Someone in their own words, describe to me what is "gunplay". DO NOT post a youtube video, explain it with words. Also describe what makes something have GOOD gunplay.
https://www.youtube.com/watch?v=xxFEngt0REU
>>743400724faggot
>>743400724when you hold the barrel to her head as she sucks you off
when the game doesn't have a crosshair and you have to rely on sights
>>743400724You are soulless.
Is it good and is it fun. Compare the shooting between Division 2 and Marathon for example
>>743400724The guns and the way they feel to use
when the game has a crosshair and you don't have to crutch on needing to hole an "aim better" button
>>743400724It's when you play with guns, duh.
>>743401027yeah but what if you have stamina and breath mechanics on the aim better button? that makes gameplay more engaging
Player Weapon Responsiveness, specifically with firearm -type weapons. Similar to jump play in jumpman games, like Super Mario Bros or Sonic.In most games guns should feel responsive. When you shoot, the model should animate in a way appropriate for it's strength. It should sound appropriate for what it's role is within the larger gameplay context. The targeted enemy, when hit, should display an animation appropriate for whatever he was shot with. For most guns, there should be very little if any latency between shooting and hitting the enemy. Enemy hitboxes play a large role in this, a poorly designed hitbox will often be frustrating while a simple one would be much too easy. This variable can and should be changed by the developer to make the gun feel a certain way. For example, an extremely large weapon would have a huge hitscan area and essentially destroy any target on a successful hit while a smaller weapon would require very precise shots at critical points. Critical Hits can be used to modify the weapon's responsiveness and should. Going back to the above: Weapons are closely tied with Movement. A shitty movement system requires more powerful weapons to compensate for the lack of player agency. A good movement system (ie megaman) only requires very basic weapon functionality to feel good. Typically, the more the player can move, more hits he'll need to inflict to kill an enemy. Team Fortress 2 is the best example of good gunplay and good movement as each class's gunplay is specifically tailored for the amount of DPS they can send vs the Damage they can receive, with the Solider (RPG, SMG, Shotgun, Pistol) being the average of all classes.
>>743400724its the gamefeel level of the gunplay. which effects the gameplay.
>>743400724it's how the guns play
>>743400724amount of screenshake
>>743401072>breath mechanicsretarded because an average man can hold his breath for a minute
So what I'm saying is, go play TF2 Solider with just the default shotgun to see good gunplay. It'll be poor gameplay since the Solider is supposed to use his RPG for everything, but the actual act of shooting is fluid, smooth and unnoticeable which is why everyone forgets about the TF2 generic weapons. Same for the Scout Pistol and Sniper SMG.
>>743401236yeah but when you are full of adrenaline it becomes harder to control, unless you are on a more secluded build or prone
>>743400724Feedback when firing guns and shooting mechanics
>>743400724As Gabe Newell would say, hood gunplay means the game gives you immediate feedback to your actionsRecoil? The gun (and your aim) should jump after every shot.Hit something? If it's an enemy, it should react to it. If it's the environment, it should react to it. Bullet decals, particle effects, the works.Next, the guns themselves. How's the fire rate? Damage? Magazine size (assuming you care about reloading, which is an art in itself). You aren't talking about raw numbers here: a firefight is a dance and a musical number, and your guns and the enemies' are the stars. Halo designers used to talk about 5 seconds of fun. Can you make interesting and effective choices that play out in five seconds or less during a fight?
The same applies to L4D/2's generic ammo and HL1/2's weapons.
>>743401082>>743400724If I wanted to put more effort in, I would type something pretty similar to this OP. I would add that audio is very important as well for selling the feel of weapons. Also this anon focuses on the enemy being hit (which makes sense). But in addition, consider how the environment reacts.In FEAR, papers go flying there are bullet holes, dust and smoke fill the air, things are breaking, it "feels" great. Now that I think of it, the enemies are also very responsive in their animations and audio to getting shot, and the slowmo lets you appreciate everything even more.
>>743400724The unique "feel" every weapon has: which direction it pulls when doing X action, the weight of the firearm, the exact kick, the reload animations, the differences in caliber between weapons or even weapons of the same caliber but different designs, the actual accuracy of the firearm and the interactions between the player and the increase/decrease of it, and one of the top aspects is the sound design of the firearm.A lot of different games do gunplay differently, and there isn't one game where everyone can say "This one has superb gunplay" because it is an entirely subjective matter. You'll have CS:GO players saying something like Battlefields gunplay is shit because it isn't pinpoint accurate even during movement. You'll have Battlefield players saying cawadooty's gunplay sucks because COD is practically spray and pray. You'll have ARMA players say all of the above is shit because none of them really have accurate physics and doesn't have correct bulletdrop or projectile dropoff or windage or the ability to zero in on far away targets. You'll have Helldivers who say Left for Dead 2's gunplay is shit because theirs is more like Counterstrike than their own amalgam of much of the above.It's all completely subjective, and there is no definitive answer, and you're a fucking moron if you're looking for one because the answer is "Figure it out yourself"
This is my ideal gunplay>Snappy high fidelity animations.>Loud and easily identifiable sound.>Every gun has a specific purpose and is effective in that role.>Enemy feedback that matches player expectations.>All guns are accessible early for the player to experiment with.>Isn't too slow to draw, reload, aim, etc. Viewmodel isn't distracting.>Gun makes logical sense in the context of the game.>All aspects of gun design are styled to match the tone of the game.
>>743400759>>743400797>>743400971>t. asshurt zoomies>>743401082Good response. I get what you mean here. Detailed answer. Most people never explain what the fuck they mean when they complain about "lack of good gunplay" so that's why I ask. It seems like most people don't really have a clue and just say it. You seem to have an idea though so that's worth something.
Have you never played an fps game before in your life Either way you should kys
>>743400724the feeling and balance of using guns in a videogame>what makes something have good gameplaydepends nigga different games aim for different appeals
I find that console players are the pickiest about guns “feeling” good. I don’t really understand what they mean when they describe Bungie or COD games as having exceptional gunplay. I think it might have something to do with rumble, recoil and auto-aim.
>>743402890Is that how you took a simple question, retard?
>>743400724you know how different sword weapons feel different in different games despite the action itself of slashing a sword is the same between all the games? Yeah it's the same for guns and how fun and different it feels when tweaked by someone who gets how to make it fun.
>>743403008It's funny because I find movement to be far more important to me than "gun feel". It all sort of adds into how smooth it all feels to aim and shoot. To me Halo/Destiny are fucking terrible. CoD is okay mostly because the TTK is so low, but most of the time I prefer stuff like Duke 3D or faster paced FPS where your walk speed is almost double the speed of a sprint in a "regular/modern" FPS.
>>743400724It's a term used to denote the interplay of various systems in a shooter. Ballistics, physics, movement, aiming, etc. If a game has good gunplay all of these mechanics are good, if it has bad gunplay one or more is bad.
>>743400724A developer's ability to suspend a player's disbelief that they are not clicking on enemies but instead handling a firearm in game via animation, mechanical interactivity, and sound design.
>>743400724It's generally a few mechanics that control how fast you kill the enemy with your gun. You can be fast, you can be slow, the damage might be high, might be low, etc + audio visual part is important, that's why you have tons of controls for camera shake, muzzle flash, and recoil
>>743400724Go play the demo of Bodycount. Yea so it's the opposite of that.
>>743400724Whatever TF2 does. No tacticool LARPing with faggy realistic guns, because in the end you're just clicking a mouse anyway. Instead, they just make up their own rules for how guns work
CoD (namely MW19) has good gunplay, its fluid and responsive. Destiny 2 has good gunplay, its crisp and satisfying. Modern Battlefield has ok gunplay, providing a lesser satisfactory feeling to a modern CoD. Borderlands has bad gunplay, its rigid and janky at most times, providing unsatisfactory feedback.Modern shitshooters like nuDoom and other related trash need not apply.
For me, it's Killing Floor 1.
>>743406690this and FEAR but they kind of cheat by having bullet time which makes any gunplay better
I hate it when a shooter game doesn't give you enough ammo to shoot things.
>>743400724From the thumbnail I thought it was a alien or robot lady with huge tits. I need to go to sleep.
>>743407338holy shit i see it
>>743407338deagle-chan with huge milkers sticking her tongue out
Almost nobody mentioning sound ITT huh. Imo 50% of it is audio. There's the sound when you fire weapons (two good examples are AWP from CS and SSG from Quake 2) which should be loud and distinctThen there's the hitsound/kill beep which is also important
>>743409715>>743401343Sorry anon, but I have to protect my honor. But yeah I agree on sound.
Now who the fuck wanna play with guns? A lotta holes, a lotta blood, dog the shit ain’t fun
Crazy how 90's FPS have way better gunplay than games made today
>>743405817>CoD (namely MW19) has good gunplay, its fluid and responsive.Kek
>>743410071How does it compare to the original?
>>743401082Arma gunplay is satisfying because the guns actually sound loud and dangerous and echoes across the map. Getting shot at is scary as it would be in real life. They're also very precise too.The only issue is that the hitreg sucks so you have to magdump and pray if you want to kill someone especially with high ping
>>743410119Original what?
>>743410206The original game it's based on. I want to know why you think the new one's gunplay sucks.
>>743410324CoD has always had bad gunplay, same with slop like BattlefieldWhat do I consider a prime example of good satisfying gunplay? OG Doom, just listen to how cool the Rocket Launcher sounds and feel
>>743400724smooth animation combined with good visual feedback of the mechanics and ballisticsall of these do not describe counter strike btw, gunplay on that shit is stiff as a board
it's when people die when you shoot them. it doesn't matter how good the animations or anything else are when you shoot someone and he keeps going like you only used harsh language. name one game with good "gunplay" that also has bullet sponge enemies. you can't.
>>743400969Boomers ain't gonna like this one.
>>743403008As shooters are completely awful to play on console I reckon what they mean is when it feels slightly less awful compared to other games. >I think it might have something to do with rumble, recoil and auto-aim.Probably.
>>743400724Gunplay is Bungie. Its a return to form and you will have a blast. Don't ask questions.
>>743410170Ready Or Not was the last game that impressed me when it came to audiothe guns sound so powerful and concussive, you really feel it when someone mag dumps near you
>>743400724I don't consider firearms in a game legitimate unless they have ballistic physics.Hitscan is unc trash.(I'm 33)
Gunplay is how good it feels to shoot niggas at the end of the day. Responsive input and immediate visual feedback are king.
Bump
>>743408695>>743408423can someone trace it I cant squint this one out
>>743401236its a videogame faggot it doesn't need to be realistic>>743403008>>743403364>>743410932not a console fag but I find halo ce's gunplay really nice because it jelves really well with the movement. The player is slower than other shooters yes but the greater need for precision with headshots and weapons that quickly increase in spread, you have to pace your shots a little more. The slower movement with long times to accelerate and de-accelerate in conjunction with a weapon with high commitment (e.g a sniper) you have to commit to your actions more. Halo's movement is also just slow enough that there's no reason to not keep moving forward and the enemy AI encourages it so the game has this constant feeling of momentum
>>743400724Guns sound cool.Guns aim well and are easy to shoot despite effects making it seem like the recoil is big.Guns have clear roles so you easily know when to switch and switching is smooth and fast.
>>743409956I'm OP and I agree, which is why I ask nu-/v/. Because "gunplay" seems to be a new age term and I don't see many people even bring it up with older games. I wanna be moving fast and seeing gibs and body parts, not moving slowly and feeling like I'm blowing on tissue paper.
>>743414189https://youtu.be/r0vmgWNUlgMI think weapons in new FPS games try way too hard to be realistic which makes them lose the charm
>>743405776There isn't a single Valve game with nice-feeling guns.
>>743400724It's how it feels to aim and shoot. Some games have fun gunplay, some suck. Examples of bad gunplay are Counter Strike and Battlefield. Good ones? Some Call of Duty games I guess
reminder that counterstrike and call of duty both have aim down sight mechanics under different names
>>743414468Quake II had mostly better weapons than Quake>>743414718Reminder that in Call of Duty aiming reduces your movement speed
>>743400724'cado on the 'log
>>743414718>>743414865Reminder that in COD, there is tech to maximize your movement speed while sighting up so you can shoot accurately while moving.In CS, there is only tech to go completely stationary faster so you can minimize (but not completely remove) the random spread.
>>743414865so does counterstrike. observe:CS:>hold shift>movement slows>weapon obscures more of the screen>aim gets betterCod:>hold right click>movement slows>weapon obscures more of the screen>aim gets better.functionally, the only difference here is name of the mechanic, and what key you press. in counter strike, they call it "walk". Cod? aim down sights.
>>743400724>Someone in their own words, describe to me what is "gunplay"Are you retarded? It is how it feels/plays to use the fire-arms in a game. What makes it good is subjective, but has a lot to do with sound design (no one wants a sniper rifle that sounds like a pop gun), and how one gun/type is different from others.
>>743415062>in cod, theres tech to do this>in cs, theres also tech to do thishuh
>>743400724How to make a shooter fun:>Single player/coop only>Enemies have massive hitboxes larger than their model>Enemy variety with one kind enemy being a fodder grunt that dies in a single hit from even the weakest pistol>Extremely sparring use of damage sponge enemies>Enemies flinch or get knocked back when hit if not killedSee: Serious sam.
>>743415589>See: Serious sam.ZZZzzz... serious boredom.
>>743415065Holding shift doesn't improve your accuracy in counterstrike. Tapping shift in a gunfight is a noob mistake.
>>743400724Picrel
>>743400724Gun play is how the gun gameplay plays. Good gunplay is when the gun gameplay is satisfying.
>>743400724as far as I understand it, Gunplay refers to the interactivity between player, player's firearms and the rest of the game environment, especially in first person shooters.satisfying gunplay means punchy animations, sounds, weapon fuctionality and animations (holstering, ADS, switching firing modes, adjusting attachments) balanced damage (it's quite difficult to make bullet sponges enjoyable), enemies reactions to getting hit (stunlock, animation, hurt sounds), gun-level interactivity (explosive barrells, destroyable environment, wallmarks and sparks) and so on
>>743400724You'll know when you find it, unless you're some soulless goylem.
>>743418179Are you just going to ignore the Rainbow Six and Ghost Recon games that were originally on PC to begin with? Stop being a consolewarring faggot, PCnig.
it is gun gameplay. hope this helps
>>743400724gun kata
>>743401241Out of curiosity, why choose soldier in the example of the four classes that use the shotgun?
>>743401027Aiming at different distances requires different sensitivities. ADS doesn't necessarily need to zoom in, but it needs to change your sensitivity. Games without that are unplayable.
>>743401236An "average" man can hold his breath for maybe 10 seconds.
>>743413586Squint your eyesDeagle is the headGloves are like a scarfThe wrists are giant tits