Showing posts with label Weapons. Show all posts
Showing posts with label Weapons. Show all posts

Monday, November 10, 2014

Super Castlevania IV = Overrated

Super Castlevania is a really exceptional game, however, sometimes I feel that it's kind of overrated compared to its predecessors (excluding Simon's Quest, that game was shit). With Castlevania IV, many fans look at things such as the improved air control, as well the ability to swing your whip in any direction, as the game's selling points. However, I disagree entirely and it really takes some of the fun out of the experience.

Castlevania, at it's core, is a game that was all about patience, timing, and planning. You weren't allowed to change direction in mid-air, simply because the game encouraged players to be patient and wait for the right time to jump. Whenever you died during a platforming section, it was often because you messed up on your timing. It wasn't the games fault that you fell into a bottomless pit, it was your fault for jumping too early or too late. While there's definitely some cheapness in the game (player knockback being extremely aggravating to me), the control wasn't necessarily bad. It was restricted for a reason, and that's because the game was all about timing. If you weren't patiently, you were penalized for it. Super Castlevania IV takes this entire aspect out of the game.

Not to mention that the sub-weapons are underpowered as fuck. You can use the whip for just about any situation because of its increased length, and the ability to swing in multiple directions. In the previous Castlevanias, the whip was designed to be less useful, which was for a good reason. This encouraged players to use their sub-weapons for situations that the whip isn't good for. And the funny thing is, in Super Castlevania IV there were certain parts of the game where they expected you to use a specific sub-weapon to clear the area, but the whip was so immensely overpowered that you have no need for the sub-weapons in the first place. All you ever had to do in that entire game was just spam the whip 24/7. Where's the strategy in that?

If they were going to put so much emphasis on the whip, the game should've been better designed around it. They had those grappling sections where you had to use the whip in order to swing from place to place, but aside from that, there were no other obstacles that allowed for cool, unique ways to use the whip. I would've liked to be able to lasso a small enemy with the whip and throw it as a projectile (like Super Mario Bros 2, but a bit more badass). What about being able to ride on ziplines? That would've been cool. How about a spin jump attack that uses the whip, sort of like Zero's double jump from the Mega Man X series? I feel that there were some serious missed opportunities.

Friday, November 7, 2014

Redesigning Halo's AR

The two main problems with Halo 3-4's Assault Rifle is that (a) it's useless and (b) it requires little to no skill. This is my concept for a redesigned AR, which aims to correct these two problems.

Make it classic-style with a 60-round clip, but with little spread, rather its balancing factor would be high recoil (like the SMG's recoil on steroids), so it would be more about recoil management and continuously tracking targets rather than charging and spraying n' praying. It would kill faster than the BR but would be close to mid ranged focus (but somewhat longer range than previous ARs). It wouldn't be a starting weapon, rather that would be the BR's role. The AR would be more or less a reliable weapon for suppressive fire, very powerful with an insane rate of fire, it would have an insanely loud firing noise to intimidate foes. Essentially it would replace the SAW, and would function like an AR/SMG/SAW in one but neither overpowered nor underpowered. It would also have a grenade launcher that could send grenades farther and faster, utilized by pressing down the left trigger while holding the AR with the frags equipped. It would be extremely hard to hit with due to the increased bounciness, rewarding skilled players with its high damage output.

This design gears the AR toward defensive play and suppressive fire rather than mindless charging. It would be a pickup rather than a starting weapon, so it'd be entirely balanced out. Overall perfect idea for a redesign IMO. Let me know what you guys think in the comments, and feel free to follow/subscribe to the blog.

DOOM Doesn't Need an AR

I occasionally hear some people claim that apparently Vanilla DOOM "sucks" as it lacks a conventional assault rifle or other long-range weapon. A Combat Rifle is currently featured in Brutal DOOM as one of the two main weapons, used frequently alongside the Shotgun. It's very accurate and has a good rate of fire, making it pretty good for mid to long range combat, but personally I find it very unnecessary.

DOOM was always geared toward close quarters, which is particularly due to the main weapon, the Shotgun, being more powerful the closer you are to your target. It was all about getting into your enemy's face, blasting off a quick shot, and frantically dashing back into cover until the reload was finished. Now that whole element of gameplay is much less prevalent, at least is single player (due to slow enemies), because now you can simply keep sniping foes from a distance without ever needing to get up close and personal. At least it isn't as useful in multiplayer, because all your enemies are just as fast as you are.

I wouldn't mind the Combat Rifle as much if it wasn't as common as the Shotgun. If anything, the pistol should be brought back as the starting weapon, and you should acquire the Combat Rifle later down the road with a more limited ammo supply.

Thursday, November 6, 2014

Quake Live Weapon Guide

Here is where you'll learn about each of Quake Live's core weapons (these do not include the BFG, HMG, or any of the TA weapons).

Gauntlet (Gaunt)
The standard-issue melee weapon. It's only really good for humiliating lesser skilled opponents, so I sincerely advise you not to use it for a competitive match. It deals 50 damage a hit, and there's not much else to say about it, other than the fact that your enemy will fly back upon getting hit.

Machinegun (MG)
Your starting weapon. Perfect sidearm and finisher. It deals 5dmg per shot (7dmg for HellHaus and VQ3 settings) and fires ten times a second, resulting in 50dmg a second (70 for HellHaus). It's hitscan, meaning that it can hit targets instantly at any range, but it also suffers from being overall weakest weapon in the game. It is really useful for cleaning up weakened and/or unarmored targets, and is also good for holding off enemies at mid-long range until you've managed to find a better weapon. Not to mention it also has low spread. However, you need to keep consistent aim on your targets to deal any damage.

Shotgun (SG)
A close range weapon that fires a powerful spread of multiple hitscan projectiles. It's the easiest weapon to hit with and the hardest weapon to dodge, but deals piss-poor damage at anything except point blank. Other than being the go-to guy for close quarters combat, it's also often considered to be a noob weapon due to the general lack of accuracy being required. But do not be fooled, as although it may be easier to hit with when compared to other weapons, it's not overall easy to use like a COD shotgun (due to Quake being much faster paced), not to mention it also has a very situational use during competitive matches. The weapon's reload time (aka the delay between shots) is exactly 1 second. 

To dodge the Shotgun, simply keep your distance, but always keep in mind that no matter how far you are, you're very likely to get hit by at least one pellet.

Grenade Launcher (GL)
Not really designed for direct combat, rather it's meant for covering your tracks and holding off enemies while retreating. It has similar damage and reload time when compared to the Rocket Launcher (which is described in next paragraph), but has a larger blast radius. It's projectiles are affected by gravity and do not explode on impact, rather they bounce off surfaces and take a moment to detonate. With Grenades, you can easily transform any chasm, hallway, or staircase into a complete deathtrap, which is perfect when you really need to delay your pursuers.

Rocket Launcher (RL)
A really good jack-of-all-trades weapon. It's actually the most powerful weapon in the core sandbox (minus the BFG, but that isn't included for competitive play). It deals 100 damage on direct hit, and up to 85 with splash damage. The weapon's reload time is exactly .8 seconds. The slow projectile speed requires you to lead your targets, so although it has 1sk potential, you need great skill to use it effectively. Typically I recommend that you aim around your target's feet so you'll hit them with the explosion. Aiming for a direct hit is usually a bad idea, as your enemy will typically be able dodge. 

You can also rocketjump by launching a rocket down at your feet as you jump; the explosion will enhance your upward acceleration, allowing you to reach greater distances at the cost of self-damage. The better your timing, the farther you'll go and the less damage you'll take in return. Rocketjumping takes quite a bit of practice to master, but doing so will allow you to have an easier time with traveling from place to place. I highly suggest practicing your rocketjump on Clan Arena (CA), as you start with full ammo and you take no self-damage.

To dodge the Rocket Launcher, first you must stay clear of nearby surfaces (except for the ground, of course). You must then try to stay on higher ground, as your enemy won't be able to make use of splash damage and the ledge will provide you with some great cover. If you can't get to higher ground, stay on your enemy's level and try to get some decent distance, The longer distance you are, the harder time your enemy will have with aiming at the floor around you. Also try to move in a figure-8 pattern, as this will constantly change your position for both the X and Y axes, thus making it harder for the enemy to hit you with splash damage. Keep in mind that you should never jump, because the enemy can easily aim where you're going to land.

Plasmagun (PG)
A rapid fire, high damage per second projectile weapon. It's perfect for spamming into tighter areas like halls and doorways, particularly due to its fast projectile speed, high rate of fire, and large "plasma balls" (yes I said it) making the weapon hard to dodge when your movement is restricted. It is, however, easy to dodge in more open areas, which is due to the fact that the weapon deals little to no splash damage, and also because of its super tiny blast radius. Really, this weapon should not be considered as an "explosive" under any circumstance, as it's explosive properties do not affect combat in the slightest, and only makes it good for trickjumps. It has the same exact firing rate as the MG, but is significantly more powerful, dealing 200 damage a second. There is one last tip for this weapon, and that is to lead your shots.

Plasmaclimbing uses Plasmagun knockback to propel your player upwards along a wall. To plasmaclimb, stand against a wall and look down at where the wall meets the floor. Jump as soon as you start firing the Plasmagun and hold down the forward key. Release the jump key as you take off. This technique requires a ton of practice and patience, even more so than rocketjumping. If you want to plasmaclimb sideways, all you have to do is adjust your aiming angle and continuously hold down the strafe keys, although you may want to learn the normal way first.

Lightning Gun
Also known as the master of mid-range, the Lightning Gun performs well in more open areas (in contrast to the PG) where your enemy would have an easier time dodging other weapons. It fires a continuous hitscan beam of electricity, dealing 6dmg every 50 milliseconds, making for a total of 120dmg per second. It can be perceived as weak, however it has extremely high knockback to compensate, making it perfect for area denial. The beam also has limited reach, so don't attempt to use it at long range.

Always keep in mind that the Lightning Gun has massive beam sway: this means that the beam will bend around when you turn while firing. The best way to compensate for beam sway is to simply aim with your movemeny as much as possible. Mirror your enemy's movements to keep your reticule on target. Now to dodge the Lightning Gun, all you have to do is move opposite to your attacker, so he will constantly turn in attempt to keep his aim on you, thus causing beam sway to kick into effect.

Railgun (RG)
This is the sniper of Quake. It delivers a powerful hitscan bolt of radiation, and has no spread whatsoever. A single shot deals 80dmg, but it comes with the longest reload time of any weapon in the game, amounting to 1.5 seconds. The weapon is also very useful against airborne targets, due to its pinpoint accuracy, hitscan properties, and high damage. It's also quite frequently used as a "hit n' run" weapon, as it's good for dealing quick damage in the middle of a retreat, with the reload time over by the time you pop out of cover again. While it may not be as useful as the other weapons at closer range, it's definitely the number one choice for long range combat, and for good reason.

The best way to dodge the Railgun is to first memorize the weapon's reload time. As soon as you know the weapon's about to fire, quickly jolt to the side to throw off the enemy's aim. While it may be harder to dodge than the Rocket Launcher, it's not impossible.