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InsideQC Forums • View topic - Weapon feedback

Weapon feedback

Non-technical talk about multiplayer and singleplayer gameplay and game design.

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Weapon feedback

Postby leileilol » Wed Jan 19, 2011 11:45 pm

Weapon feedback is as important as the gameplay that the weapons work in, IMO. If you shoot something unsatisfying, then what is the point?

Oddly a game as visceral as Painkiller have the wimpiest guns i've ever used in a FPS game. Unreal's weapons were wimpy as well, even UT2003-2004 is bad at it. The Halo games (and I mean ALL OF THEM) have terrible feedback for weapons too

okay, long thread made simple, post your favorite badass fps shotguns, sniper rifles and machineguns.
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Postby ceriux » Wed Jan 19, 2011 11:50 pm

condemned 2 : bloodshot - fists (mainly the entire melee system)
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Postby Sajt » Thu Jan 20, 2011 12:34 am

For me, weapon feedback includes: the sound, the animation, the viewangle recoil, and possibly the spread pattern and the impact/pain sounds/animations when you hit someone.

Doom2 ssg is the best, of course. Or at least that's what I've always said. Nowadays I don't enjoy it quite as much as I used to. It still has a siiick sound though.

The worst is Serious Sam's sniper rifle. Okay fine, I'll explain why. It has no recoil, you just click and it plays a sound, but there's no movement. (I KNOW!!!!) All the guns in that game suck, and they look worse (UT2k3 and UT3 picked up on that crap design style). Except maybe the giant cannonball gun, that was cool.

Quake2's normal shotgun was pretty good, when used against basic soldier types anyway. Good sound and animation for both the gun and the guards. Though I hate how laggy the Quake2 guns' triggers are. (The rocket launcher is TERRIBLE!) I liked the Q2 machinegun to a mild degree, though the recoil was a bit much.

People complained about the guns in Q3 (e.g. the shotgun) but I don't mind them. Maybe I'm numb to it so many years later.

The pistol in Wolf3D and Blake Stone is the most fun to use in those games. Something about the way it's held in both hands. It's cool to run down hallways shooting at guards with that thing. Using the machinegun or especially chaingun is kind of boring.

Final Quake: Real's shotgun was pretty fun, hehe.

Sorry I haven't played much of newer games. Still, I feel like I'm forgetting some significant ones. I've played a number of fringe fpses from the 90s that I can't seem to remember at all. Delta Force, Blood 2, things like that. Oh well. Also, there's a "private" Quake mod that existed between me and scar3crow a few years ago that had some very nice guns...
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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Postby ceriux » Thu Jan 20, 2011 12:51 am

too bad its private
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Postby leileilol » Thu Jan 20, 2011 1:04 am

In terms of mods, perquake's got everyone beat.
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Postby Biodude » Thu Jan 20, 2011 2:03 am

The Bastard AR in metro 2033 is so satisfying to shoot. I kept the silenced one the entire game.
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Postby qbism » Thu Jan 20, 2011 2:31 am

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Postby Irritant » Thu Jan 20, 2011 4:18 am

http://red.planetarena.org - Alien Arena and the CRX engine
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Postby Downsider » Thu Jan 20, 2011 4:52 am

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Postby Sajt » Thu Jan 20, 2011 11:23 am

F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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Postby Spirit » Thu Jan 20, 2011 2:45 pm

Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Postby Dr. Shadowborg » Thu Jan 20, 2011 6:27 pm

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Postby Sajt » Thu Jan 20, 2011 6:33 pm

F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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Postby leileilol » Thu Jan 20, 2011 11:47 pm

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Postby frag.machine » Fri Jan 21, 2011 12:11 am

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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