Request for GoG administration to increase max allowed symbols per post or allow two post following each other without attempts to auto-merge them (and fail). Thank you.
Fenixp: It's a videogame.
My favourite reply ever. It's a movie/book/game. Tl;dr - "it's not life". Sorry, don't buy it.
Fenixp: It doesn't even try to pretend being realistic, so why on earth would lack of realism be a reason to criticize it?
Because all this is part of narrative and, if you like, immersion. I don't criticize Fallout 1 (and only 1) guns - they aren't real, with exception of Desert Eagle. Why discuss something that doesn't exist and cannot be extrapolated? Moreover, why do that when almost every gun is usable from beginning to very end? Of course shooting supermutants with 10mm pistol is kinda long and painful process, but with enough skills you could try do that. good criticals beat heap of meat neatly.
While Desert Eagle itself could be extrapolated (i.e. transforming real world muzzle energy into damage points, for example), there is no point, because it is one and only. Other guns, though, do have unique niche, allowing you to use each and every one and succeed. That's what I'm talking about - options and freedom. They gave us tools (guns and skills), and put us into sandbox before term being coined. And generally Fallout 1 (and even 2, though you need to keep that suspense of disbelief regarding "real" guns implementation) allowed you to use almost every gun throughout majority of game, with only exception being flamethrower. Sorry, folks, 5 hexes that's hilariously short, even WW2 flamethrowers could fire at 20-30 metres, which is consider to be "general" pistols' distance. Probably the only game where flamethrowers are depicted realistically is Warhammer 40K: Dawn of War, Imperial Guard's Hellhound),
In this aspect Wasteland 2 is far less balanced, basically chopping off 3 categories of guns. Why? Well, best protection is not the armour, but the thick layer of air between you and your opponent. I understand anyone's desire to keep things up close and personal, but I think if it goes into melee, your tactic sucks. Or developers spawned enemies right on top of your head (hello, NWN2, DA2, and, ha-ha, Tinker). Should Pistols, SMGs and shotgun ranges be upped to relatively realistic 20-30 metres, then they could be back in game (and shotgun should have very narrow cone or no cone at all - within ingame parameters this spread is statistically insignificant. Up rifles to 50 metres and now we're talking. Not sure about energy stuff, all I have in DC seems to be kinda meh. Plus, they don't exist IRL, so hell if I know what meson cannon is. *sigh* Where is my turboplasma Winchester?
Fenixp: I mean you're using Witcher 3 as a good example of all things, with its completely realistic progression and swordplay, right?
Nope. I dislike Witcher 2/3 tier-based equipment (next chapter equipment beats previous chapter equipment, no matter what, while in Witcher 1 you could wear same jacket till almost very end or use swords you made or found early on), and Witcher 3 skills/swordplay, especially swordplay. It is dull, boring, bland, repetitive, and not engaging. In Witcher 2 your Witcher 1's endgame equipment was basically turned into pumpkin, and highly trained Geralt, whose memory is started coming back into lawlnewb. In Witcher 3, imagine that, all your Witcher 2's engame equipment is totally gone, and your highly trained (again!) Geralt, whose memory completely returned is turned to selfpropelled punching bag. Even later ingame he could easily be killed by such opponents in such ways it'll made you think why the fuck anyone would need witchers if they are so easily killed. I understand he is only Geralt and not Commander Shepard, or, better, Garrus, capable to catch a missile with his face and keep walking, but really. That's where narrative fails, miserably. Because in games, unlike other media I mentioned above (books and movies) there is one additional form of narration - actual gameplay. Do not tell me how awesome someone is, let me experience it. And what we have in Witcher 3? I'm not going to quite my entire nitpicking thread, no, but just few examples: Geralt, with exceptional senses unable to spot an elf on tree in Velen, even if he heard Iorveth's elves in Witcher 2, or missed that nilfgaardian girl running away? Don't drink and drive - magic and teleport! Apparently. Or that pair of quests on Skellige, fog on lighthouse and subsequent cave of dreams? Some local dudes knocked Geralt out, despite him beaten all boxing opponents, and even some other enemies, because game dorks and lags with sheathing/unsheathing? Nuh-uh, don't buy it. I remember Geralt was killed by kid with pitchfork, but that's a way too off.
Sorry, nope. Witcher 3 offers generally nice story and narration, but gameplay isn't something shining.
Fenixp: Anyway, shotguns work the way they do so they're differentiated from other weapon classes, I thought that the way they work is quite clever, mechanically speaking.
Uh-huh, less clever than in SWAT 4, where, if I recall correctly, shotguns' spread pattern depended on speed of movement and injuries your character had. The faster you moved, the wider was spread. I'd understood if we had narrow cone of shot be placed within wider circle, but no, it was each pellet it shot. Like dynamic barrel calibre or something.
And in W2 shotguns are not that much differentiated other than having wide cone and permanent jamming chance you can't fix. Other than that, pretty mediocre and similar to SMG or handgun classes.
Fenixp: How would you have them work while giving them unique behavior within the ruleset?
Increase range, remove cone (because combat is grid-based, and within this grid spread is insignificant), alter reliability (say, better springs for magazine tube), ideally add slugs as ammo (wave Fallout Tactics). This way, slugs will have higher accuracy requirement from shooter, but will provide better penetration, range, and knockdown, while buckshot will lower accuracy requirements, and will be very deadly against soft targets. After all, nine 9mm buckshot pellets hitting target simultaneously is something worthy to think about wrong choices made in past. In reality shotguns are very versatile because of wide ammunition selection, sadly very few, if any media depict them properly. True, they aren't really suitable for open plains or mountain fights, or sniper duels, but hey, don't turn them into melee weapon.
SMGs and handguns should also receive upped range, just for sake of those willing to use them as main armament, because it is game and why the fuck not.
Other changes I'd like to see will require massive reworking on skill system. Srsly, assault rifles, sniper rifles, shotguns - three different skills? Okay, long range ballistics maybe, somewhere beyond five hundred metres, but in this game? Nuh, too many essences we don't need. 1 shooting skill is more than enough.
2Sufyan - Sorry, but I can't fit my reply into one post, but I agree with you.