[ / / / / / / / / / / / / / ] [ dir / 8cup / arepa / di / hkon9 / hkpol / nariz / vg / vichan ]

/v/ - Video Games

Vidya Gaems
Email
Comment *
File
Password (Randomized for file and post deletion; you may also set your own.)
* = required field[▶ Show post options & limits]
Confused? See the FAQ.
Flag
Embed
(replaces files and can be used instead)
Oekaki
Show oekaki applet
(replaces files and can be used instead)
Options

Allowed file types:jpg, jpeg, gif, png, webm, mp4, swf, pdf
Max filesize is 16 MB.
Max image dimensions are 15000 x 15000.
You may upload 5 per post.


<BOARD RULES>
[ /agdg/ | Vidya Porn | Hentai Games | Retro Vidya | Contact ]

File: ada9499cf047102⋯.jpg (17.84 KB, 418x275, 38:25, dante.jpg)

4c500b No.15004545

Why do so many action-heavy shooters need to have a delay between switching weapons? What's there to be lost from not being able to instantly switch weapons and have more control over your character, being able to combine multiple weapons to even deeper extent as you're constantly switching about? Is it just a thing developers add for le realism, or is it a thing people consider a given in first-person shooting like reloading and don't think to consider the consequences of weapon switching speeds on the action?

I'm not talking about refire rates like the railgun in Q3, where you temporarily can't switch until the weapon is done reloading/recovering as a means of weapon balance. But for singleplayer games I don't see what a weapon switch delay is meant to balance.

abed27 No.15004557

>le realism

nice thread op


c32f77 No.15004558

What games are you even talking about?


407cea No.15004562

>>15004545

>play serious sam

>have to reload the double barrel all the way

>cant switch back and forth between single or the knife and double

this really pissed me off


4600c1 No.15004568

Increasing the opportunity cost a decision carries makes it more meaningful.

In a single-player action game that's built around comboes, maybe switch speed is too annoying a mechanic to merit inclusion, but in multiplayer shooters, they reward prediction, situational awareness, and ammo management.


0e703b No.15004580

Probably to punish you for bad ammo management, poor weapon selection, and adding weight to your weapon decision. But largely because instant switching would look abrupt animation-wise, and realism too.


01e7ed No.15004598

>>15004545

Might as well be instant in FPSes because all weapons are pretty much the same boom boom gun so there's no reason to penalize you for reskinning your boom boom gun.


b5ace2 No.15004622

>>15004568

There's literally no shooter on the market wherein instant weapon-switch would create imbalanced multiplayer.


aaccdb No.15004633

File: 42c3e64096fe10f⋯.jpg (75.53 KB, 677x461, 677:461, You're a faggot.jpg)


426069 No.15004636

Why are you a nigger?


fcac20 No.15004655

>>15004622

Not what that anon was arguing.


b5ace2 No.15004683

>>15004655

Well his other point (that removing choices is good because it makes other choices more meaningful) was retarded.


58c055 No.15004776

>>15004562

The double Shotty's only existence to kill Kleers in 1 shot. Mayeb kill bulls in 2 or a few other mediums sized enemies. For everything else you use the single shotty or something bigger/more appropriate.


e4dfaa No.15004798

It was instant in RE5 but the kicker was that you couldn't move while shooting so it really didn't make a difference.


833051 No.15004810

Because, when weapon switch speed is instant, there's no cost involved with switching weapons. In a game like Doom, or Serious Sam like >>15004562 mentioned, you've have to judge the cost/benefit ration of making yourself vulnerable, for a short moment, to arm a different weapon. It not only increases the necessity of tactical thought, but it also rewards preparation. By having an appropriate weapon out before an enemy encounter, you don't have to spend time switching weapons before dealing out damage.


d83da1 No.15004817

it was good in DMC because you had to juggle or immobilise them before switching


dde5ae No.15004822

>>15004810

> but it also rewards preparation

how do you reward preparation in a game like serious sam where every encounter is a monster closet? That's justifying trial and error which is undeniably a bad thing. Quake style weapon switches are the best, encourage creative play with the weapons and still have a recovery time for each weapon that is appropriate and brings out very snappy tactics from the player. It's a flat out improvement from the system doom had.


833051 No.15004866

>>15004822

>where every encounter is a monster closet?

Except it's not? The games generally follow a pattern of alternating between enclosed areas and wide-open arenas. Just going by that, you can predict that you'll probably want a shotgun or tommy gun, while avoiding explosive weapons, for the enclosed areas, while bringing out the minigun and rocket launcher for the more open sections. There's also looking at the pickups around the level and where they're placed. If there's a lot of a certain kind of ammo around, the developers are probably hinting that you're about to hit an encounter where the weapon that uses that ammo will be very useful. Many arenas have enemies charging you from far away, giving you time to read what's coming and appropriately prepare.

Instant weapon switching is appropriate for some action games. Combo-heavy ones, like DMC, benefit greatly from it. Most shooters aren't combo-heavy, though. There's no benefit to shooting an enemy with a shotgun, then quickly switching to a machine gun to take out the rest of its health. With shooters, it can be better to reward tactical play and forethought over snappy reaction-times and quick thinking. It depends on the game.


778690 No.15004879

There's no problem with being able to interrupt reload animations, so there shouldn't be any problem making a game with normal weapon switch times that can be interrupted immediately.

>>15004810

It makes no sense to reward preparation in a single player game where the level layout/monsters are arbitrary. In Doom there's really no way you can know what weapon would be best to have out before the next set of monsters you encounter. Weapon switch times just reward memorization.


833051 No.15004977

>>15004879

Apparently you just blanked out over all my mentions of the designers signposting various encounters with level design and pickups. Sure, a game can have arbitrary design where it will throw anything at you with seemingly no rhyme or reason, but that generally makes it a bad game. Level design, the sounds of nearby enemies, the kinds of nearby weapons and ammo, and other cues can give you a pretty good idea of the kind of encounter that's coming up. And you're completely ignoring the other thing I mentioned other than preparation, you know, tactical thought in the middle of battle. Instant weapon switching gives you complete freedom, at the cost of losing any kind of punishment for pulling out the wrong weapon, or pulling out a different weapon at a bad time. If a demon is close and about to attack you, in Doom, it's probably a better idea to, first, shoot it and make it wince in pain, then switch to a better weapon, but that only applies with weapon switch delay. Instant switch would just mean you could switch weapons all willy-nilly, only having to think about which weapon is appropriate right then, rather than also having to think about when it would be best to switch.


e4dfaa No.15005070

>>15004798

I just looked it up to make sure and while it isn't actually instant it's less than a second at least. It's still pretty much useless outside of the rare occasions where you need to down a bunch of guys in front of you with a shotgun then quickly switch to a machine gun or magnum to take out the big guy for you in the back. Pretty convenient though and kind of jarring in a game filled with overly drawn out animations.


d711da No.15005128

>>15004977

It's always a pleasure to see dregs quieted. Thanks for the quality analyses.


ab1e14 No.15007119

>Rewards planning ahead

>Decisions feels more meaningful

These are the exact same arguments casuals use when a new installment of a game comes out and it turns out being stripped of all mechanical skill and speed.


cf665f No.15007166

File: 1a63f93199441f5⋯.jpg (24.97 KB, 450x298, 225:149, 1a63f93199441f57abf84f0c4c….jpg)

>>15004545

Because people would bind weapon swap to a mouse wheel or get really fast at mashing Next Weapon and spamming fire to launch 1 of each projectile. If you want that, go make a Doom wad.

Also

> le realism

What are you doing? Is your brain so riddled with internet speak you need to include this? People on 8chan don't post like this, you're just asking for funposting.


91b533 No.15016749

only tangentially related but

>play metal slug

>weapon switch has a delay

>landing lag

>crouching lag

>turning around has no lag while crouching

>spam left, right and the fire button while crouching

>mash the brain of the final boss of MS3 into a mushy paste in seconds

now I just need a way to survive the third boss when he shoots the piss rain in his second phase.




[Return][Go to top][Catalog][Nerve Center][Cancer][Post a Reply]
Delete Post [ ]
[]
[ / / / / / / / / / / / / / ] [ dir / 8cup / arepa / di / hkon9 / hkpol / nariz / vg / vichan ]