Post news RSS Version 2.0 Now Released

Version 2.0 is now out! I spent a lot of time on this one, so I hope you guys like it. Read more for details.

Posted by on

Version 2.0 is now out! I spent a lot of time on this one, so I hope you guys like it. Read more for details.

Version 2.0
– The recoil of each weapon is now based on its recoil energy. This is related to the weight and power of the round as well as the weight of the gun. The original game had recoil based on weapon type. Weapons with built in grips also have slightly less recoil than their counterparts without grips. Recoil animation has been tweaked as well. Let me know your thoughts on this.
- Looking around with a weapon has also been updated. Heavier longer weapons will move slower and less steady than lighter smaller weapons. It is much easier to loose control of a light machine gun now than a submachine gun. When using a longer weapon your character will now lead more with the weapon into a turn, like you would in real life. (I would like to adjust steadiness of the weapon when not moving or firing, but the reticule and scopes seem to be fixed to the camera. This also makes movement steadiness with scopes impossible because the gun will move but the scope won’t, as if they are not attached to each other. Any input on this would be appreciated.)
- Blind fire accuracy is now based on the length, weight, and power of the gun. Pistols and submachine guns are now much more accurate in blind fire than light machine guns. Guns with grips also have slightly better blind and normal accuracy than their counterparts without grips.
- Sound range is now dependent on the round being fired and the gun firing them. Supersonic rounds can now be heard anywhere on the board. No more dying from silent bullets. Subsonic rounds can be heard within their range of lethality. Silenced weapons are now quieter making silenced pistols and submachine guns more useful. Reload, equip, fire mode change, and no ammo sound ranges are now based on their respective weapon. The no ammo sound range was ridiculous in the original game. Did you ever notice in terrorist hunt how there were suddenly a lot of people shooting at you when you ran out of bullets? I toned this down to be proportional to the other sounds. This makes the “Oops my pistol ran out of bullets, now come and get me suckers!” strategy less useful. Enemies respond differently now and you will have to change tactics, and use more varied tactics to stay alive.

Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

News
Tags
Release
Browse
News
New
Post news
Share
Related Games
Tom Clancy's Rainbow Six: Vegas 2
Tom Clancy's Rainbow Six: Vegas 2 First Person Shooter