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<BOARD RULES>
[ /agdg/ | Mecha | Comics and Cartoons | Anime | Hentai Games | Contact ]

File: 19af9ea215ac718⋯.jpg (486.1 KB, 2846x2039, 2846:2039, _alice_margatroid_and_jige….jpg)

eae2b9  No.16882517

This thread will be dedicated to the concept of satisfying weapons and how to make them feel and sound good (not just be good).

https://www.youtube.com/watch?v=Ni9D7lxyG3Q

Posting Magnum from Halo CE because it felt nice.

____________________________
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2333ef  No.16882519

File: 2d97604780f77a5⋯.png (2.34 MB, 2550x1335, 170:89, ClipboardImage.png)

I don't know why but the MP40 in any game that has them is always a reliable weapon. Perfect recoil, firing rate, and accuracy.

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000000  No.16882546

the german MG in Red Orchestra

whether or not you're mowing down a dozen commies or picking them off with semi auto from a distance it feels amazing

>sneak around the outer edges of the map towards their spawn

>pick them off one by one and they never know where you are because realism

>win the game, get MVP

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fd783d  No.16882561

File: 8ad0c6a092e53f7⋯.jpg (205.91 KB, 1086x1040, 543:520, 1433821795109.jpg)

File: 001ed9281bc4cbd⋯.gif (996.3 KB, 500x281, 500:281, tumblr_n26fknQA4l1r0sqjpo1….gif)

File: 961e29e3f775df3⋯.gif (2.98 MB, 640x360, 16:9, 1423163097733_0.gif)

EVERY single weapon in MH as long as you git gud with them so much so to the point that you rarely get hit during hunts.

Its even satisfying watching speedrunners play and land some of the most insane and juiciest hits that I've ever seen in any kind of ARPG.

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97c9d1  No.16882562

>>16882561

>le epic soy je suis monté insect gayve

>god like

Yeah, right.

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b10d9b  No.16882659

Shotguns in stalker are already satisfying the moment you dismiss your puny Makarov for one of those.

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2a1058  No.16882682

File: 053416ba348ac5c⋯.jpg (122.34 KB, 871x870, 871:870, DONALD_DICK.jpg)

>>16882659

>Playing SoC

>Get Combat Chaser and rape everything remotely close to me

>Playing CoP

>Get the Eliminator

>Mount a Susat scope on it

>Rape everyhting midrange

>Playing Anomaly

>Get a Saiga 12

>Muh dick

>Rape everything mid range and even long range with enough slugs

>My fucking dick when I get a Vepr-12 with a bigger mag, more damage output and faster firerate

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f711f5  No.16882711

>>16882561

I fucking love the charge blade in 4U. There's nothing like killing a monster with a well placed discharge, it's truly satisfying.

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000000  No.16882753

>>16882682

>not using superior all-destroying max upgraded Eliminator

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2a1058  No.16882762

>>16882753

>I can't read

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000000  No.16882941

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137a8f  No.16884706

I'd say the Half Life revolver and knives in Hotline Miami.

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d2c75d  No.16884765

Most weapons in Unreal 2 felt awesome, too bad the game's so short

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ce3a80  No.16884774

Being able to throw a melee weapon and pick it back up is always satisfying to me. Gmota for doom does this really well.

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35f44c  No.16884833

File: bb2783cb371633a⋯.jpg (189.67 KB, 1333x1000, 1333:1000, tommy_gun.jpg)

>>16882519

best smg coming through

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88ea71  No.16884937

YouTube embed. Click thumbnail to play.

The Mauler in Perfect Dark had a secondary fire that would slowly it took about two seconds eat up to five rounds in the mag, and fire them as a single shot that deals 100% damage even on a limb hit. Aside from being slow, it was inaccurate as fuck. The charm of it was dual-wielding so you could take out an enemy's shield with one hit, and kill him with the next. If you get the drop on someone up close and you're not inept like the guy in the embed then the enemy is fucked.

As for the sound, I dunno. The charge shot has a better PTOO than the non-charge. But it's still a PTOO.

My #2 is the super nailgun from Quake.

After that, maybe the grenades and RPG in RE4. It wasn't a huge rip-and-tear type of game, so when you got to send a mob of spaniards to hell all in one shot, it was amazing.

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6ef650  No.16885362

File: ebd4a70a2695585⋯.jpg (14.19 KB, 300x297, 100:99, ebd4a70a2695585e575bead391….jpg)

Games with mortars and artillery always have a place in my heart for being absolute monsters at wrecking defenses either in RTS' such as Company of Heroes or FPS' bonus points especially if you need a crew to man a field-piece and rely on teamwork for spotting targets whereas the only game I know that does it so far in modern times was Hell Let Loose.

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e1eef1  No.16885371

Invidious embed. Click thumbnail to play.

High risk, high reward weapons are some of the most satisfying. These weapons are usually limited to a slow rate of fire/slow charge. An example for me would be Arc of Deliverence in Dragon's Dogma. It's more of a move than a weapon, but it's exclusive to the great sword. It's very slow to charge, but the amount of damage it gives and that split second slowdown in the animation makes it pure sex.

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7f7456  No.16885381

The Super Shotgun in DooM II is always satisfying.

The Karasawa (energy rifle) and the Moonbeam (energy blade) in the Armored Core series typically requires some bullshit to acquire, but just about break the games over your knee.

The Pilum in Battlefield 2142 was a hoot, if you could keep yourself supplied with ammo, as it let you annihilate armor, and titan weapons.

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e5ba5c  No.16885407

File: 920884933956867⋯.jpg (72.34 KB, 1000x931, 1000:931, Marlin_1894C_Lever_Action_….jpg)

File: 9ea8d84a52be1bf⋯.jpg (20.64 KB, 900x450, 2:1, 26555_DEFAULT_l.jpg)

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cf2311  No.16885464

>>16884937

I actually liked the MagSecs from Perfect Dark. Not for how much damage they did or didn't do, but for how they felt and sounded. They weren't just some generic boom or plop. They sounded like some fancy ass electromagnetic weapon even though they weren't that at all. Then again, I really like unusual sounds for guns–like the System Shock 2's assault rifle, which sounded like some clunky old piece of crap shooting the shittiest ammo ever produced. Actually, the sound design for SS2 was pretty great overall. They weren't afraid to make something sound unique instead of trying to make every weapon sound plausible–like all the bass in the laser pistol or the EMP rifle. BF2142 was another game that was good about that: the EMP strike actually sounded like it was fucking your electronic shit up instead of some generic, boring lightning crackle like most EMPs. Honestly, I'll sometimes use a marginal or even bad weapon if I like how it sounds.

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7f7456  No.16885493

>>16885464

God, I used to get banned from so many BF2142 servers because I could hear the stealth units' high pitched whine. Nobody could get the drop on me, so OF COURSE I had to be cheating, just because I didn't blow out my hearing listening to Perfect Circle or Greenday or some shit, like everyone else.

But yeah, that sound design was lovely. Everything in 2142 sounded like it was recorded from 140 years in the future. Then fucking EA smothered the fucking game in the crib and let cheaters ruin everything, so they could focus on Buttholefilled: Bad Company, and turn it into Buttholefilled 3.

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8c33b6  No.16885498

Is there any sidearm (i.e., the second weapon you'd usually get in an FPS aside from your melee attack) that still is useful or even rewarding as anything other than a last resort when your ammo for the big guns run out?

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cf2311  No.16885502

>>16885493

Actually, I have something thread-relevant from BF2142: drop pods. I fucking loved trying to pod aircraft and people and vehicles. Sure, it almost never worked, and sure it was really location-specific, and sure it got hard nerfed towards the end, but I'll be fucked raw if it wasn't fun to try to do. All the gimmicky shit BF2142 tried was really something special.

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7f7456  No.16885549

>>16885502

Oh yeah, binding up/down to the mousewheel, and spinning it like mad, so you could "fall" horizontally to fly across the map. I never bothered with that myself, but I had fun using the APCs to launch on top of enemy walkers and stick RDX packs all over them. Then when the pilot would bail, I'd hop in and waste him. Then when my new ride was about to be destroyed, I'd bail out and run, and the person who jacked my walker would get to eat the RDX packs that were still stuck to it.

More fun was sniping other people's packs as they were setting them. The packs would then do friendly fire damage attributed to the person who set the pack. Sometimes with one careful shot, you could get someone auto-kicked for multiple simultaneous TKs when they were trapping a missile silo.

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53c898  No.16885563

>>16885362

>bonus points especially if you need a crew to man a field-piece and rely on teamwork for spotting targets

Forgotten Hope 2 has something like that where the scout class can actively spot for arty and the player manning the arty gets the target coordinates and scout's POV.

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091d9e  No.16885583

>>16885563

>Forgotten Hope 2

That was literally taken from Battlefield 1942

DICE used to be a good company

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7790fd  No.16885820

Rising Storm 2 fucking sucked but it had two shotguns that were incredibly satisfying.

>Ithaca Stakeout riot shotgun

No stock, so you can bring it to bear faster than normal, and has a super satisfying spread/sound/animation/feel. I think it's really interesting that shotguns in games are slowly becoming more realistic than the retarded 10ft-range popguns they used to be; every pellet has its own ballistics, and you might fire just at muzzle flash in the jungle and get a headshot or a spine shot with one pellet and kill a gook.

>IZH-58 double-barreled shotgun

Whether it's the long-barrel or coach gun variant this thing feels so fucking good to shoot it's retarded. I have very few crystal clear memories of individual moments in RS2, but with the long-barreled shotgun I shot a Huey pilot in the head as he was coming in to land, the chopper crashed, the copilot jumped out and ran for the jungle and at 100m I killed him on the run with the other barrel. It feels so good to use.

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ce3a80  No.16886210

>>16885498

I noticed too that secondary weapons are usually uninspiring in most fps's. Best example of a good secondary weapon I could think of is HL1's glockteen11. The most useful feature of it is its rapid fire.

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cf2311  No.16886256

>>16886210

The Slot Two weapon is, in the traditional FPS progression, just there to be something you use until you get one of the better guns. Maybe you pull it out again for a few simple enemies, but you usually have another weapon that uses the same ammo that works on tough and easy enemies both. So Slot Two becomes "slightly more ammo efficient but pitiful damage and not worth switching to for easy enemies." Keep in mind that this progression was more or less the basis of FPS gun progression for basically all non-realistic FPS in the Doom/Quake era. It started to be played more and more into and beyond the Quake 2 era, but it's still the go-to to develop a comfy and familiar gun progression.

As for games where the Slot Two weapon was something different or unique? I dunno. SiN's pistol was thumpy and fun to use, but I don't remember if it was still relevant later in the game. Halo people often say that their pistol was useful long into the game, but I didn't play it much so I dunno. Rise of the Triad was interesting in that its three slot two weapons had infinite ammo and later ones were literally straight upgrades. Strife's hand crossbow was useful for a long time, because when you needed stealth poison bolts were one of your only options. Eventually, though, stealth became unimportant and the crossbow faded in usefulness.

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fe26ed  No.16886319

>>16885498

Blacklight: Retribution had fucking shotguns for a secondary weapon. On top of being the one of the best weapons for close combat (as expected), it could also easily blow up mines set up behind thin walls, which was great because those usually instagibbed everyone getting too close (before getting nerfed to the point they take a century to blow up after being triggered anyways), Hell, you could even get kills by exploiting that.

It also had a revolver that had enough power to 1shot anyone but fat builds on the head, and a flare guns, with incendiary ammo as a safer way to cook Hardsuits without wasting combat points on anti-HS Combat Points weapons and die like a bitch seconds after.

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b9ecc3  No.16887750

>>16884937

>Reaper

>Callisto NG

>Phoenix

>Laptop Gun

>CMP150 with lock-on

>Falcon 7 with silencer

>Slayer

>Remote Mines

>Dragon & Superdragon

Rare knew their stuff back then.

Also, E.Y.E Divine Cybermancy's Depezador and Sulfatum, what a fucking joy to play with them.

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ce3a80  No.16887770

>>16886256

From what I heard, people rave about Halo's pistol because it breaks shields.

I think that if two guns use the same ammo, then it forces them to compete with each other. FPS guns don't have to be formulaic, the secondary gun can be totally different than the later-game weapons. Then again, publishers don't like something as risky as a fun secondary weapon.

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e1eef1  No.16887849

>>16885407

Older action firearms are always my favorite in vidya. They are usually pretty formulaic as in it trades rate of fire for damage, but I like that drawback. It forces you place shots more carefully.

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7bf2f8  No.16887925

File: df667e96b79fb8b⋯.webm (2.61 MB, 854x480, 427:240, VK_12.webm)

Never leaves my arsenal once I get it.

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474495  No.16887935

>>16885371

>the Berserk weapons never made it into the PC versus

Sad.

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9a5a22  No.16887940

File: ab45a81357bdb3b⋯.png (132.79 KB, 1200x1600, 3:4, depezador_mag.png)

Depezador from EYE divine cybermancy is the most accurate shotgun to date

>range of over 50 meters, can snipe somebody reliably with it

>good rate of fire

>highest magazine capacity of 32 rounds, making 33 effective shots that will one shot most things that aren't shielded

>spread tight that at any range this gun will carry you through the game.

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244219  No.16887959

Invidious embed. Click thumbnail to play.

>>16887940

Everything in EYE is god-tier. When I took this baby on a ride I nearly came.

Anti-material rifle actually shoots down helicopters.

And that 2H power-sword you have from the beginning - I killed final boss with it.

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cf2311  No.16887964

>>16887959

You can shoot down helicopters with the Bear Killer. The thing I respect most about EYE is that they didn't bother to let reality get in the way of their vision, whatever it was.

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32133f  No.16887995

>>16887964

Well it's like top-tier gun. At least I got it way after AMR.

And I never found a nuke cannon case for some reason.

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54f059  No.16888009

File: 1c61221b5a8bb57⋯.jpg (138.01 KB, 800x518, 400:259, 800px_FEAR_USP_2.jpg)

File: e97edff216fc846⋯.gif (7.67 KB, 253x143, 23:13, unnamed.gif)

The AT-14 in FEAR. I love how dual wielding them they're almost deafening.

For melee, either the bat or sword in Streets of Rage 3. I just love the running animation that goes with it.

>>16887925

My nigger.

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cf2311  No.16888011

>>16887995

I was completely serious, too. These are guys who actually at some point thought "let's add a sword that makes people explode as a melee weapon" as a serious thought. Then, they thought "let's also add a hammer that makes people explode, but they explode even more than with the sword!" Then they did both. And these same guys actually managed to make a fundamentally and deeply broken but also fun game out of this kind of thing. I don't even know what to call that kind of autism. "Broken" isn't even the word that I want. It's a game that's fundamentally and deeply (noun), and I don't know what the noun is. It's not a trainwreck–it's like a whole system of transportation that's adopted the trainwreck as the normal means of getting from place to place. Trainwrecks happen every six minutes departing from platforms 1, 2, and 3, and nobody dies and the population goes on their happy way to work. Then at 5:30 they take the express down trainwreck home. It's not surreal, because it's too coherent in the way that a fever dream is coherent until you come out of it and try to remember it. It's like they had a nine-year-old boy write their first draft of the design document ("and then the knights and the samurai gang up to use their tank cannons and ninja swords and big revolvers to fight the space werewolves and ghost ladies but they also fight each other and it's all a secret!"), then voted on their favorite sci-fi movies to blend together to decide how the setting would work. They made a game where the most prominent two colors are black and gold, and the visuals are not goth and not rococo, and yet it feels perfectly natural that the characters shout profanity at each other like children. These guys pretty much by accident made this simultaneously unique and derivative masterpiece of janky mechanics and questionable decisions that really shouldn't work together as well as it does. It's the kind of game that manages to make "a sword that blows people up" actually work.

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e1eef1  No.16888020

>>16888011

>Broken" isn't even the word that I want. It's a game that's fundamentally and deeply (noun), and I don't know what the noun is. It's not a trainwreck–it's like a whole system of transportation that's adopted the trainwreck as the normal means of getting from place to place.

I like this description.

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15e0e3  No.16888262

File: d594cbbe0542bf1⋯.jpg (218.03 KB, 1400x1207, 1400:1207, High_impact_fearful_violen….jpg)

>>16887925

That and this

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0c3772  No.16888326

File: b61104a573c766f⋯.jpg (40.46 KB, 640x480, 4:3, Turok_Rage_Wars_Arsenal_Sh….jpg)

The Turok Rage Wars shotgun because for its secondary fire, you pump it like a Super Soaker. Its satisfying if you then kill an enemy with that.

The rifle in The Last of Us, because once your aiming is good, every gory headshot is satisfying, especially because you don't waste ammo.

Any weapon that has a delay (when you have to hold the trigger, and it takes some time to charge and then shoot). Often in combination with see through walls mechanics.

The Omen from GoldenEye Rogue Agent (a game noone played). The Omen is a rifle that fires in 3 energy bursts, but then it takes 2 seconds until the next shot, so you have to duck and cover. When you hit an enemy, he gets pulverized and disappears.

The BFG from Quake 3, because the projectiles looked powerful, and sometimes enemies exploded, sometimes they were spectacularly knocked over.

The Insta-Gib rifle from UT2004, because once you manage a longer killstreak without dying, you feel boss. Each hit makes enemies explode into meat chunks.

For some reason, while DOOM 2016 is a great game, I found none of the weapons satisfying. Maybe Berserk, but that doesn't count.

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0c3772  No.16888329

File: c32c894bbd385f1⋯.webm (2.18 MB, 700x394, 350:197, chest_burster.webm)

>>16888326

Oh and the Magnum in Uncharted 1, because the game was flawed at that point, and whenever you hit an enemy he flew away with ridiculous ragdoll physics. Its satisfying AND funny.

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7cd3b2  No.16888419

File: fb81c4a573f5cdb⋯.png (34.35 KB, 922x273, 922:273, E_Y_E.png)

>>16888011

Nice summary.

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474495  No.16888493

>>16888011

>These are guys who actually at some point thought "let's add a sword that makes people explode as a melee weapon" as a serious thought.

Deus Ex did it first.

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528d02  No.16889093

>>16888493

Capitan Trueno on ZX Spectrum did it first.

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