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Showing results for tags 'gun mechanics'.
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Now that everyone has had a chance to get a feel for the new gun mechanics. I'd love to hear your diverse opinions on it. I've heard very mixed reviews. Some really love it, some really hate it. I much prefer V.12 gun mechanics whereas there are others who miss V.11's. We are a mixed bunch! My reasons to preferring V.12's are... Firing at long ranges: I've found this to be a massive improvement. It use to be borderline impossible at long range but now in v12 with the sights moved in closer I can confidently lead my shots and engage accurately down range. It takes a little bit longer using an iron sight but if you've spotted your target and have time to aim, you can satisfyingly land a good shot at medium range too. Recoil: Recoil is more aggressive which I find especially fun, useful in close quarters if you manage your gun better than others. It definitely requires more discipline and a conservative approach to how you manage your weapon but, so long as you don't keep presuming the guns fire like they did in v11 and focus on dealing with it, it's completely fine. It's so much better in my humble opinion. Overall fluidity: Whether it's because of the performance increase (for most people) or, adjustments being made directly to the guns. The fluidity of the guns feel better to me, they just feel handier. They feel more responsive and a lot less unpredictable. Recoil is stronger yes, but it doesn't do anything I wouldn't expect from it. These are predominately my main reasons to liking v.12's. I'd very much like to hear everyone's else's opinion on this. Do you prefer v.11 and why? Do you like v.12's for the same or other reasons? I'd love to hear.
Just from what you guys have created so far I can tell this is going to be a great game. I also LOVE that you guys are actively listening to your community and actually taking feed back from us and tweaking accordingly, just wanted to express my gratitude you don't see that a lot in the gaming industry . So anyway I am just going to brain dump whats on my mind so forgive me if I touch on topics that previous postings might have covered. -Project Reality- I have played Project Reality and still do and it is the reason I bought Squad hearing it is the spiritual successor. Some things that I noticed that are different besides the obvious. When you get shot or shoot a player they can stop the bleeding with one patch. In PR it took multiple patches too heal or a medic and I liked that. Knowing when you hit someone that they are messed up and require more than a patch the medic or they are going to bleed out. It also encourages people to stay with the squad instead going out by them self and being a lone wolf. Little balance and a focus on realism. In PR you have the USMC and other major factions have optics on all of their guns vs insurgents with iron sights with an exception of the marksmen. Also major faction's would have thermals and better armor and the rebels would have old outdated equipment. I loved that it forced certain factions to play very conservatively and set up ambushes and use IED's. Also unique weapons, I liked that some factions would have suppressed rifles and shotguns and some factions would not just things like that adds a little flavor to the game. Next is bullet deviation, (I am assuming that bullet deviation is suppose to simulate heavy breathing or something along those lines) in PR you have to sit or stand still for a couple seconds for your shots to be accurate. Again I like that, it prolongs firefights and makes for some epic shootouts with bullets flying all around you. I saw a post by ZiGreen along these lines concerning shooting mechanics and it is a very comprehensive post and I agree with most of his suggestions ill link it here-Animations- Squad has some of the best gun animations I have ever seen in a game they are seriously good. I was wondering if the soldiers will revive the same level of detail? For instance in battlefield when you shoot your characters face will scowl and when a grenade explodes he will react to it buy putting his left had up to cover his face. Right now the soldier animations seem very stiff and robotic I am sure that they will change with time and become more fluid. I was just wondering what you guys got planned for us on that front? Getting shot should in my opinion should sometimes make your guy stumble or flinch something along those lines would be neat. Wounded animations. It would be really cool if when you got downed "wounded" that after you rag doll that your guy would wiggle or squirm on the ground and make groaning or grunting noises. This could also help medics find people who are wounded and be a neat touch to the game. Red Orchestra has animations similar to what I am talking about. Resting/walking pose. The walking pose in squad just dose not seem right to me, it might just be me being a picky bastard. I liked the PR walking/jogging animations where the gun would be at you side instead of always being at the ready. Also that way you could see when people were aiming down their sites. -Example picture- -Damage- Another thing I think would be good is that when a player gets shot in the head they can not be picked-up again as in that they are dead and have to re-spawn. Depending how in depth you guy plan on going with the hit box you could make the helmet livable and people who get shot in the helmet could get picked up. Also is body armor going to be a thing and if it is how is it going to work? It would definitely be a cool addition too the game. I'm not sure about this one but perhaps if you are inside a certain radius of a grenade that it would kill you not just down you. And last of all going off of my "wounded animations" suggestion if that is implemented when someone is wounded and waiting for the medic. If an enemy comes across them they can shoot and kill them preventing the revive. Its more realistic and a way to make sure the area is clear. What do you guys think? Any other suggestions would be welcome.