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feedback Gunplay and Infantry feels too Arcady, ideas to add some depth and grittyness
welcome to hell posted a topic in Arma Reforger - GeneralFirst of all want to say that this aspect of ArmA series has been much improved from previous tittles but is missing the gritty feeling of other Tactical shooters of the genre, SQUAD, Project Reality, Hell Let Loose, Post Scriptum, etc Feedback Tracker Ticket https://feedback.bistudio.com/T167121 Some Ideas to improve the "feel" of gunplay / infantry Weapon RECOIL - Overall recoil feels pretty ok, allthough could be a bit more while standing unsupported - Add VERY SNAPPY (barely noticable) amount of camera recoil impulse based on ratio of weapon weight to ammo caliber and weapon attachments (ex Squad, Hell Let Loose, Project Reality) - Impulse has to be very snappy and short and be over before you can think about it (Anyone who fired a gun IRL with cheek rested on the stock will know what I mean) Weapon Resting / Deployment - This is a must for all weapons not just the ones with bipods - Resting for all weapons - Resting of Left / Right sides of the gun on objects such as walls, ex: Weapon Sway - Weapon sway is basically not a thing in Reforger - Increase weapon sway while standing un-supported - Would accompany proper weapon resting / deployment - Make it so you actually have to think about instead of just standing up in the open spraying full auto like in COD / Battlefield / PUBG - Make stamina actually matter when it comes to weapon sway Weapon Suppression / Explosives Supression - This is a must IMO - Add bullet supression from other games (SQUAD, Hell Let Loose, Project Reality, Post Scriptum, etc) based on the weapon cailber - Good change to PVP, eg Conflict - Should also work on supressing AI - Makes firefights longer and more enjoyable, encourages team work, instead of current Arcade flow Weapon Muzzle Effects - Make muzzle flashes for small arms cast a bit more light on surrounding objects while in a dark shadow, inside of a building during the day based on the Muzzle Device, obviously muzle breaks > flash hiders > supressors - Flash hiders are good at hiding flash it is true, however they still give off light IRL to nearby objects shooting in an indoor range. Youtube videos do not do it justice - Muzzle flashes for weapons such as the .50 CAL and KPVT should give off a lot more light to surrounding objects especially the KPVT during the day - Add physics force emitters and effects to muzzle devices that would kick up dust / dirt / trash / foilage, etc based on the muzzle device and the materials of the objects surrounding the muzzle - Make the smoke puffs from weapons stay around for A little bit longer Weapon Ammo Counter - Get rid of live updating ammo counter on the bottom right - Add check mag functionallity with something like "Alt+R" or some other key, where the character checks the mag - The magazine bullet counter icon would update only after checking the mag Weapon Sounds - I think overall these are a great - Shot sounds could maybe have A LITTLE more "POP" to them, and a little more "POP" in the reverb - Shot sounds could be A LITTLE louder, - Currently gunfire just does not give you that "Oh Crap"/"Grittyness"/"Danger" feeling that games like SQUAD and Project Reality do - There is already a sound mod "War Tapes", which makes things louder, it is indescribable how much it changes the feeling / percieved danger of a firefight Launchers - Add backblast damage to launchers - Add a snappy Lighting flash to launchers to light up the surrounding objects from backblast when fired - Add sizable physics force emitters and effects to launchers that would kick up dust / dirt / foilage from backblast when fired - More smoke from launchers, make smoke puffs from launchers stay around much longer - This way you actually have to think when and where you fire from Grenades - Grandes are pretty much useless, you can stand 2-3 meters away looking right at it and it will not even leave a scratch - Increase shrapnel range for thrown and underbarelled Grenades to their realistic values - Add short and bright flash to grenade explosions lighting up everything nearby - Add physics emitters throwing up dust and dirt in addition to the current generic effect - Add a single VERY SHORT AND SNAPPY camera shake impulse and very short ear ringing or sound fading out effect based on proximity to explosion eg Grenade, RPG backblast, etc Bullet impact VFX - Needs work most of the effects seem the same with different color. I would look at SQUAD as en example, their VFX is pretty good - Metal impacts / sparks emit light to surround objects Stamina / Climbing Walls - This is a great addition to ArmA however right now feels way too arcady - Climbing animation should be 2-3X longer or even more if the player is carrying a lot of weight - Should not be allowed to climb if not enough stamina - Cost of stamina to climb should increase with weight of carried items - Add feature from Post Scriptum to drink water from Canteen to rapidly replenish stamina Character Movement - Separate Sprinting from Jogging/Running - Put character in the weapon down Jogging animation on the last "Scroll Wheel Up" setting regardless if the primary weapon is on safety or not - Separate Animation for Sprinting maybe with the weapon held in 1 hand muzzle up like in "Ground Branch" or just on the side like in "Hell let Loose" or "Red Orchestra 2" - Separate Animation vs just sped-up JOG/Run would make it obvious that sprinting is "Very Fast movement mode with Limited duration" vs I will just hold down Shift and end up jogging anyway - Biggest problem is characters are able to JOG Sideways at high speed while firing accuratley down the sights, resulting in circle-jerk Counter-Strike fights - Couple of solutions: - Substantially increase weapon sway while side-strafing at high speed - Do not allow players to look down the sights while strafing at high speed - Automatically slow down players to a reasonable, much lower side-strafe speed when player looks down the iron sights while side-strafing Footsteps - Could be a LITTLE bit louder - Increase the range of footsteps sound, so they can be heard from further away - Seems like footstep sounds for some materials are missing? - Add wet variation to footstep sounds, when the ground mateiral is wet, it would mix in or play different footstep sound Hills / Mountain Terrain - Movement in mountain / hill terrain makes no difference to flat or open fields - Characters are able to run up way too steep of a slope - Characters Sprint FULL SPEED up incredibly steep grades, this is cheesy - Movement up hill makes no difference to stamina? - High ground should be an advantage and difficult to attack requiring you to think about the approach instead of just YOLO sprinting full speed up a cliff Foilage / Bushes / Tree branches - Most bushes / Tree branches missing sound when player runs through them, add sounds for moving through all foilage - Sound of movement through foilage / crop fields / bushes / tree branches needs to be LOUDER, heard from MUCH FURTHER away, - Add sounds of branches / wood cracking and snapping, and rebounding when walking through bushes and thickets - Thick Bushes need to be an obstacle, slowing character movement down SIGNIFICANTLY, should not be able to sprint full speed through thick bushes, way too arcady - Add animations of bushes / branches moving around when disturbed by characters - Make it so you actually have to think about it sneaking up on players / AI instead of rushing full sprint - Add sounds and animations of bushes / foilage / thickets / branches disturbed by vehicles "SpinTires Mudrunner" is a great example - Trees / bushes should not just fall down when hit by vehicles, but should deflect away from the vehicle with sounds "SpinTires Mudrunner" as an example Wind Effects - Tree branches / Bush deflection / Wind sound is too small for moderate winds, needs to be increased - 7 m/s is around 13.6 knots and foilage is barely moving until turned up to 15m/s or ~30 knots
vigor Close range shots aren't registering
Austin_Black_Latte_Man posted a topic in Xbox Technical IssuesRan into an encounter, shot at my opponent, none of my shots registered. After I emptied my mag, my gun refused to reload until several seconds later but by then it was too late and I got fatally shot. I have died this way before and lost my inventory, but this time I've decided to report it, I would also like my inventory back that I had on me in this incident as I assume previous incidents you can't account for and return my items. I had on me: PM-63 RAK, 90 of 9×18 Makarov ammo, 1 disinfectant. I have the video of the incident as proof. Thank you.
Bugs I experienced during the free to play weekend
emory largent posted a topic in Xbox Technical IssuesThe bugs I’ve noticed when playing Vigor during the free to play weekend. - I noticed in the firing range when using the silver pigeon, the weapons animation is both bugged visually and the fact that the gun would show you reloading during the countdown and then you wouldn’t have any ammo in your weapon by the time it’s needed so you have to reload immediately when you start any of the challenges, also I’m not sure if it was intentional to make the scarecrows so far away in the challenge or I’m just not using the pigeon correctly. - Sometimes plates or bottles would be missing from a challenge and I’d have to restart my game to fix it. - While in a game was a generally smooth experience for what time I was given, I would say that the audio is a bit weird for sounds such as footsteps. When in a duo with my friend I can’t tell wether or not my friend and me are the ones I’m hearing or enemies because the footsteps would be delayed for about a second after we would stop moving. - Gunplay is ok, I didn’t necessarily have problems during my time in game but instead with the firing range mostly. - The shelter menu sometimes would bug to whenever I was in my equip menu, I would try to bring over one piece of ammo and I can’t see the ammo count unless I turned tabs and went back, having to go back and forth from tabs after every couple of taps. Also it sometimes sent the whole pile of ammo to my inventory and back when I had it on the 1x option. This is was my general experience of about 5 hours of gameplay during the weekend and this is also my first time posting something on a forum and I’m not very good at expressing myself.
Lord of the Exiled Winks posted a topic in Suggestions & FeedbackThere’s really no point in not using the KP 31. Except for the cool factor other guns are too rare and expensive for how much they benefit you, not much. Scopes are cool but barely increase your ability to deal damage as they only give you like 3x mag in the best of circumstances. What’s the point in trying to take a scoped weapon when you could honestly snipe just as effectively with the cheap starter gun. Until you get plans for a weapon ammo is extremely rare, and it’s not like having rare ammo increases your Killing ability as all weapons take about the same shots to kill. I like the headshot is an instakill, but when you’re using the starter shotgun (useless) you literally have to hit a headshot every encounter or you’re screwed (it takes three shots to kill but you’re using an over/under lmao and the reload is long as fuck) it’s literally pointless not to use the KP31 because even if you do bring out a scoped weapon the weather is rarely ever clear enough for you to make it useful. So you end up at the mercy of everyone else using their KP31’s at close range and spraying you down with their 72 round magazine. Bad enough that several weapons in game are just straight up useless (SKS with a fire rate worse than the Mosin but you still have a 6 shots to kill?). It seems like the game wants to punish you for doing well or playing smart at every turn (terrible exit locations some are impossible to reach or even find the entrance too, and when you do make it you have so little cover from campers it’s not even worth it). Especially with the 3 kill mark, the permanent mark on players who snatched the airdrop, the airdrop circle etc. the meta of the game is to just camp and with visibility being almost always terrible, scopes being worthless, no bino etc. what’s an agressive player supposed to do other than get continually ambushed until he’s back to, guess what, using the KP31 and dinking other players as soon as they try exit. Some of my best games have been with the KP31 and under 800 m traveled. I mean the airdrop location is obvious from the beginning of the match (why not make it only appear after the airdrop has actually landed or to attentive players who are watching for the plane and the parachute) so from there you locate the obvious exit points and just camp. I get that everything on the maps is static and that the maps are all hand designed, they really are good maps I enjoy playing on them, but there should be several different exit configurations and they should rotate between maps so you never get the same exit setups between encounters, airdrops shouldn’t been known until it touches the ground or until you see, hear the plane or the parachute, players who get the airdrop should be marked either for a limited time or the time between their icon appearing on the map should be drastically increased. Or another option would be that players who get the airdrop don’t appear on the map unless they’re spotted by an enemy player, giving players a stealthy option as well. Exits shouldn’t be biased towards campers, if you give players terrain to camp behind you should give players trying to exit plenty of terrain to hide behind as well, scopes need to be have an increase in magnification, other modifications such as grips, bipeds etc. should increase the stability of the weapon platform. I have the HBAR but the gun sways so bad that the bipod actually clips into the ground lol. I should be able to actually use the bipod to stabilize my gun, and I should be able to bipod on ledges or on window seals. Modifying your weapons with your own accessories and decals or paint jobs should be added as well. Damage outputs for all guns should be increased, shotguns should be deadly in close quarters, 1-2 shot kills, snipers should be 2-3 shot kills at range, everything else should be 4-5 shots to kill. Either that or just accurately portray gun shot wounds in game (personal favorite). I.E. non-fatal gunshots lead to bleeding that you must stem with bandages (hey guess that makes them useful now) fatal gunshots could be an instant or near instant kill. I mean ya that would make the game much more difficult but it would also make the game much more rewarding. Having to actually be careful and take your time checking your corners and watching those vantage points. Slowing down the game experience IS NOT a bad thing, if I wanted to play PUBG I’d just play PUBG if I wanted a fast run and gun under 10 min matches I’d play COD or battlefield. For a game that claims to be a Escape from Tarkov and PUBG baby it’s slacking on the hardcore aspects. I can count on one hand the number of satisfying shootouts that I’ve had. When you die you shouldn’t be mad at the game for screwing you over you should be mad at yourself for not playing well enough. This is something PUBG managed to get down, there’s not much in the game that you can actually point at and say “this is an exploitative or biased feature,” there’s much you can point at in Vigor.