View Full Version : About the weapons
Serpent
2012-11-12, 10:44 PM
NO this is not a QQ thread on balance.
My only question is: Will the guns we are able to buy eventually look different? Right now almost all of them are the same, it feels rather lazy on their part- but if they're just placeholders for Beta that's fine.
SturmovikDrakon
2012-11-12, 10:55 PM
Yeah, there's a thread on the forums about this as well.
I really hope they bring back this pulsar design sometime
http://images.mmorpg.com/features/6421/images/VS_Rifle_closeup_t.jpg
http://images.mmorpg.com/features/6421/images/VS_Rifle_Sunderer_Quad_t.jpg
Just to add more variety. Right now there's just minor differences and it's not very interesting
What's sad is that they replaced the model for what could have been the most unique looking weapon in the game... the mcg
Sifer2
2012-11-13, 01:54 AM
MCG model was changed because the bullets would have fired at hip level an wouldn't be able to make it over small obstacles. As in you couldn't hide behind a box an fire over the top. That an they might not have had time to do proper animations for moving an holding a weapon like that. I hope they eventually go back to the old design though.
If the game is successful there is room for a lot of stuff like this I would like to see them do. More unique looking weapons. Empire specific versions of the Nanite systems vehicles. And hopefully animations for getting in/out of vehicles return.
SturmovikDrakon
2012-11-13, 08:10 AM
MCG model was changed because the bullets would have fired at hip level an wouldn't be able to make it over small obstacles. As in you couldn't hide behind a box an fire over the top. That an they might not have had time to do proper animations for moving an holding a weapon like that. I hope they eventually go back to the old design though.
If the game is successful there is room for a lot of stuff like this I would like to see them do. More unique looking weapons. Empire specific versions of the Nanite systems vehicles. And hopefully animations for getting in/out of vehicles return.
I know the reasoning. It's so unbelievably stupid I don't even believe it. A game like BLOPS2 which is scattered with boxes and cover all over the place can get a mini-gun working but SOE can't?
please
Levente
2012-11-13, 09:43 AM
TR gun sounds are mega crap. i know i said it before and i will say it until its changed. I had to change to NC because i cant stand the crappy tr gun sounds.....
Dagron
2012-11-13, 10:31 AM
I know the reasoning. It's so unbelievably stupid I don't even believe it. A game like BLOPS2 which is scattered with boxes and cover all over the place can get a mini-gun working but SOE can't?
please
I agree with this, they can always create an animation for when the character is humping an object that makes them pull the minigun up over the box/railing/whatever.
Serpent
2012-11-13, 11:43 AM
I hope to god they put in new models and meshes etc. otherwise I fear a lot of people are going to be strongly turned off by it.
Sifer2
2012-11-13, 03:59 PM
I agree with this, they can always create an animation for when the character is humping an object that makes them pull the minigun up over the box/railing/whatever.
From how it was explained that wasn't the problem. It's that the engine is designed so that bullets fly out of the barrel of the weapon. In a lot of other shooters they actually fly out of the face of the soldier. If you ever watched models of spartans in Halo 3 spectator mode you could actually see this where the bullets flew out of their visor lol.
So because it comes out of the barrel of the weapon a hip fired weapon would have the bullets shooting out at waist level. Besides not being able to fire over small boxes or railings it might have had other issues.
Dagron
2012-11-13, 06:41 PM
So because it comes out of the barrel of the weapon a hip fired weapon would have the bullets shooting out at waist level. Besides not being able to fire over small boxes or railings it might have had other issues.
And by pulling the gun up when the player is in front of a box, the barrel stays above it and the bullet has a clear path. Now, i agree there might be other factors to why they decided to scrap the original model, but this is the one they gave us so far.
Program
2012-11-13, 07:27 PM
Thank you, there is someone out there who believes their sloppy with weapon design. I would rather have a couple detailed, awesome looking guns with well thought out stats and balancing than a ton of boring ones.
Serpent
2012-11-13, 07:31 PM
Obviously :P
But the weapons are balanced for the most part (especially since the Lasher is being re-done).
Gonefshn
2012-11-13, 07:52 PM
This is my #1 complaint about Planetside 2 it bugs the hell out of me. Every weapon looks the same. psycologically it makes it harder to tell them apart and how they perform. And it just isn't satisfying to get a new gun. It's a let down.
Rolfski
2012-11-13, 09:35 PM
I agree this is a problem. If you want people to get attached to a gun to a level they even throw Smedbucks at it, you have to give every gun a character (name, looks, sound, handling, animation, etc.) of its own and a specific purpose in-game.
This is especially true in a scifi setting were people cannot relate to the real-life models. Compared to the variety and purposes of BF3 guns for instance, the PS2 arsenal just looks like a generic mess.
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