have.
    -If you REALLY love the Halo-derived top-loading feature, then at least make the muzzle flash appear at the bottom barrel. The top barrel will then be the magazine tube. This would be the simplest solution.</b><!--QuoteEnd--></div><!--QuoteEEnd-->

    Agreed x10 with all points.

    This guy should be hired like right now... :D
  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
    edited June 2010
    Even if this is a mechanism taking the rounds past the barrel into the mag, this raises a couple of questions:

    -How is the barrel not weakened by part of it hinging to carry shells down into the tube?
    -What's wrong with just loading it into the mag from below like a sane person instead of needing a heavy, complicated mechanism to move a small cylinder to something 3 inches away?

    Simply making the bottom tube the barrel and keeping the top tube as a magazine would let the current model work pretty much as made, the only necessary change being moving the ejector port down into line with the lower tube. The lower barrel axis would also (in theory) allow the shooter to soak up more recoil as it's more in-line with the center of mass of the weapon. As it currently stands, I think it looks cool, but every time I see the reload animation it jars me. If it's that way in-game, it's going to mess with my sense of immersion every time I reload.
  • UnsichtbarUnsichtbar Join Date: 2008-08-05 Member: 64757Members
    Somehow it makes no sense to load all the shells in a shotgun barrel from the top ;)

    I also would have expected some semi automatic weapon like a benelli m4 super 90 ...

    <img src="http://www.spearpointtechnology.com.au/products/products/products/shotguns_files/m4super90.gif" border="0" class="linked-image" />

    ... but i guess this is your way to slow down the fire rate and keep the game balanced. Would be nice to have somthing like a slug ammo upgrade to research - less spread, more damage and range.
  • yimmasabiyimmasabi Join Date: 2006-11-03 Member: 58318Members
    Ok I found a new sound trick for weapons to increase feelings on any weapon.

    Set all volumes to %80 (music, fx, etc. ). Only set %100 to personal weapon volumes.

    When a group fires, my gun sound should be %100 while others nearby me is %80.

    An idea may be it is used in the same way.
  • Empire state skulkEmpire state skulk Join Date: 2010-02-05 Member: 70437Members
    sweet Shot gun, I can't wait to blast aliens away with it lol. the sound is so affective i can't wait to try it
    Great work NS2 team
    p.s. does anyone have any clue when the HMG and Granade Launcher come out, Thanks :)
  • F O XF O X Join Date: 2010-02-20 Member: 70652Members
    edited June 2010
    It makes me remember the Doom 3 shotgun dunno why :P (not in design but in sound/effect)
  • RothgarRothgar Join Date: 2009-11-13 Member: 69372Members
    Is the shotgun supposed to have 3 or 6 shells? Was it just co-incidence the display showed 6 but it reloaded twice after 3?

    I agree with people saying that the shell load chamber is a bit far forward, however I guess there could be a mechanism inside the shotty pushing them back after each shell is inserted but it does look a bit odd. Would be even stranger loading 6 shells into there.
  • RobBRobB TUBES OF THE INTERWEB Join Date: 2003-08-11 Member: 19423Members, Constellation, Reinforced - Shadow
    I just wondered, does this thing have a "F*** off" mode? I.e. using more shells for one shot, but gives more statistical (or close combat) damage with more pellets over a wider spread, for less damage per pellet.
  • celewigncelewign Join Date: 2010-02-06 Member: 70458Members
    this sg is good. sure the animations may need some tweaking, but i'm all for keeping the shotgun simple, powerful, and slow. just any sg should be.
  • BollekeBolleke Join Date: 2010-06-10 Member: 72013Members
    <!--quoteo(post=1774236:date=Jun 10 2010, 11:45 AM:name=szmuk)--><div class='quotetop'>QUOTE (szmuk @ Jun 10 2010, 11:45 AM) <a href="index.php?act=findpost&pid=1774236"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Bolleke, this is a pump action shotgun, not a semi automatic one. I agree that this isn't too futuristic, but I wouldn't like to see a shotty with pistol fire rate, at least not when playing skulk.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yeah, but when the reloading animation starts, there's still a full cartridge in the chamber, no?(Unless the shotgun was empty) So when he stops reloading and does the pump action, doesn't he eject the full cartridge and replace it with another full one? I'm no gun specialist and I don't own a shotgun, but I'm pretty sure that that's the way a pump action shotgun works...
  • wulfwulf Join Date: 2008-08-03 Member: 64749Members
    edited June 2010
    <!--quoteo(post=1774673:date=Jun 13 2010, 06:10 AM:name=Bolleke)--><div class='quotetop'>QUOTE (Bolleke @ Jun 13 2010, 06:10 AM) <a href="index.php?act=findpost&pid=1774673"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, but when the reloading animation starts, there's still a full cartridge in the chamber, no?(Unless the shotgun was empty) So when he stops reloading and does the pump action, doesn't he eject the full cartridge and replace it with another full one? I'm no gun specialist and I don't own a shotgun, but I'm pretty sure that that's the way a pump action shotgun works...<!--QuoteEnd--></div><!--QuoteEEnd-->


    Yes good call, when the magazine tube is full and the action is worked, one motion releases the empty cartridge while the secondary motion loads a new one into the chamber. This would make it hard to "reload through the barrel down into the tube" which UW suggested doing, which would almost imply that the firing pin and nanite machine that brings the shell into the right tube are infact one being.

    Also this would mean that after firing three shots of a loaded sg, load 3 more into the magazine tube, and working the action again (per video), you actually empty the chamber of a perfectly functioning shell.
  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
    edited June 2010
    Since we're using nanite-based ammo, there's another way to explain how the shotgun is good against chitinous armored targets: variable programming ammunition. Assuming your nanotech is adequate (which it seems to be), the shell, when loaded and chambered, could remain unprogrammed until the moment it is fired.

    -Primary fire mode initiates a nanotech process that fractures the slug into fragments or flechettes producing the usual "buckshot" effect, which could do Normal damage (or possibly Structural), good for shredding lightly armored and/or close range targets.

    -Secondary fire mode either doesn't initiate the fracturing process, or initiates a different one which disintegrates the leading edges of the slug such that they form a single penetrating spike, which would do Heavy damage. Your aim needs to be better, but it'd let you engage Fades or other heavy units more effectively.
  • szmukszmuk Join Date: 2010-06-08 Member: 71993Members
    @Bolleke: Now that you mention it, the last pump really makes no sense :).

    @Shrike: I've thought of something like this before, but couldnt find a logical solution. Your nanites thingy fits in perfectly for me. Good idea.
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