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Old 2003-05-16, 04:39 PM   [Ignore Me] #16
Revolver
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I agree wholeheartedly. And just wtf did they do to the shotgun?! It sounds like some sort of laser rifle or something!
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Old 2003-05-16, 05:57 PM   [Ignore Me] #17
RcnJack
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Just keep in mind that any additional sounds/animations added to get an effect while shooting or seeing someone go down/take dmg adds considerably to the "lag factor".

Its easy to say PS has a weekness in this area but remember that you are playing on huge servers of up to 4000 players,its massive indeed.

I would gladly trade these enhanced visual/audio treats for smoother gameplay
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Old 2003-05-16, 07:25 PM   [Ignore Me] #18
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@sp3ctre:
No they're not, anyone and their dog can score with an MP5. The problem with the AWP is if its used by several proficient shooters, it can pretty much lock the game down (the support from weapon-switching/zoom/crouching combo-scripts of course makes this easier). On the small playingfields of CS, that tends to stink imo.

@whoever:
Aaah, the old argument of realism. First off it doesn't matter. If you still want a discussion of wether or not its likely that a body would be knocked around under fire, just consider how frickin unlikely it is if its not. The force of an impact may only be as large as that of a well-served tennisball, but the area is significantly smaller - meaning it penetrates and the force isn't absorbed as easily. The human body does not react rigidly - that would cause excessive damage to its own structure from already very minor injuries - so of course, although it could withstand the blast it will more likely act limp.

Again, for the sake of being complete in this argument, yes it is possible and even common that people are not even close to being limp and can in some cases continue to run or perform any other action although they have been wounded directly. It is definitely not the rule though - you shoot someone, they'll stop, although it has little to do with the force of impact. Lets not mention the possibilities for stabilizing your own backhold when firing with the exoskelet-system PS uses, it would make good sense to take full advantage of that (basicly you are a walking firing-pod).

So not only is it irrelevant how realistic or not it is if it looks right, as none of the games ambiente comes from realism, its also not all that far off.

@jack:
Wether you play sound a that sounds really crappy or sound b thats alot better, it doesn't even remotely matter. As for twitching animations - if the server already tells you about hits, a few twitches won't hurt performance at all, nor will displaying them on your client do much. Worst case scenario you could make it switch-able, so that player animations won't show, the character will just appear to be walking slower. But afaik theres gestures in-game already, similiar deal there.
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Old 2003-05-16, 07:37 PM   [Ignore Me] #19
Dharkbayne
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Okay now, with a gun, if it was powerful enough to make them fly back, it would go thru them, think, if you get shot with a f*cking sniper rifle or something , if it hits ya, it goes through you, if you had impenetrable skin, it would knock you back, but , you dont, maybe in PS from teh armor, but, prolly not, a shotgun, if you got blasted in the chest, you should stagger or something, but its too late to implement any of that anyways, so why am I posting???
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Old 2003-05-16, 07:47 PM   [Ignore Me] #20
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SaltzBad,the reason I mentioned that is because when wwiionline put in rifle kick and blood splatter there was an across the board fps drop along with choppyness in big battles(unless your machine was uber).Im pretty sure there was no way to turn these features off either.Of course wwiionline always had its problems,but it is the only other MMFPS out there.

If PS can add these features without affecting performance than it certainly should be looked into.
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Old 2003-05-16, 08:27 PM   [Ignore Me] #21
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Slightly off-topic:

Rcn, I'm going to kick your arse, rubber bullets and thumpless sounds be damned.

IDgaf.
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Old 2003-05-16, 08:32 PM   [Ignore Me] #22
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sorry to say this but knowing sony they probaly won't add that they will prob make u buy an expansion

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Old 2003-05-16, 08:41 PM   [Ignore Me] #23
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Nah, sony's not that money hungry, I hope..........
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Old 2003-05-20, 05:31 PM   [Ignore Me] #24
Matuse
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I dnt think it's father... should be less.. I think too tired to think about it any more than that.
No, the person getting hit is being hit with less energy than the firer is absorbing. Possibly if you are fighting in a vaccuum that would not be true, but Auraxis has an atmosphere, so this isn't the case.

Whenever someone mentions a real life gun and speaks of how powerful it is, they always refer to the distance the shot is from the barrel, because friction eats away at it constantly from the moment it starts moving.

Surely the force of an object slamming into them would hamper their movement temporarily at least.
If you were hitting them with big high-power bean bags, it would stagger them. That defeats the purpose of a bullet: to penetrate. If it wasted its energy halting forward progress of the target, it wouldn't get inside and do any real damage.
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Old 2003-05-20, 05:34 PM   [Ignore Me] #25
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You could shoot corks from wine bottles... ouch...
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