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Thread: weapon characteristics and HUD in A:CM

  1. #1
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    Default weapon characteristics and HUD in A:CM

    i think it would be cool to have barely anything on you heads up display. you read your ammo count on your pulse rifle.

    smart gunners should have a segment of the screen dedicated to their M56's vision (maybe like the bottom left corner). so a smart gunner can have screen center anywhere he wants, but on his m56 vision (the eyepiece) he can see which target his gun is aiming at. So basically they dont have to point their gun by using a reticle in the middle of the screen. they use their eyepiece to select targets.

    if you have a motion tracker, it should be on the screen, when firing with it up, it slightly reduces accuracy. you can sling it and un-sling it at your own will.

    flamethrowers need to bounce off the walls like they were desgined too. it makes thier position on the feild necessary.

    the whole point of no HUD is so it makes everything seem scarier and gives us the feeling of being handicapped, but we're not really.

    anyone have ideas on health and damage?

  2. #2

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    yeah I agree HUDs should be minimal.

    I don't like ammo counters and health counters, it should be more realistic. If we wanna find out our ammo, we'll read the Pulse Rifle's
    ammo counter by tilting it so we can view the counter. if it's a gun
    that has no ammo counter, we'll just have to guess how much ammo
    we got left, or reload more often. It would be more intense firing
    and then suddenly your own of ammo and gotta reload or switch to
    another gun.


    also th motion track shouldn't be plastered on the screen, if we wanna check it we should pull it out with one hand (but this also means we
    can't fire while checking the motion tracker), that would make things
    more intense, but we can still hear the motion track without having to
    view it, but yeah, there are better ways than depending on the HUD to
    display information like ammo and stuff.

  3. #3
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    Quote Originally Posted by Saner
    also th motion track shouldn't be plastered on the screen, if we wanna check it we should pull it out with one hand (but this also means we can't fire while checking the motion tracker), that would make things more intense, but we can still hear the motion track without having to view it, but yeah, there are better ways than depending on the HUD to display information like ammo and stuff.
    thats what i was talking about

  4. #4
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    My biggest frustration with the weapon balance from the old games was that the smart gun was just AWFUL. It always did far too little damage in exchange for being able to track targets (a feature which nobody used because it tracked them too slowly) and a large ammo capacity. Well, realistically, a SAW-like weapon should be just as powerful (if not moreso) than a regular assault rifle. With a big bulky weapon like that, though, the disadvantages should be less accuracy on the move, or a slower movement rate. Afterall, the MG42 that they rigged up for the film weighed over 25 pounds by it's self! That's without the harness or anything!

  5. #5

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    Quote Originally Posted by m1tt3ns
    My biggest frustration with the weapon balance from the old games was that the smart gun was just AWFUL. It always did far too little damage in exchange for being able to track targets (a feature which nobody used because it tracked them too slowly) and a large ammo capacity.
    really? i totally abused the smart-gun in SP, from what i remember.

  6. #6
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    Not in multiplayer! At least in the first AvP game it was like a pea-shooter. You did drastically more damage with the pistol!

  7. #7
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    yea they need a awsome pistol aswell dual weld anyone? :P

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