If I'd make a suggestion...

If I'd make a suggestion...

Postby Remilia Scarlet » 13 Feb 2012, 20:23

Instead of using particle textures for bullets, use a slightly colourised distortion effect as a selectable option. As this would probably slow some computers down, you'd want the option of using textures.
I'm suggesting this as I think it would make the weapons seem more powerful, at the moment some weapons, like the shotgun, give the impression that you're trying to shoot people with cardboard...

A continuous fire option for weapons. This would, instead of shooting multiple particles, just shoot one particle that stretches the range of the weapon, is continuously relocated to the aim of the player and whose hitbox is continuously moved with the aim of the player. Used to create continuous beam weapons(like a Tesla coil/cannon).

Also, as a side note, love the new Pistol model...

This is only my opinion and I mean no harm by it...
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Re: If I'd make a suggestion...

Postby Vaecrius » 13 Feb 2012, 22:18

...but there's nothing resembling a continuous beam weapon in RE right now.

I do agree that the shotgun for whatever reason needs some serious graphical tweaking... I still have no idea whether that yellow stuff is the projectile being shot out or if it's just a decoration, and in any case I've never managed to make the mental connection between the shotgun's visible fire and hitting someone with the shotgun in either fire mode.
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Re: If I'd make a suggestion...

Postby qreeves » 14 Feb 2012, 01:43

Vaecrius {l Wrote}:I still have no idea whether that yellow stuff is the projectile being shot out or if it's just a decoration, and in any case I've never managed to make the mental connection between the shotgun's visible fire and hitting someone with the shotgun in either fire mode.

The only time the particle does not correspond with a collision projectile is flak from non-local players (the shrapnel effect from grenades, etc).
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Re: If I'd make a suggestion...

Postby Vaecrius » 14 Feb 2012, 09:11

Thanks for the confirmation. That's exactly what it looks like to me with every other weapon so I'm not sure what I'm not seeing with the SG...

::tries offline botmatch to eliminate lag as a potential factor::

...ah, I see. Consider a very slow-moving scattering of small yellow bricks shat.
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Re: If I'd make a suggestion...

Postby Remilia Scarlet » 14 Feb 2012, 16:00

Vaecrius {l Wrote}:...but there's nothing resembling a continuous beam weapon in RE right now.


Could that possibly be because there is no option for it?
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Re: If I'd make a suggestion...

Postby Vaecrius » 14 Feb 2012, 23:52

I remember Quinton mentioning elsewhere recently that all the weapons have actual projectiles (even the ::Dr. Evil air quoting:: "laser" rifle :P ) with what I felt was an implication that that was intended to stay that way for the foreseeable future as a policy.

From what gameplay I've seen, I think this restriction is a good one.
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Re: If I'd make a suggestion...

Postby qreeves » 15 Feb 2012, 02:42

Well, you could consider the sword a "beam" weapon. It stays attached to the hilt of the sword, and does a continuous hitscan along the length for the duration of the attack. So, in a way, it is already implemented, but is used for just one corner-case.
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Re: If I'd make a suggestion...

Postby Remilia Scarlet » 15 Feb 2012, 14:07

I was thinking, as some people are already thinking about a 'campaign' mode, some weapons (not available in the normal multi-player matches) would be more powerful than others further along through the campaign mode, whereas now all weapons are aimed to be balanced. It would be logical to me to have more variety in weapons if campaign mode is implemented, thus the idea.

Also, is it just me or does the sword beam actually go through walls? When I set another weapon to use the sword as a flak projectile, it seemed to shoot through walls... Of course the variables where changed so the beam actually went somewhere in the first place...
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Re: If I'd make a suggestion...

Postby qreeves » 16 Feb 2012, 02:30

Only if it doesn't have the geometry bit set in the collide variable..
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