HAWKEN servers are up and our latest minor update is live!
Forgot Password_ SUPPORT REDEEM CODE

Jump to content


A look at the weapons


  • Please log in to reply
40 replies to this topic

#41 TheChaffeemancer

TheChaffeemancer

    Advanced Member

  • Members
  • PipPipPip
  • 327 posts

Posted November 18 2012 - 08:25 AM

View PostDreizehn, on November 17 2012 - 10:58 PM, said:

So basically this is more about flavour and fluff more than the actual gameplay.

Yeah, there's some complaints about mechanics (like mechs sharing weapons), but Kiwi is more focused on the, as you put it, flavor.

View PostDreizehn, on November 17 2012 - 10:58 PM, said:

Also having two guns strapped together is so much more interesting than one gun_ Honestly.

Aesthetically, it's something new, but that is a simplification of it. The SA Hawkins is great because it is a weapon that looks and feels like something that was designed for a walking tank. The visuals, the "WHUMP WHUMP WHUMP" of it firing, and other such touches (like being a twin barreled weapon) makes the Hawkins more distinct.

View PostDreizehn, on November 17 2012 - 10:58 PM, said:

And frankly, I thought the point of the thread was more edging towards mechanics and gameplay. As earlier mentioned, many machines share weapons, with two classes sharing identical weapons. Which I honestly think is a problem too.

The leaning was more towards concepts/aesthetics, however concepts are in no way divorced from mechanics. A gun that charges and shoots mines is a concept that states what a gun does. If you want to tear down a weapon to its pure mechanics like you did here.

View PostDreizehn, on November 17 2012 - 10:27 PM, said:

Only superficially. When it comes down to it, it simply is an AR with higher damage, higher accuracy and lower rate of fire. Another bullet hose.

They will all start to sound uninspired. You can only have so many variations of damage accuracy and RoF before having to rely on gimmicks like charging (Kiwi is not saying that mechanics like that is a bad thing). Weapons without amazingly unique stats/mechanics can still stand out for other reasons.

An example of what Kiwi's trying to get at would be the Penetrator from F.E.A.R. 1. When you got down to weapon stats, it was an assault rifle with more powerful bullets, low rate of fire, and high accuracy. What made it stand out was the firing noise, its projectile (shooting metal spikes), and the fact that it could make corpses stick to walls. It stood out because it was a unique weapon not in terms of pure stats or use, but in the visual/audio realm.

Kiwi's seen quite a few complaints about how this game doesn't feel like a mech game (in other places, not here). Kiwi thinks this could, at least partially, be attributed to the fact that we're running around with big assault rifles and not actual vehicle weapons half the time.
Beep beep, Kiwi's a Chaffeemancer.




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users