2019-06-19, 23:09 *
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 1 
 on: 2019-06-17, 03:05 
Started by Phoenix - Last post by Phoenix
Working so much around program code dealing with these things you would think I would have brought this up sooner, but it never really crossed my mind to bring it up until now.  Realism in video games is useful to provide a point of reference, to make things understandable.  Too much realism and the game is no longer fun - unless that's the entire point of the game - and too little leaves it abstract.  When dealing with firearms it tends to be fairly simple - draw a line from point A to point B, and if it hits something, hurt it.  Shotguns just draw a spread of multiple lines.  That's how it's pretty much been since shotguns became a thing in video games.  Even older 2D games where the bullets were a flying sprite the effect was the same, just that it took some time for the bullets to go across the screen.

Real firearms are more complex, with bullets having a mass, velocity, caliber, trajectory, air resistance, etc.  Ballistics involves a lot of math.  Shotguns behave even more complex than that.  A real shotgun has its pellets encased in a wadding - a plastic, or in the old days cloth, cup that protects the barrel from wear and acts as a gas seal to make sure the entire payload is sent out the barrel as efficiently as possible.  This wadding separates from the pellets after a few meters, and only then do they begin to disperse.  Until that point they all act like a single mass.  It's something that really isn't a concern in fantasy games like Doom or Quake, but I think about more so-called "realistic" games - especially hunting games - and wonder why nobody has picked up on this, or if anyone actually has.  It's not a genre I follow, nor do I tend to play military shooters outside of Wolfenstein, but that again falls into the fantasy realm.  I'm curious - what are your thoughts and experiences with this?  Has anyone played these kinds of games and if so, how do they relate to this?

 2 
 on: 2019-06-15, 15:20 
Started by Angst - Last post by Woodsman
Doom Eternal looks good

 3 
 on: 2019-06-13, 04:52 
Started by Angst - Last post by ~Va^^pyrA~
Can we get Keen in Quake Champions now? Slipgate - Tongue

 4 
 on: 2019-06-12, 00:19 
Started by Angst - Last post by Phoenix
Yorp Sobbing
RIP Commander Keen.

 5 
 on: 2019-06-10, 04:26 
Started by Angst - Last post by Angst
I would like to raise the GIANTEST OF MIDDLE FINGERS towards Bethesda..

Commander Keen..
https://www.youtube.com/watch?v=wdfLr97nblE

 6 
 on: 2019-05-02, 21:16 
Started by Phoenix - Last post by Angst
Mint is Debian with an Ubuntu garnish.

 7 
 on: 2019-05-02, 03:16 
Started by Phoenix - Last post by Woodsman
Sweet looking!  Doom - Love I just hope it doesn't turn out like the last one... Bio Force Gun  Doom - Huh? ugh

it is not sweet looking your just on crack.

 8 
 on: 2019-04-26, 07:43 
Started by Phoenix - Last post by Phoenix
Ahh yes, that's one of my favorite features of the Phalanx is how the one-two punch can be aimed that way.  It's funny that you bring up the tri-bolt from Champions as it's a weapon that, initially I did not like at all, being a fan of the Quake 2 grenade launcher.  That being said, I found many times I was picking it up a lot because I didn't spawn near one of the more "favored" weapons, and the bots would frag me from near full health with a single volley.  I started using it more and I've found it's actually a lot more useful that I expected, and I can land direct hits with it a LOT easier than I can with the rocket launcher.  It's an oddball gun that, if used correctly, can be devastating and yet it's very much overlooked by most players.  I hadn't made a connection with the Phalanx, but you're spot on with that!

I'm not sure what your Steam handle is, but if you want to friend me on Steam just send a request to Phoenix9000 and I'll add you.  I tend to lurk invisible a lot but that way we can live chat sometime about modding and Quake stuff in general.

Also, glad to meet you and welcome to the (largely quiet) Wirehead board!  Doom - Thumbs Up!

 9 
 on: 2019-04-26, 00:53 
Started by Phoenix - Last post by EmeraldTiger
Looks awesome! All of the TA-related content so far is very exciting and I love seeing the various updates on it. It's really amazing to see that people are still developing content for Quake 3 even as we approach its 20th anniversary later this year.

I remember when I first tried out the Phalanx in the Reckoning, I wondered exactly what unique niche it served. As mentioned in the description on the gallery page, it's effectively a double-barreled rocket launcher. Undeniably useful, for sure, and great fun to use, but all it appeared to be at first glance was a beefed-up RL.

Then I realized that because the two bolts fired with a short delay in between, you could actually move your view around in-between shots to have the bolts go in different directions. This meant that you could choose between having the two bolts hit a single enemy for massive damage, or have them diverge and take on multiple enemies, at the cost of having the damage spread out. Once I realized that it immediately became one of my favorite examples of weapon design in the Quake series, as it is a terrific example of hiding tactical complexity within seemingly simplistic game mechanics. In a way, the Tribolt from Quake Champions could be considered its spiritual successor (though mixed in with a bit of Prox Launcher as well), as both employ the concept of high damage in a concentrated area versus low damage spread out over a wider area, and being able to switch between the two by moving the player's view around. I'm not sure if this kind of strategy was ever intended by the original developers, but it's really cool nonetheless.

 10 
 on: 2019-04-16, 06:00 
Started by Phoenix - Last post by death_stalker
hahaha  Fainting


*laughed to hard

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