the snipers suck too. there used as more of a distraction than an actual gun
What guns are there?
It’s not that they “suck,” it’s just that actually require skill, instead of just one shot kills. You might say “a headshot takes skill,” and would say, “yeah, imagine what 2 or 3 headshots require…”
It also helps to weed out the over-abundance of snipers that plague a lot of games.
[QUOTE=Slade05;223942]What`s with revolver thing going? Every damn game gets one!
And back in 2004 in Raven Shiled we had FIFTY THREE GUNS INCLUDING REALLY PERVERSE ONES WITH SILENCERS AND HEAT SENSORS AND DRUM MAGAZINES AND SCOPES AND TWO BULLET TYPES AND GAZILLION ARMORED VESTS AND LOCKPICKS AND BREACH CHARGES AND THREE GRENADE TYPES and not a single sixshooter. :([/QUOTE]
The only flaw in the otherwise excellent weapon/kit selection were the high capacity magazines.
Yup, frankly, I never used those. Yes, in theory you could get yourself something like shortbarrel machinegun with G36K/drum or AUG/drum, but for what? Type97/silencer combo was way better on all actual distances.
[QUOTE=H0RSE;223962]It’s not that they “suck,” it’s just that actually require skill, instead of just one shot kills. You might say “a headshot takes skill,” and would say, “yeah, imagine what 2 or 3 headshots require…”
It also helps to weed out the over-abundance of snipers that plague a lot of games.[/QUOTE]
Not too hard to get 2 head shots as long as the fire rate isn’t uber slow. I can bet you that even by removing the one shot kill sniper you will still get people complaining just as much. I still dunno how anyone can call close quarters sniping over powered or easy…
I can bet you that even by removing the one shot kill sniper you will still get people complaining just as much.
you’re probably right. I will probably complain about them, and the melee attacks, because I absolutely cannot stand either one of them, and hate them with a passion. I pray for the day they release a shooter that has absolutely no sniping or melee whatsoever.
I still dunno how anyone can call close quarters sniping over powered or easy…
it’s extremely easy…look at the BR in Halo, or railguns in Quake 3. Once a player sees an enemy, all he needs to do is get them in his sights, or quick-scope. Since the sniper rifles are going to work to finish guys off in Brink, they could also just spray bullets, switch to sniper, no-scope and kill them.
I hope its not 1 headshot with a sniper = kill. Maybe something like, u can only headshot if ur scoped and charged, like in tf2.
In my opinion sniping is still a very skillfull way of getting kills. Especially in a game like Brink where there is so much fast movement.
And to the people whining about headshots possibly being a one shot kill, the sniper would have to be ridiculously skillfull to be able to get a headshot on a target that is freerunning.
[QUOTE=H0RSE;223982]
it’s extremely easy…look at the BR in Halo, or railguns in Quake 3. Once a player sees an enemy, all he needs to do is get them in his sights, or quick-scope. Since the sniper rifles are going to work to finish guys off in Brink, they could also just spray bullets, switch to sniper, no-scope and kill them.[/QUOTE]
I am referring to the 1 shot head shot sniper
. I do agree with you on the other styles.
Yeah, after a while players will pick up on when a ‘smart’ movement is been done by someone else and know where he will be moving to and how, making it pretty simple to aim for the head as experience has shown that at certain moment in time during vaulting over a wall for example his head will be at certain place, poor explanation I know but hope you get what I mean, kind of like when people use jump pads, you kind of know where they are heading to and where they will land so you can line your shot up pretty well.
One thing that i’d love is a mod for the shotty that makes it shoot solid slugs. Loads of damage, low-medium accuracy. It’s something that I’ve almost never seen in any FPSs, only seen it in S.T.A.L.K.E.R.
Lol, can you name a new way to make a weapon? Most weapons are derivatives of rapid fire, spray, single shot high damage, laser (essentially rapid fire that is really fast), hitscan, projectile etc.
But is there a new way of making a weapon so that its behavior is completely brand new and never before seen in any games?
Because most games use the combination of these attributes
How fast the weapon fires/reloading speed
How much the spread is
How many projectiles fire out at the same time
How fast the projectiles travel
How far before the projectile disintegrates
How much damage the projectile causes
What I’m asking is, is there a way to make a new weapon that uses a completely new attribute as well as the ones I listed?
I don’t think weapons will have “damage effecting” mods, like magnum ammo or slugs from BC2. Seeing as how the Soldier can boost ammo and Engineers can boos weapon damage, I think player buffs will be the only way to increase weapon damage. Weapon mods will be things like, grips, silencers, scopes, muzzle breaks, etc. Also, Rahdo said in a article when you unlock something, you unlock it for every weapon, and he said the below quote:
“Stuff like muzzle breaks and grips with affect weapon stats are all unlocks you get very early in the game, so effectively “everyone” has them. The stuff you get later in the game are completely new weapons, and these don’t provide more power, just more options.”
The SMG in the gameplay demo from last year very closely resembles the TDI Vector (known as Kriss Super V during its prototype phase). Why do I even know things like that – damn you Wikipedia! 
Even in ETQW didn’t the guns have an “inspired by reality” look? I remember some phrase like futuretech manufactured by the lowest bidding contractor, hence cheap looking holosights. Wasn’t the profile of the GDF assault rifle somewhat similar to parts of the XM8? Can anyone dig up that photo showing that even the Strogg Desecrator tank hull bears more than a passing resemblance to some German tank turret?
Edit: Got another one. Is the GDF shotgun top half based on the SCAR-L or something?
[quote=signofzeta;224989]How fast the weapon fires/reloading speed
How much the spread is
How many projectiles fire out at the same time
How fast the projectiles travel
How far before the projectile disintegrates
How much damage the projectile causes
What I’m asking is, is there a way to make a new weapon that uses a completely new attribute as well as the ones I listed?[/quote]
Absolutely. Suppressed weaponry would be one common example. Implementation might be quiet sfx / gfx (muzzle flash obviously but also think etqw railgun vs. sniper) or even no hud indicator (if there is one by default) of where damage is coming from. Then there are hit penalties a weapon can have on it’s target. These could include, to name a few, scrambled hud, difficulty seeing, lower damage resistance, continuous damage, push back, reduced mobility, even pinning to a wall. Those are just a couple off the top of my head and that’s to say nothing of more ‘unrealistic’ stuff like portal, gravity, grappling or shield guns and the like.
I also notice that you have spread on that list while you’ve neglected first person recoil 