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File: 83a9b2b585f3c44⋯.png (114.06 KB, 256x274, 128:137, Screen Shot 2018-09-04 at ….png)

94a550  No.15404581

What does it take for a game to have good gunplay? The obvious answer is great sound design, fluid animations, and a feeling of weight when you shoot it.

But are there other factors that weigh into this? How about games where the weapons allow you to improvise in a situation like in Bulletstorm? Or games that allow you to pick your weapons and customize it to your liking? Or even just a few weapons but they are each individually special in their own right like in Doom?

To me I enjoyed playing Battlefield:Bad Company 2 because every gun I used felt like it had a purpose. Using a pump-shotgun made me feel like I was using an actual shotgun that blasting a hole in someones leg, not some pepper-gun that has range of 2 meters.

What do you guys think? Are there games that are overlooked but have some solid gun mechanics? Does a game have to have over the top weapons to qualify it?

f72ee5  No.15404967

File: 91d1bf3de92d5be⋯.jpg (61.93 KB, 715x651, 715:651, interview.jpg)

Something that's often overlooked as an aspect of gunplay is enemy reaction. Having an enemy hold his feet or arm when you shoot it, or turn into gibs when hit with something strong enough adds a lot to gunplay.


4361cd  No.15404974

gunplay in a vacuum is almost meaningless


47058f  No.15405029

>>15404974

I disagree, gunplay in a vacuum should be far riskier and lead to enemies panicking when you rupture their protective gear before dying rather quickly.

I know what you meant but I want to see more bulkhead breaches on foot


682396  No.15405067

>>15405029

I miss Shattered Horizon

>>15404967

got to agree with this. meaty gun sounds only goes so far without limbs flying around in bizarre poses; or completely off, as the case may be


5166ca  No.15405081

File: 7238049e11a868c⋯.jpg (142.06 KB, 1920x1080, 16:9, 2f4b38ce0eaa317c4f11d49b0c….jpg)

You forgot

>when you shoot an enemy and they visibly react to the shots/have limbs blown off

vanquish was good for this btw


b1da1e  No.15405116

>>15404581

>What does it take for a game to have good gunplay?

1. Must die in a couple hits at most

2. Blind fire and cover fire must be allowed to happen organically, even without cover mechanics

3. Enemy flinches to damage

I don't give a shit about physics, I like my games like hong kong movies. Lately I played Max Payne 3 and the guns felt ok, you knew things were going to die with a single spray of bullets.


da9f16  No.15405125

File: 92c088d6c5d2ac3⋯.mp4 (160.34 KB, 256x320, 4:5, Smiling_Cat.mp4)

>>15405081

What game lets me blow off limbs but the enemy is still alive and struggles on the ground or with one arm? Preferably human enemies.


24f4fa  No.15405129

>>15405125

You can do that in metal gear rising, though you cut them off, not shoot them off.


f72ee5  No.15405134

File: 139f75c19d947b3⋯.png (669.36 KB, 1280x536, 160:67, 6e53697c64bad4081fa40ca206….png)

>>15405125

Ninja Gaiden 2. You didn't say shooters.


586fdd  No.15405142

>itt weebs list games where none of this happens


adb155  No.15405143

File: e35f878cfadcb9f⋯.jpg (16.66 KB, 220x272, 55:68, johnpoo.jpg)

>>15405116

>I like my games like hong kong movies.

Boy do I have a game for you.


5166ca  No.15405158

>>15405125

Besides Vanquish, there's L4D, Shadow Warrior, MGR, Classic Fallout, and even Toddout 4 had it

>>15405116

>>15405143

F.E.A.R. as well


adb155  No.15405163

File: a16cac8eaa295a1⋯.jpg (13.84 KB, 216x255, 72:85, rocko.jpg)

>>15405142

>chastises people for not listing games

>doesn't list any games where it does


f72ee5  No.15405168

>>15405125

There's MGS3. Enemies can't get their limbs blown off but you can shoot them in each arm and a leg to see them trying to limp away unable to fight back. Enemies also react to crotch shots, and if you shoot an enemy's radio he won't be able to alert HQ and call for backup.


fd0852  No.15405171

>>15405158

>Shadow Warrior

The reboot? I wish there was more human combat in that game. A lot more; the human killing segments were the best in that game.


dd7640  No.15405184

>>15405125

Soldier of Fortune 2.


10ec84  No.15405196

File: acfce0c9d302814⋯.jpeg (56.71 KB, 300x400, 3:4, 854FF37E-F958-4AFA-BBBE-D….jpeg)

Plasma cutter comes to mind


0cb8bc  No.15405213

File: 868873a49b62e3d⋯.jpg (128.38 KB, 1200x675, 16:9, gun rat.jpg)

>>15404581

I like the premise of your thread, OP. Here are my thoughts.

You're right in some respects, but I want to expand on your points with some additions.

>Tactility

This is first and foremost the defining point of good gunplay. Recoil, compensation, and aural/visual aspects of the weapons themselves. All need to be incredibly solid. If the weapon is based on a real-world design, it needs to look and behave like its real-world counterpart, this especially includes quirks, odd behaviors and trademark aspects of the weapon. This expectation will be there before you even pick it up, and it needs to be met as faithfully as possible.

>Reaction & Control

Tactility leads into this, and >>15404967 touches on it perfectly. When firing the weapon, it sets a psychological precedent immediately, for all parties. When you are intimately familiar with a weapon, you're already aware of its strengths and limitations, but is the enemy?

Reactions to all weapons need to be as fluid as possible, whether it's the enemy themselves or the surrounding environment. Again, everything needs to react as accordingly as possible: Wood needs to splinter, metal needs to welt, concrete needs to chip, fracture and break in a dynamic way.

Physically, enemies need to respond to inertia with knockback, collision, and weight. Everything needs to be meaty, because that is precisely what bodies are. Flesh, blood and bone need to not only be made aware of, but they need to suffer the proper damage that you'd expect.

Psychologically, enemies need to adapt to your weapon and its presence. Getting shot causes psychological shock. Getting fired upon causes stress and urgency. AI behaviors needs to adapt to a realistic set of training priorities, based on the professionalism of the outlet.

>Application & Limitations

Finally, this falls upon the type of game at hand. Whether it's an arcade shooter, or a fully autistic milsim, weapon tactility/psychological response are still at the forefront. The only difference between arcade shooters and milsims in reaction to a weapon, is a matter of sponginess.

I might have missed some points that I might not have realized in writing this, so I might add some posts. Or feel free to call me a faggot and to fuck off, that's cool too.


efd7da  No.15405228

File: 5ab79821d638753⋯.png (506.75 KB, 720x500, 36:25, 1410891968594.png)

BF3/4 have the best gunplay of all military shooters.


b89ddf  No.15405231

>>15405125

SoF II aka the pinnacle of realistic combat damage IA and models.

It came out 16 years ago…


5166ca  No.15405233

>>15405228

>BF4

The fuck are you smoking nigger? That netcode was a huge issue and the most garbage I've ever seen in AAA FPS


7ce336  No.15405237

YouTube embed. Click thumbnail to play.

>>15404581

The guns between Killing Floor 1 and 2 are a good example. Take my favorite trench gun for instance at 9:13.

In KF1, the shots go through multiple targets, you get that great sound effect like metal slamming into the slug, the recoil of the weapon forces the crosshair up a bit and actually moves the play back slightly because it kicks that much. It feels like a hard hitting weapon even if it only has six rounds.

In KF2, the shots look like flaming pellets instead of the flack effect so you can't really see if your shots penetrate. The flames look like wet farts, gunshot sounds like you dropped the trenchgun into the mud and the reloading is done in a weird way.

I want weapons that sound like weapons, that being loud and hit hard. Even if it's over exaggerated.


36842b  No.15405244

File: a7329c6cdb09cc9⋯.webm (2.94 MB, 960x540, 16:9, TECHNOLOGY - THE GAME.webm)

File: 8a515cbd72d1abb⋯.webm (1.96 MB, 960x540, 16:9, Dethroated.webm)

File: 6a8c2bfc6f29cea⋯.webm (2.93 MB, 960x540, 16:9, Perfect dark.webm)

>>15404581

Fluidity of movement and enemy reaction.

Movement has a rhythm of sorts to it, whether that be the footstep rhythm your character creates or the rate in which the weapon in your hand/Your view angle bobs in animation.

As for enemy reaction, a gun should look like it hurts and should stagger an enemy for a reasonable period of time if it doesn't outright kill them.

Apologies for the soundless webms, I made these years ago. But it's a good example of having enemies react to being shot.


adb155  No.15405259

File: d35c5c7406cfa0a⋯.gif (5.66 MB, 450x420, 15:14, deathanimation.gif)

>>15405213

You definitely hit a few big key points in gunplay, there is no real feeling of holding a gun if it doesn't have accurate recoil. If I ever play a game with a revolver or Deagle and it doesn't feel like my wrists are going to fly off from the weight and recoil of those guns, it doesn't feel accurate let alone realistic.

In terms of reaction and control that is something else I look into when playing a gun heavy game, Battlefield and the DICE engine in particular is one of my favorite examples of this. When I fire an RPG at a wall, I want to see chunks and bits for concrete fly everywhere, dust obscuring some vision. What I really like is the fact that there is no red vision but actually a blur of vision, or suppression as they call it. While I don't really agree with >>15405228 on BF4/BF3 having the BEST gunplay, they nailed the sound and structure of being in a battlefield, as they should because that is the name of the fucking game.

I remember playing the CoD: World at War a while ago and being shocked when I blasted a man's arm off with a trench shotgun, or seeing red mist when I hit someone with a grenade. Just the meatiness of being in a gunfight is good enough to keep me interested.


5166ca  No.15405261

>>15405244

>2nd webm

>shot in the head

>grabs his crotch

He must play soccer


991984  No.15405264

>>15404581

>a feeling of weight when you shoot it

Define "feeling of weight".


b89ddf  No.15405266

>>15405231

I mean did you know that if you cause an explosion outside a place with windows, and there are enemies on the other side of the windows shatters and glass shards damages the enemies and visually stick out of them?

100% dynamically not as a fucking scripted event?

2002 game.

I fucking hate this world.


36842b  No.15405268

YouTube embed. Click thumbnail to play.

fab74e  No.15405290

File: b4c318e8e65af51⋯.jpg (1.42 MB, 2656x867, 2656:867, AK47Cutaway-3.jpg)

>remembering that the round in the chamber exists

>only double actions play a click sound if you press fire when empty

>models keep their finger off the trigger when not firing


0dfc6b  No.15405298

File: 5317e001f3293d5⋯.jpg (40.26 KB, 460x215, 92:43, Binary Domain.jpg)

>>15405125

Ain't human, but Binary Domain did this extremely well.

>If you shoot the legs off, they still crawl towards you or shoot you if they still have their weapon

>If you shoot the head, they go crazy and start targeting other robots.

Armored Core: Last Raven also sort of did this where you can destroy an enemy part and make them easier to deal with. Like if you destroy/severely damage their legs, they move a lot slower. The same thing can apply to you if you're not careful. But it's no shooter if that's what you were looking for.


efd7da  No.15405299

>>15405233

>bad netcode = bad gunplay

So you haven't played after the week it was released, hm?


a22338  No.15405305

File: 020169c0810addb⋯.webm (15.54 MB, 852x480, 71:40, Funfield Fun Company 2 so….webm)

>great sound design, fluid animations, and a feeling of weight when you shoot it.

>But are there other factors that weigh into this?

Feedback of your shots hitting the target.

Bad Company 2 embodies all of those.


991984  No.15405307

>>15405268

That was a good breakdown, thanks.


efd7da  No.15405312

>>15405298

animation, cover system, shooting were all very mediocre in this game, just like in vanquish. gears of war had far better combat.

>>15405305

it was decent, but nowhere as good as bf3/4.


cc7b95  No.15405314

>>15405305

And were battlefield 3 and 4, which followed BC2 with the same setting and continuation of the story, really that much worse? I skipped over them because I didn't want to install origin.


5166ca  No.15405318

>>15405299

The gunplay is basically identical to BF3 (minus the soft cover) just with garbage netcode.

>So you haven't played after the week it was released, hm?

It still hasn't been fully fixed, tard


b89ddf  No.15405328

>>15405305

BFBC 2 is shit, it has airsoft gun combat.

BFBC 2 Vietnam is where it's at.

BF3 is better at everything BFBC2 vanilla does.

If EA hadn't been fucking shekels grabbing jews and Dice fucking complete retards that still haven't figure it since BF2 that making paying map packs is the thing that kill games (hell I rather have them scamming kids with cosmetic loot-boxes, over paying map packs) I would actually recommend it for buy on gameplay alone.

Worse even the solo would have been a good game if it wasn't laden with QTE. Hell even storywise it's decent!


67ea2b  No.15405332

>>15405143

I went back to play it again a little while ago, my nostalgia didn't hold up.


a22338  No.15405347

File: 7b76e06eaa52790⋯.png (100.37 KB, 374x535, 374:535, 01b0c9bcee8a0ddd02de1a62c7….png)

>>15405312

>>15405328

>it was decent, but nowhere as good as bf3/4.

Don't make me prove you wrong.

>>15405314

BF3 and BF4 are sequels to BF2, not Bad Company 2. Not that makes any difference since everything that came after BF2 was dogshit. Don't waste your time.


5166ca  No.15405353

File: 5db9f3720967474⋯.png (75.92 KB, 188x264, 47:66, mfw.png)

>>15405328

>Worse even the solo would have been a good game if it wasn't laden with QTE. Hell even storywise it's decent!


99ea34  No.15405399

File: 9c093a9d0a17280⋯.jpg (78.86 KB, 550x757, 550:757, 1004004000017042.jpg)

>>15405125

Pic related isn't a shooter, but it lets you cut off other gladiators' arms and use them as weapons against them afterwards. Sometimes they pick up their own disembodied arm and use it as a weapon against you.


5166ca  No.15405493

>>15405399

absolutely metal


871232  No.15405541

>>15404967

Oh boy I sure love shooting an enemy in the chest 5 times and watching them fall to the ground making you think they're dead only to get back up and shoot you in the face


f72ee5  No.15406950

>>15405541

If the game isn't very frantic and gives you enough ammo for double tapping anything dangerous, having enemies smart enough to play dead and then try to shoot you in the ass when you turn around sounds like fun


989f97  No.15407091

File: 3a7ec3b84730da1⋯.png (1.44 MB, 1223x818, 1223:818, ClipboardImage.png)

File: 1cef3c808e6a479⋯.png (643.66 KB, 890x493, 890:493, ClipboardImage.png)

File: 41c5a338618ffe7⋯.png (352.63 KB, 590x332, 295:166, ClipboardImage.png)

>>15404967

gotta second this, and add good knockback as well, it's always a bummer if you shoot an enemy at close range with anyway and they enter a death animation that keeps them standing when even a small caliber round would knock them on their ass. Spongy enemies ruin even the best guns because once enemies become sponges you aren't picking a gun based off what you enjoy the most or to tackle different scenarios, but to just get the best DPS.

Seeing numbers instead of blood, gore, and other feedback effects and animations is one of the worst sins you can commit regarding gunplay and generally a sign of laziness. Sure games like Borderlands might have 'A BAZILLION GUNS' but what's the point if all they do is make numbers appears faster? I never played The Division but a realistic setting using damage numbers and stats is really off putting as well.

>>15405134

seconding this because in NG2 and razors edge, removing an enemy limb doesn't immediately incapacitate them either, it makes them open for a flashy killing move but the enemy will continue to fight and become much more dangerous with the loss of the limb as they'll go for suicide attacks.


3caf66  No.15407119

File: 9a0100eee57cb0c⋯.jpg (116.36 KB, 738x296, 369:148, WaltherPPkSilenced.jpg)

>>15407091

I watched a guy try his best to translate real-world numbers into in-game damage equivalents once. He took down all the numbers for the kilojoules of energy that would be transferred from the standard round used in each weapon type and converted it into the n-game equivalent simplified number (something like 50kj= 1dam). Math turned out well but the game was Fallout 4, so it was shit anyway


a6cc48  No.15410057

>>15405125

There's a Fallout NV mod, but I haven't tried it.

It's probably technical hell to install.


85da16  No.15410131

>>15404581

> Bulletstorm

One thing I loved about that game was, if you manged to do a really insane kill all the enemies would stop shooting and say "Damn!" You caused a legit ceasefire due to your cruelty.


81d814  No.15411494

>>15404581

>What does it take for a game to have good gunplay? The obvious answer is great sound design, fluid animations, and a feeling of weight when you shoot it.

Call of Duty has better gunplay than Unreal Tournament.


989f97  No.15411528

>>15411494

last one I played was either WaW or blops1 but aside from some shotguns removing limbs in that game most guns didn't have varying affects to really set the large amount available apart, unreal had a variety of effects based on weapon using that not only gave players a "favorite" gun but incentive to switch frequently depending on situation. Also unreal had blood fucking everywhere which is fun in it's own right


81d814  No.15411549

>>15411528

Guns models have too little polygons and the bitrate for the sound effects is too low to have good gunplay. Unreal Tournament can't have gunplay that matches up with modern standards.




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