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Suggestions & Requests / Re: Flying Unicorn
« on: August 05, 2010, 12:34:06 PM »
YAAAAAaYYy!!!! RaINBOOW!!!@!!$$!
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We would be richer than bill loving gatesWho's Bill? And why is he attracted to gates? O_o
Just had another crazy idea.It would be awkward without a moving crosshair. However... maybe expand the DynaCross to work with this. But if you keep adding stuff, this'll take forever. Maybe in v2.
Now, a weapons recoil is simulated very simple by just incereasing the spread while shooting. Shoot a single round, it's accurate, shoot more, and it's less accurate.
But what if the spread would stay the same, but the players aiming point would change slightly? Means, the players aiming point moves a bit up or something when shooting. If done right it could be very interesting I think. One weapon fires very smooth and is easy to aim/control, and the next weapon is very hard to control, maybe because of recoil/etc.
I don't know if it's possible, but I'll try around with that now...
What do you think?
for you. Good job, man.
Even the 870 has naught but bead and blade sights, it's a hunting/skeet shotgun, why would it have a ring?Excerpt from Wikipedia:
Name it the Ultimate weapon pack. Because it has the three main cool things. ironsights,Animations,And Ammo...Quite.
After my visit to the server, I was left with mixed feelings.I agree. As well, the shotguns are underpowered.
I was somewhat uncomfortable with a few of the weapons, since they didn't look and move like they were doing much, the whole "Action" feeling given off by the weapon really changes the way it plays and the somewhat listless nature of a number of these weapons gave gameplay a slightly clunky feel. The models, notably the shotguns and a couple of the rifles seemed quite thin and insubstantial; the .50" was really quite weedy and it really doesn't reflect it's purpose or give off an air of hardy, heavy-duty machinery which most anti-materiel rifles are. The shotguns resemble bamboo canes more than the broomsticks they should be which unsettles me for the same reason the .50" rifle did. I handle shotguns regularly and the lack of substance on the models is quite striking in comparison.
Also I must mention that the animations on various weapons seem sluggish and disconnected from what's going on. Where I expect a sharp jarring animation, I'm sometimes met with a slow, sliding muzzle flip or barely any at all and the lack of response doesn't feel good. The recoil and pumping animations of the Rem. 670 (Off-topic: the 670 never had ring sights!!!) were laid-back and I found myself cringing: Pumping is a swift movement with appreciable force, not a pleasure cruise. I also saw a lot of bolt handles taking their sweet time cycling, they really should be travelling backwards in one 30th/second, and forwards within four.
However, the whole ironsights fandango was a pleasant addition, I can imagine it'd be useful in cases where the player is prone or stationary. The binoculars and Stinger were both good applications of this feature and were pretty funky to use.
Semi-sober constructive criticism, I promise.