Weapons need to be improved in Aliens: Colonial Marines

>> Tuesday, 26 June 2012

Weapons need to be improved in Aliens: Colonial Marines
Just finished watching the trailer of the game and my biggest complaint is that there seems to be a great sense of weight or power weapons. If anyone has played Medal of Honor know that if you have one of the best experiences with weapons in the way that sound and sense of power and weight. I truly believe that if they have been adjusted for better sound with echo, etc., when inside would create a much better experience. another thing is when strangers are thrown there must be some kind of damage you can see green than streams of blood / acid, and when they fall and die a little damage to the plant has to be seen from the acid eat away, everything is in small details that create an immersive experience and I really believe that if the work if done in these two things would certainly have a winner.

#2
14-11-2011
Nimos
Member

Join Date: Aug 2011
Posts: 1,416
Re: Weapons need to be improved in Aliens: Colonial Marines
As long as the weapon Act and behave as they did in the movie, I am satisfied.

#3
14-11-2011
Jung
Member

Join Date: Aug 2011
Posts: 1,197
Re: Weapons need to be improved in Aliens: Colonial Marines
I think we need a little visceral reality. The spirits seem very stiff and slow at times. In particular, the gun slide action when ejected a round. It is almost in slow motion. I noticed the same thing in Brothers in Arms: Hell's Highway and Borderlands also, however, so I think this is probably how programmers / animators make weapons in GBX. But if the weapons are going to see some kind of adjustment / nails, then I would say that the gun needs a little more snappiness about it, make it a more agile weapon, meaning, and the PR cannot hurt to have more detailed and animate recharge. Also maybe some float-ing so does not seem so glued to the screen. One thing I would like to mention the defense of PR is not actually eject shell casings, so I think maybe it's a small item that people are accustomed to seeing in other shooters, and when not there, some people could sort of feeling that something is missing in the department of thrust.

#4
14-11-2011
VazV
Member

Join Date: Aug 2011
Posts: 1,238
Re: Weapons need to be improved in Aliens: Colonial Marines
I think smart-gun could be fired while moving, but the loss of accuracy of motion tracking components. Standing would be too hard; perhaps the element of balance should be slower than the speed of movement of their holders. Of course, I will not be able to run and shoot without penalty with respect to the accuracy or reverse (speaking of pulse rifle). Indeed, the gun was salsa very, very weak in the E3 demo, totally bland, no food, no proper sense, no reverse, etc.

#5
14-11-2011
Orochimaru
Member

Join Date: Mar 2011
Posts: 1,474
Re: Weapons need to be improved in Aliens: Colonial Marines
Maybe the game does not exceed its total capacity magazines when reloading, like in most shooters, perhaps only covers them back up to 50? Or maybe it’s more realistic and magazine type used in the surplus back and remember how many rounds are left in the magazine. So if you switch to a half magazine, the magazine is directed back into your inventory for future use. Now that apply to the magazines also contain, and have all may differ from magazine to magazine. I think it always has 95 rounds + is overkill anyway. It will be much more fun and scary if we're always looking for ammunition, and not always running around with a few rounds shy of a hundred rifles at full load pulse.

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