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2012-08-08, 09:17 PM | [Ignore Me] #4 | ||
First Sergeant
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It's just one of the side effects of it being a game. Realistically, we have machine guns on airplanes, tanks, heck even personal weapons that have super high rates of fire that wouldn't really be feasable in-game. Imagine if the A-10's GAU-8 gatling gun was in the game (only 1970s technology). That's a gatling gun with 4000 RPM firing rate, or in one second 60 bullets. That's TR-level stuff, but for fun's sake you either have to make the magazine sizes huge (who wants to fire for 1 second at a time before reloading) and nerf the damage to practically nothing per bullet (boo), or drastically reduce the firing rate but up the damage to be slower.
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2012-08-08, 09:40 PM | [Ignore Me] #6 | ||
Major
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Actually, the time delay between the round clicks on both the PS1 non-locked down MAX and the PS2 max is about the same.
When you locked down that MAX, though, the ROF went up and the sound changed so it sounded like it was firing faster (which it was). Last edited by AThreatToYou; 2012-08-08 at 09:41 PM. |
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2012-08-08, 10:42 PM | [Ignore Me] #8 | ||
Contributor Major
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Do the new TR maxes lock down? Is it in the cert tree, perhaps...? That's a vital part of our defensive strategy. A few locked down MAXes form a natural defensive point for everybody else, and you get this spontaneous little knot of resistance bristling with thumpers and glue guns and guys taking a knee instead of just tear-assing down the hall. That's more of a strength than any increase in fire.
Last edited by Rivenshield; 2012-08-08 at 10:44 PM. |
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2012-08-09, 02:52 AM | [Ignore Me] #10 | |||
Corporal
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2012-08-09, 05:50 AM | [Ignore Me] #11 | |||
Corporal
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I want the sound to match up with the actual bullets being fired. It would just "feel" weird if it wasn't. |
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2012-08-09, 08:20 AM | [Ignore Me] #15 | ||
Corporal
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To be honest, the solution looks so simple to me.
Keep the graphics and sounds separated from the ingame bullet/damage model. If the minichaingun of a TR MAX has 1 tracer in 25 rounds with 50 RPS, you will see two (tracer) bullets flying per second. 1 Mouseclick equals 25 rounds. But the gun will fire rotate and burn like the mad minigun it is and make that buzzing killer noise with graphics for all clients going at 50 RPS. Those 2 tracers/s create less vectors/hit detection calc than a Cycler. Scale it as needed. Each one traced bullet will carry all the damage per second and be the connector to your hits - everything else is cosmetics, sounds and oomph. Not every bullet you see in-game needs hit detection. Same could go for Cyclers and HA Rifles as fully automatic weapons with a burst as the smallest output. The effects will be much better than 10RPS, slow animation and the stutter-chain-gun it is in beta. It will also avoid lag and warping when that babe gets unleashed. 2x 3000RPM spitting lead from your MAX suit visualized on your flat screen and pumped into your room on your home sound system / into your ears on your head-speakers? I say hell yes. Last edited by JoCool; 2012-08-09 at 08:29 AM. |
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