This is a sci-fi game. I have this huge peeve of just seeing a range of traditional bullet-in-cartridge guns in sci-fi games.
It is a bit facepalm-inducing when you have a sci-fi game like Brink, and the game has less weapon variety than a modern shooter like Call of Duty.(Neither is a game I like, but puts the point across well.) Halo, on the other hand, is a scifi game with a lot of different types of weapons with varying balance mechanisms. The Needler also finally became useful instead of just a cute concept later on, too.
From the weapons I've seen so far, and heard about, they're the most lacking aspect for me. The way the maps look(both in design and playability) looks great. The mechs look great. The UI is looking pretty nice in the latest showing.
But these guns.. They're plain and don't feel like a big mech is using them. I expect weapons like on helicopters, ground attack aircraft, and tanks on the mechs. They look so simpler to man portable things. Granted, these are smaller mechs than mech warrior.
What was the number.. 7 primary, and 4 secondary_ That number sounds fine. I'm sure lots would like more, I wouldn't mind either, but every weapon should feel special like the rest of the game feels special. The coolest one to me so far was is the cannon looking one, with how it recoils back and has those sparkles on hitting someone, and that swarm of missiles that looked to be homing.
One weapon was like a minigun. It spun and such, but it looked like a pea-shooter.
A minigun is fine, but the feel of it leaves a lot to be desired. I'd expect something more lke the GAU-8 on the A10, or here is a video of the minigun Blackhawks have.
Some parts of the video are so awe inspiring and awesome. That's what I want on my mech.
Heck.. it could even be something that has so much kickback that it pushes your mech backward when you're in the air, like backward thrust from your jets. That also opens up the weapon to actually be usable in objective gameplay to retreat faster like you would with a rocket jump in Quake, or Spindisk in Tribes.
Which, the spindisk mention brings another thing to mention. Tribes was a scifi game, it has neat looking weapons. The spindisk is nothing but a rocket launcher in behavior. It fires a projectile that explodes on project. It isn't actually nothing but a rocket launcher, though, because it looks cooler. Now, a spindisk I suppose is maybe a bit ridiculous for this title that's more grounded, but you get the idea.
I also remember a mention of a shotgun, or scatter cannon. This brings me to another example, in the same generation of games: Unreal Tournament's Flak cannon. It is your close range hard to miss with weapon, but it's so much cooler than a shotgun.
Even in the "near scifi" levels, there are really cool weapon possibilities that aren't plasma, lasers, so on. It can just come down to the execution of them. A GAU-8 is a minigun, but it feels so much awesomer than your average minigun. The bright red tracers add a lot of awesomeness to the Blackhawks minigun. Just the whole "omph" of them.
I don't think there needs to be a railgun rifle, sniper, smg, the same for projectile weapons. Don't think there needs to be a semi auto shotgun, automatic one, and flame thrower. I don't think there needs to be automatic firing rockets, fast moving rocket, slow powerful rocket, homing missiles, swarm missiles, and a grenade launcher.
What I do think is that the weapons all need to be unique and concise in their function, and be "cool". Concise in function as in it doesn't overlap with other weapons. Like, what's the difference between a grenade launcher and rocket launcher_ Just the arcing_ That's not very exciting.
Also, this white text on black background really hurts the eyes.
