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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
>>
>>743400724
faggot
>>
>>743400724
when 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
>>
>>743400724
You are soulless.
>>
Is it good and is it fun. Compare the shooting between Division 2 and Marathon for example
>>
>>743400724
The 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
>>
>>743400724
It's when you play with guns, duh.
>>
>>743401027
yeah 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.
>>
>>743400724
its the gamefeel level of the gunplay. which effects the gameplay.
>>
>>743400724
it's how the guns play
>>
>>743400724
amount of screenshake
>>
>>743401072
>breath mechanics
retarded because an average man can hold his breath for a minute
>>
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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.
>>
>>743401236
yeah but when you are full of adrenaline it becomes harder to control, unless you are on a more secluded build or prone
>>
>>743400724
Feedback when firing guns and shooting mechanics
>>
>>743400724
As Gabe Newell would say, hood gunplay means the game gives you immediate feedback to your actions
Recoil? 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
>>743400724
If 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.
>>
>>743400724
The 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"
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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
>>743401082
Good 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
>>
>>743400724
the feeling and balance of using guns in a videogame
>what makes something have good gameplay
depends 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.
>>
>>743402890
Is that how you took a simple question, retard?
>>
>>743400724
you 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.
>>
>>743403008
It'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.
>>
>>743400724
It'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.
>>
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>>743400724
A 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.
>>
>>743400724
It'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
>>
>>743400724
Go play the demo of Bodycount. Yea so it's the opposite of that.
>>
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>>743400724
Whatever 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.
>>
>>743406690
this 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.
>>
>>743400724
From the thumbnail I thought it was a alien or robot lady with huge tits. I need to go to sleep.
>>
>>743407338
holy shit i see it
>>
>>743407338
deagle-chan with huge milkers sticking her tongue out
>>
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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 distinct
Then there's the hitsound/kill beep which is also important
>>
>>743409715
>>743401343
Sorry 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
>>
>>743410071
How does it compare to the original?
>>
>>743401082
Arma 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
>>
>>743410119
Original what?
>>
>>743410206
The original game it's based on. I want to know why you think the new one's gunplay sucks.
>>
>>743410324
CoD has always had bad gunplay, same with slop like Battlefield
What do I consider a prime example of good satisfying gunplay? OG Doom, just listen to how cool the Rocket Launcher sounds and feel
>>
>>743400724
smooth animation combined with good visual feedback of the mechanics and ballistics

all 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.
>>
>>743400969
Boomers ain't gonna like this one.
>>
>>743403008
As 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.
>>
>>743400724
Gunplay is Bungie. Its a return to form and you will have a blast. Don't ask questions.
>>
>>743410170
Ready Or Not was the last game that impressed me when it came to audio
the guns sound so powerful and concussive, you really feel it when someone mag dumps near you
>>
>>743400724
I 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
>>743408423
can someone trace it I cant squint this one out
>>
>>743401236
its a videogame faggot it doesn't need to be realistic
>>743403008
>>743403364
>>743410932
not 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
>>
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>>743400724
Guns 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.
>>
>>743409956
I'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.
>>
>>743414189
https://youtu.be/r0vmgWNUlgM
I think weapons in new FPS games try way too hard to be realistic which makes them lose the charm
>>
>>743405776
There isn't a single Valve game with nice-feeling guns.
>>
>>743400724
It'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
>>
>>743414468
Quake II had mostly better weapons than Quake
>>743414718
Reminder that in Call of Duty aiming reduces your movement speed
>>
>>743400724
'cado on the 'log
>>
>>743414718
>>743414865
Reminder 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.
>>
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>>743414865
so does counterstrike. observe:

CS:
>hold shift
>movement slows
>weapon obscures more of the screen
>aim gets better

Cod:
>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 this
huh
>>
>>743400724
How 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 killed

See: Serious sam.
>>
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>>743415589
>See: Serious sam.
ZZZzzz... serious boredom.
>>
>>743415065
Holding shift doesn't improve your accuracy in counterstrike. Tapping shift in a gunfight is a noob mistake.
>>
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>>743400724
Picrel
>>
>>743400724
Gun play is how the gun gameplay plays. Good gunplay is when the gun gameplay is satisfying.
>>
>>743400724
as 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
>>
>>743400724
You'll know when you find it, unless you're some soulless goylem.
>>
>>743418179
Are 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
>>
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>>743400724
gun kata
>>
>>743401241
Out of curiosity, why choose soldier in the example of the four classes that use the shotgun?
>>
>>743401027
Aiming 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.
>>
>>743401236
An "average" man can hold his breath for maybe 10 seconds.
>>
>>743413586
Squint your eyes
Deagle is the head
Gloves are like a scarf
The wrists are giant tits
>>
>>743400724
It is the cause of pressing the fire button, and experiencing what the effects are in and from the game.

Bad gunplay:
Press fire -> Gun doesn't move, a muzzle flash appears for a few frames, a weak sound is played. The enemy charging at you lets out a faint 'uh!' to let you know it was a hit, but its animation and trajectory is otherwise unaffected.

Good gunplay:
Press fire -> The bundle of dynamite you're holding is lit and pulled back. As you let go the dynamite is launched into the air, spinning like the bone from 2001: A Space Odyssey, its arc dependent on how long you pressed the button. As it lands at the feet of a crowd with a thunderous 'boom' and a fiery inferno, the enemies are pushed away by the shockwave in all directions for a split-second, before exploding into a million pieces, raining down trails of blood, leaving the ground slippery with gore and leaving the player character cackling like a homicidal maniac.
>>
>>743411146
Not enough games commit to making gunshots sound like the explosions they are, especially indoors
>>
>>743421321
If the enemies die too quickly it would feel like bullying schoolchildren
>>
>>743400724
Gunplay is literally the mechanics of using guns in a game, whether it's good or bad.
>>
>>743400724
The feel of the weapons, such as recoil and bullet spread, reload speeds and animations. How the weapons perform at different ranges and in different fire modes like full auto, semi auto or single fire. Also the sounds of the weapons.

In my opinion Battlefield has the best gunplay out of any fps game I have played.
>>
>>743421665
>In my opinion Battlefield has the best gunplay out of any fps game I have played.
>>
>>743421712
It does, say what you want about Battlefield but the gunplay in Battlefield is really good compared to most other games.
>>
>>743421665

Modding New Vegas to have better recoil, a bit inertia while moving the gun, and improved ragdoll physics made the feel way better to play. It was impressive how small touch ups really made a drastic difference on how the game felt.
>>
>>743418179
which butthurt 40 year old made this
>>
>>743418179
>not some generic soldierdude
>Doomguy
lmfao, 10/10



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