That's another Per-made weapon actually. He started out making QCA-exclusive remakes of Duke weapons in 1997. SDQ only has it because it begun development back in 1997 when this little devastator qc patch existed.frag.machine wrote:Super Duper Quake version brings the same sensation of destruction.
Weapon feedback
i should not be here
Totally off topic, but basically all I remember from that game is that it took about 5 minutes to load. Which is slightly longer than UT took to load. Stupid splash screen.leileilol wrote:Even some sci-fi games can have great 'conventional weapon' feedback. In terms of shotguns i've always been fond of Klingon Honor Guard's, especially the awesome (for the time (1998)) reload animation (oh the OBSCURITY!).
As for UT, I used to like the flak cannon a lot. The redeemer is also fun (on Facing Worlds) but it gets boring after the twentieth time. This Christmas I played a lot of Facing Worlds with my brothers (actually the first time I've ever played UT against non-bots). I don't think that map even has flak cannons. It was a lowgravity sniper and redeemer fest, which was pretty fun. The UT sniper rifle has a pretty good look and feel when you're not zoomed in.
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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yeah i was about to say that. if only per made a devastator player model...leileilol wrote:That's another Per-made weapon actually. He started out making QCA-exclusive remakes of Duke weapons in 1997. SDQ only has it because it begun development back in 1997 when this little devastator qc patch existed.frag.machine wrote:Super Duper Quake version brings the same sensation of destruction.
i think the best feedback these days has to go to left 4 dead 2 weapons, each weapon has different sounds, different effect on zombies, same for melee
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I think every one is going to disagree with every weapon i post. lol
Strong weapons
Break down kicks and punches : contract and enemy reaction is looks and feels real.
Counter strike Desert eagle
Counter striike Shotgun
If I understand what you mean by feedback I think counter strike has it down. The sound, gun animation and because every thing dies in one hit makes the guns seem strong.
My other favorite weapons
TF sniper rifle : used to launch team mates to the sky lol
Quake4 blaster
Blue shift MK23
Quake 2 BFG : Sorry I don't think I tried them all but out of q2 q3 q4 and doom3 I think quake 2 is the best.
Quake 4 Grenade Launcher
Quake 2 Hand grenades
Duke nukem Shrink gun lol
UT Reedemer riding mod gun
UT Razor disc launcher
Aliens vs Predator Shoulder cannon
TF Detpack
Golden eye 64 PP7
Golden eye 64 RPC90
Sin Sniper rifle
Tron Disc my Fav from the quake3 version
I liked a lot of sin weapons.
Strong weapons
Break down kicks and punches : contract and enemy reaction is looks and feels real.
Counter strike Desert eagle
Counter striike Shotgun
If I understand what you mean by feedback I think counter strike has it down. The sound, gun animation and because every thing dies in one hit makes the guns seem strong.
My other favorite weapons
TF sniper rifle : used to launch team mates to the sky lol
Quake4 blaster
Blue shift MK23
Quake 2 BFG : Sorry I don't think I tried them all but out of q2 q3 q4 and doom3 I think quake 2 is the best.
Quake 4 Grenade Launcher
Quake 2 Hand grenades
Duke nukem Shrink gun lol
UT Reedemer riding mod gun
UT Razor disc launcher
Aliens vs Predator Shoulder cannon
TF Detpack
Golden eye 64 PP7
Golden eye 64 RPC90
Sin Sniper rifle
Tron Disc my Fav from the quake3 version
lolSajt wrote:Haha, it looks like I'm not the only one stuck in the 90s.
I liked the shurikenDr. Shadowborg wrote: Shadow Warrior: Just about anything except shuriken and railgun.
SiN: Shotgun was cool.
I liked a lot of sin weapons.
Last edited by metalmodman on Sat Jan 22, 2011 5:24 am, edited 1 time in total.
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Doom has the best shotguns, though Quake2 shotguns were pretty good, for clean one-shotting the guards, and using the push of the SSG to knock mid range enemies into lava or off ledges.
Q2 BFG has the best sense of "what did I just unleash?" particularly as it travels through a room full of enemies.
Blood's Napalm Cannon is the best explosive to me, its not too lumbering, but it provides a shake, a nice launch sound, a good bassy explosion, debris, and that which it doesn't destroy, it sets on fire.
RTCW's Mauser (before the horrible scope is put on...) feels amazing.
Few things beat the sensation of a well tracked shaft kill in Quake, where you kept the bead on a moving player without fail.
Soldier of Fortune gets an unfair advantage, the damage modeling on the targets makes every weapon so much more satisfying, but its handgun, handcannon and shotgun all feel amazing due to their system.
Blood 2 could easily trump most games on weapons, but they never seemed to get the damage values right - the Uzis have a great spread, look and sound, but take too long for most anything. The Howitzer is great - except the lack of damage and pushback on the environment.
What is a whole other matter is the concept of meta-feedback. Q3A afaik introduced it with the beep hit sound, to make hitscan weapons more viable on space maps, where pain sounds and blood puffs didn't clearly message. But what of Call of Duty? Any successful hit (even a hand grenade bouncing off of an enemy) makes a "tich" sound, and pulses your aiming reticle. I find that "tich" to be very rewarding, but it is meta-level, like the ammo counter. That being said, the CoD games do have rather nice sounds and spray effects - except for damage to targets, it feels very wimpy against humans (even in CoD5 with the dismemberment).
Q2 BFG has the best sense of "what did I just unleash?" particularly as it travels through a room full of enemies.
Blood's Napalm Cannon is the best explosive to me, its not too lumbering, but it provides a shake, a nice launch sound, a good bassy explosion, debris, and that which it doesn't destroy, it sets on fire.
RTCW's Mauser (before the horrible scope is put on...) feels amazing.
Few things beat the sensation of a well tracked shaft kill in Quake, where you kept the bead on a moving player without fail.
Soldier of Fortune gets an unfair advantage, the damage modeling on the targets makes every weapon so much more satisfying, but its handgun, handcannon and shotgun all feel amazing due to their system.
Blood 2 could easily trump most games on weapons, but they never seemed to get the damage values right - the Uzis have a great spread, look and sound, but take too long for most anything. The Howitzer is great - except the lack of damage and pushback on the environment.
What is a whole other matter is the concept of meta-feedback. Q3A afaik introduced it with the beep hit sound, to make hitscan weapons more viable on space maps, where pain sounds and blood puffs didn't clearly message. But what of Call of Duty? Any successful hit (even a hand grenade bouncing off of an enemy) makes a "tich" sound, and pulses your aiming reticle. I find that "tich" to be very rewarding, but it is meta-level, like the ammo counter. That being said, the CoD games do have rather nice sounds and spray effects - except for damage to targets, it feels very wimpy against humans (even in CoD5 with the dismemberment).
Well to be fair, it was for the sake of refining designs for something non-Quake. Skipping pipeline crap to test out a few notions. Something I would like to some day return to.Sajt wrote:Also, there's a "private" Quake mod that existed between me and scar3crow a few years ago that had some very nice guns...
...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
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The TF2 backstab was satisfying to me.
The AGR mauser is also very satisfying.
The Halo 2 sniper is satisfying to me.
And all the Halo vehicles splatters are very satisfying.
The Halo 2 shotgun is satisfying.
Some examples of things that weren't satisfying for reasons I don't know of are:
CustomTF variants of the Assault Cannon, I don't know I just don't like it.
The AGR mauser is also very satisfying.
The Halo 2 sniper is satisfying to me.
And all the Halo vehicles splatters are very satisfying.
The Halo 2 shotgun is satisfying.
Some examples of things that weren't satisfying for reasons I don't know of are:
CustomTF variants of the Assault Cannon, I don't know I just don't like it.
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lol I'm sorry, it's a cool avatar.ceriux wrote:lol its me as a na'vi -.-
http://fc01.deviantart.net/fs71/i/2010/ ... 2z24hp.jpg
I hate it when I unleash BFG on my self and I forgot about SOF, they did have cool handguns.scar3crow wrote: Q2 BFG has the best sense of "what did I just unleash?" particularly as it travels through a room full of enemies.
Soldier of Fortune gets an unfair advantage, the damage modeling on the targets makes every weapon so much more satisfying, but its handgun, handcannon and shotgun all feel amazing due to their system.
always fun. lol My favorite thing about halo is their coop.Team Xlink wrote: And all the Halo vehicles splatters are very satisfying.
Ah, I forgot about the UT flak cannon. Very satisfying feedback there. The sound is good, you see the projectiles fly and you can almost (or do you really) hear the impact.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Re: Weapon feedback
in a quake context malice had some of the most satisfying weapons ever, I also liked everything in half-life except the egon, but I don't think I've ever seen a well made fps beam weapon, would love to be shown the error of my ways.
Re: Weapon feedback
One I think everyone forgot about - UT/Ut2k3-4/UT3 - The Redeemer Now THAT is a fun and satisfying weapon
http://red.planetarena.org - Alien Arena and the CRX engine