Squilliam said:
Errr all popular shooters are "noob" if you think about it. The typical fps:
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damn metal gear online must be the most hardcore shooter ever .
Squilliam said:
Errr all popular shooters are "noob" if you think about it. The typical fps:
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damn metal gear online must be the most hardcore shooter ever .
My bro has it but don't care haha. I'm sure it's great but I'll probably never play it. L4D will appease me instead.
Yea serioiusly just drop everything and pick up a copy of this game!! No lie you'll enjoy it.
Yea serioiusly just drop everything and pick up a copy of this game!! No lie you'll enjoy it.
greenmedic88 said:
That's because all FPS games fall under the same predictable rules. Predictable being the key word. If they weren't so consistent, it would only frustrate most players who rarely want the most "realistic" experience a computer game could hope to provide. Just as long as it projects the illusion through appearance and responsiveness, most will be satisfied. No FPS game I've played takes into account wind, bullet drift or bullet drop, deflection, etc. Most don't even take into account the basics of bullet velocity as most games tend to have bullets impact immediately after the "shoot" animation plays. Source engine games like Half Life 2 are notorious for this where bullets literally travel faster than the speed of light (instantaneous impact regardless of distance). Head shots are overemphasized and rarely ever seen in real life. In reality they actually have a lower rate of fatality because the head moves more than the body, bullets are more likely to glance off the cranium (or more likely the helmet) without a good biting angle (optimal being perpendicular to the surface being fired upon). All real training is based upon the principal of aiming center of mass, but because video game rules favor the former so heavily, most gamers are oblivious of this. But since it's already been established in video game rules, the basics of "head shots rule over everything else" and "sniper rifle beats everything else" are virtually ubiquitous.
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It's not the most readily apparent thing, but even back in Halo: CE there was bullet drop. To get headshots with the pistol from across Hang em High you had to put the very bottom curve of the reticle at the top of the head. Also, at least in Halo 3 a grenade going off will deflect a rocket. I know it's not a bullet, but at least it's a step in the right direction.
As for Resistance 2, it will have to wait a few years until I get a PS3. One console is more than enough to fill my time and drain my money while I'm still in college.

| KylieDog said: Can you blow down pretty much any wall you want anywhere as an escape or to expose a camper? |
Honestly, I rented BF:BC, and I wasn't a big fan. Just didn't like the campaign, all that "don't let you move" stuff. I thought it sucked compared to CoD4, frankly.
I don't need your console war.
It feeds the rich while it buries the poor.
You're power hungry, spinnin' stories, and bein' graphics whores.
I don't need your console war.
NO NO, NO NO NO.
No campaign co op? Even the first one had that. I was left dissatisfied with the beta, but I want to play the single player...hmm... also want KZ2 a couple months after... hmm...
greenmedic88 said:
That's because all FPS games fall under the same predictable rules. Predictable being the key word. If they weren't so consistent, it would only frustrate most players who rarely want the most "realistic" experience a computer game could hope to provide. Just as long as it projects the illusion through appearance and responsiveness, most will be satisfied. No FPS game I've played takes into account wind, bullet drift or bullet drop, deflection, etc. Most don't even take into account the basics of bullet velocity as most games tend to have bullets impact immediately after the "shoot" animation plays. Source engine games like Half Life 2 are notorious for this where bullets literally travel faster than the speed of light (instantaneous impact regardless of distance). Head shots are overemphasized and rarely ever seen in real life. In reality they actually have a lower rate of fatality because the head moves more than the body, bullets are more likely to glance off the cranium (or more likely the helmet) without a good biting angle (optimal being perpendicular to the surface being fired upon). All real training is based upon the principal of aiming center of mass, but because video game rules favor the former so heavily, most gamers are oblivious of this. But since it's already been established in video game rules, the basics of "head shots rule over everything else" and "sniper rifle beats everything else" are virtually ubiquitous.
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I downloaded R1's demo and it's guns were driving me crazy - everything shoots some kind of slow-moving projectile....even the human weapon's bullets were moving waaayy too slow, and you could easily the bullets fly off. The result was what looked like a really stupid-looking laser show. I especially hate the Chirmera Bullseye - guns like that encourage braindead spray'n'pray playstyles. I recently bought UT3 and it has the same damn prob - too many guns that shoot slow-moving easy-to-dodge projectiles.
For anyone with R2 that knows what I'm talking about, have things changed at all? I thought the R1 demo was pretty bad. If the whole feel to the game hasn't changed I'll be really dissapointed with R2, which sucks cause I was looking foward to it.
This actually reminds me of a vid I saw for Killzone 2. They described the game with what they call "Hollywood Realism" - it's obviously a science-fiction'ish game, but they purposley avoided making anything that shoots lasers.....I love it.
De85 said:
It's not the most readily apparent thing, but even back in Halo: CE there was bullet drop. To get headshots with the pistol from across Hang em High you had to put the very bottom curve of the reticle at the top of the head. Also, at least in Halo 3 a grenade going off will deflect a rocket. I know it's not a bullet, but at least it's a step in the right direction. As for Resistance 2, it will have to wait a few years until I get a PS3. One console is more than enough to fill my time and drain my money while I'm still in college.
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Don't even get me started with the inaccuracies of Halo as a shooter.
The most blaring in CE being the "sniper pistol" which was as ridiculous as it was unbalanced. If magic pisols like that existed in real life, soldiers wouldn't bother shlupping long guns around.
Granted, the entire Halo series can be given a great deal of leeway since it exists in a sci-fi world in which the laws of physics don't accurately apply, but that whole willing suspension of disbelief concept still exists, even in make-believe worlds.
A real standard issue pistol ranges anywhere between <900fps (.45ACP w/ 230gr FMJ bullets) to 1200fps (9mm w/ 115gr bullets). There are plenty of exceptions depending on caliber and load, but that's the very basic range of velocity for a pistol. Nowhere even remotely near the amount of energy produced by even an intermediary centerfire rifle round like a 5.56mm. To put it simply, you're not going to be shooting at targets 100m away and beyond although it's possible to score hits at that range with skill. A .45 bullet drops about 30 inches at that range.
Anyway, sniping (very loosely defined as any accurate shooting done through magnified sights at non CQB distances) is almost always much easier relative to the amount of damage it does in most video games, since it rarely ever takes any of the realities of shooting into game engine mechanics.