Any opinion, statement, argument that isn't made by Achilles is a logical fallacy.
Zzzzzzzzzzzzzzzzzzzzzzzzz.
Well, I guess it is true we are guilty of the Ad. Ze Ad, ze Ad!!!!!!!
What?
At this point how many of us go
when we see he's posted.
Cue the ad homo attacks.
Take your faggotry to pm. I mean, rainbow-ness.Got to be pc.
I feel as though you have many medical disorders.
But, Achoo does have a point. We should make gameplay more...movie-eccentric. I especially liked the purge.
Jedi:
Incapable of blocking rapid fire weapons.
Incapable of blocking fire from multiple gunners.
If the weapons had more impact, more feel, and were slower firing, I'd be fine with the weapons all doing 1 hit torso kills to Jedi/Sith and other gunners, and greatly nerfing saber deflection/powers. It'd be more thematic, surely, and put more skill in saber vs gunner.
To make weapons feel like there is weight to them, you need to pay close attention, and almost exaggerate the following:
1. Sound Design:
- Weapons must sound like they are hitting hard, and thus you almost have to exaggerate their feeling. A sort of feeling that you get with a good squad of teammates, hearing their weapons right next to your ears, that feeling of presence.
(The difference between M1911 in Bad Company, and M1911 in CoD4)
2. Damage
- Weapons must feel like they're hitting hard, as though they're actually weapons. 1-2 shot kills all make weapons feel like they're doing their job. Probably why I could never personally enjoy arcade style shooters, because the weapons felt laughably pathetic.
(The difference between a saber hit in force unleashed, and a sword hit in chivalry)
3. Impact
- Weapons must feel as though when they miss the opponent, whether wooshing through air or hitting the ground/walls, they are still deadly. The crack of a sniper round nearby your head, should be terrifying. The slam of a tank round next to you. Effects need to be top notch on impacts, whether hits or misses, they need to feel threatening. When you slash a stormtrooper, parts of his body need to be flying clearly free, with sparks and burning embers filling the vision, with his body tumbling as though he was actually hit with something, rather than falling in place like nothing.
(The difference between getting shot at in Arma 3, and getting shot at in CoD.)
4. Recoil
- Weapons must feel to the user as though it has weight and reacts to being used. You have to feel as though you need to put in a decent amount of control to keep the weapon stable the more you use it, as though the weapon itself is fighting you. It makes you invested in the weapon itself, and adds a new element to the gameplay.
(The difference between Battlefield gunplay, and CoD gunplay.)
5. Relation to the player
- The player must move somewhat slower, and the player must feel insignificant compared to the weapons he wields. This adds gravity to the threat. This is what made playing a stormtrooper in Battlefront I feel that much more immersive. There needs to be weight to the player, as well as weight to the weapons. This makes the world also seem larger to the player, and gives more respect to tactics/cover, rather than utilizing movement speed as a defensive tactic.
(Difference between CS:GO's ridiculous movement and Battlefield's movement)