On the topic of gunplay I’d just like to say whoever made the iron sight cyan - genius.
Gunplay (and movement speed I guess)
2 Other points in relation to guns:
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The audio on reloading doesn’t match up to the actual reload on a variety of rifles. (I first noticed it as medic, also tried it on assault and engineer the automatic pistol - although on the pistol it’s a really really tiny difference)
It’s only a slight delay, but as soon as I hear the “click” of the magazine locking in I tend to switch weapon, but you actually have to reload like .1 or .2 of a second longer before you can switch. I know it’s a stupid tiny thing, but it’s there.
I’d prefer that the click was maybe a a little too late than too early, so I definitely know it’s safe to switch. -
The bullet count on the HUD acts odd sometimes, on reloading a shotgun sometimes it would display the wrong ammo count (1, 2, 1, 3, 4, …) and when you fire all the bullet out of a rifle it gets stuck sometimes for a few milliseconds.
I dont like the cyan. Team-mates are cyan as well. It looks nice to keep the palette limited but now that colour has two different meanings.
[QUOTE=shirosae;409424]The old ET/QWET dancing/headshot tracking subgame just isn’t there; the weapon fire rate completely overwhelms evasion speed at anything further than shotgun range, especially for the heavier weapons.
Right now the guns kinda play a lot like Counterstrike with ironsights. First to fire usually wins with most guns in a face-to-face confrontation, unless you’re up close against a shotgun. Seems like the most reliable way to get kills is to keep flanking, and grab kills from the side/behind.
It’s not unfun, but it is missing that gunplay thing ET had.[/QUOTE]
Well put. I’ve played for a very limited amount of time, but what I loved about the gunplay in ET isn’t here.