Gameplay vs Realism

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ValGarilovich
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Gameplay vs Realism

Post by ValGarilovich » 06 Apr 2018, 20:05

So recently several updates have been made to medbay for the sake of realism,
*Needing sterile masks
*no smoking
*no magic organ healing pill
*no QC stopping IB
And also all the uniforms got removed ect.

So thats all well and good, medbay is more realistic. It has made doctor more dull, but the reasoning is there

But at the same time, we now have marines dual weilding pulse rifles, pump shotguns, and a bunch of other stupid things of the sort.
My issue here is how one aspect of the marines had been made dull and repetitive for the sake of realism, when at the same time some of the least realistic things are happening groundside

I just wish there could be a fine line drawn on this topic,
when is something too realistic? When is it too unrealistic?
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Re: Gameplay vs Realism

Post by Karmac » 06 Apr 2018, 20:07

think less on whether something is realistic or unrealistic, think about it mechanics, balance and gameplay wise

things make more sense that way
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ValGarilovich
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Re: Gameplay vs Realism

Post by ValGarilovich » 06 Apr 2018, 20:13

I understand that veiwpoint, but when the Gameplay is suffering for the marine doctors due to realism (dev reasoning), why is it that marines can run about like action movie heros, it also is detrimental to other combat marines when they now get hit by stray bullets even more frequently
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Re: Gameplay vs Realism

Post by Chaznoodles » 06 Apr 2018, 20:15

We're aiming for realism

But we're also fighting giant lizards from outer space with machetes, green flamethrowers and a rifle in each hand, while our headband-wearing medic who saluted a cargo technician for giving him magic accuracy-improving gun toys tries to figure out why his patient - whom our highly trained weapons specialist accidentally shot at pointblank range with his sniper rifle - is dying from a drug overdose. At the same time, the seventeen-year old Staff Sergeant who is carrying four different weapons is calling the Commander a retard, because the Commander just redecorated the CIC's walls a lovely shade of SO-brain-red for accidentally launching an orbital strike in the wrong direction, pulping a blue-haired engineer who cannot figure out how to put a new battery in the highly-advanced, fully automated sentry gun that misses nine shots out of ten and is somehow less useful that the private who keeps asking "how do I turn the safety off".

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Re: Gameplay vs Realism

Post by Sulaboy » 06 Apr 2018, 20:31

I like to think we're aiming for roleplay. The dual wielding thing has been nerfed, you get a hearty accuracy nerf for holding two guns. Medbay isn't that great of a place for rp because you get into a robotic mode of fixing patients and moving to the next. Most of these realism updates are meant to cut off bad behavior, it's meant to get people into a mood where their imagination can take them from there. Some of these changes have helped raise the rp in medbay, but sometimes they get so swamped docs just cut you open and send you on your way.
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Re: Gameplay vs Realism

Post by Heckenshutze » 07 Apr 2018, 00:08

None of you would be fit for the Marine Role if we go full realism
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Re: Gameplay vs Realism

Post by thatguyfromlife » 07 Apr 2018, 01:04

SS13 as a whole is a realistic cartoon. Atmos and power systems have LAYERS of complex shit to work, and require time and skill to set up and use, while down the hall a fucking space wizard is turning the sec team into pigs. CM isn't so different. We have the 19 year old SSGT with purple spikes in his hair calling the LT a retard to his face while an engineer tries to set up a MG nest to cover a retreat from giant lizards that spit acid. The beauty of SS13 is how it all works somehow.

Of course, it has to work for it to, well, work.
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Re: Gameplay vs Realism

Post by Weaselburg » 07 Apr 2018, 01:11

Yeah but my QF.
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Re: Gameplay vs Realism

Post by zoboomafoo » 07 Apr 2018, 04:15

Holding 1 gun up and running around with it is a real chore IRL, shit's heavy. I can't imagine running around and trying to shoot two for hours on end.
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Re: Gameplay vs Realism

Post by RobBrown4PM » 07 Apr 2018, 11:44

I wouldn't worry about dual wielding rambo's. Last night I saw several standards try to gun down a couple of severely outnumbered Xeno's onboard the Almayer. The standards were all dual wielding and not one of their 50+ bullets hit anything other than the bulkheads.
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Re: Gameplay vs Realism

Post by Surrealistik » 07 Apr 2018, 14:21

ValGarilovich wrote:
06 Apr 2018, 20:05
So recently several updates have been made to medbay for the sake of realism,
*Needing sterile masks
*no smoking
*no magic organ healing pill
*no QC stopping IB
And also all the uniforms got removed ect.

So thats all well and good, medbay is more realistic. It has made doctor more dull, but the reasoning is there

But at the same time, we now have marines dual weilding pulse rifles, pump shotguns, and a bunch of other stupid things of the sort.
My issue here is how one aspect of the marines had been made dull and repetitive for the sake of realism, when at the same time some of the least realistic things are happening groundside

I just wish there could be a fine line drawn on this topic,
when is something too realistic? When is it too unrealistic?
Don't forget the recent stealth addition of caseless weapons jamming.
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Re: Gameplay vs Realism

Post by Vispain » 07 Apr 2018, 17:13

Surrealistik wrote:
07 Apr 2018, 14:21
Don't forget the recent stealth addition of caseless weapons jamming.
Our guns jam now...? Time to reread changelog
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Re: Gameplay vs Realism

Post by Kineem » 07 Apr 2018, 17:50

In the end, the dual wielding update functions more as a nerf because of how extreme the one handed penalty is. Players who used gyroscopic stabilizers to one-hand their shotguns and pulse rifles now have to two-hand their guns at all times because of how inaccurate guns are and because of how much screenshake you get when one-handing, even when you put gyro and other accuracy improving attachments onto guns. And that’s firing one gun, one-handed; attempting to akimbo is laughably unfeasible. The claim “some of the least realistic things are happening groundside“ doesn’t hold water because you just can’t one-hand pulse rifles or shotguns anymore, even if the changelog made it seem difficult yet possible.

At least, that’s how I understand it from second-hand reports and anecdotal evidence. I haven’t gotten the time to play with one handed guns very much but it seems to be impossible now, and humorously marines are accidentally FFing each other because they still need to learn that one-handed no longer means you won’t fire.
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Re: Gameplay vs Realism

Post by Avalanchee » 09 Apr 2018, 04:53

zoboomafoo wrote:
07 Apr 2018, 04:15
Holding 1 gun up and running around with it is a real chore IRL, shit's heavy. I can't imagine running around and trying to shoot two for hours on end.
For example the M41 standard issue pulse rifle weights about 4 kg fully loaded. It's not that much, but when you have two and you are running around for hours its pretty meh
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They are actually very balanced. The difference is ya get marines who think they can rambo a xeno and when they die, they get all salty about it.Mizari 10/12/2018, Xeno mutators
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Re: Gameplay vs Realism

Post by Pogo92 » 11 Apr 2018, 14:52

Kineem wrote:
07 Apr 2018, 17:50
In the end, the dual wielding update functions more as a nerf because of how extreme the one handed penalty is. Players who used gyroscopic stabilizers to one-hand their shotguns and pulse rifles now have to two-hand their guns at all times because of how inaccurate guns are and because of how much screenshake you get when one-handing, even when you put gyro and other accuracy improving attachments onto guns. And that’s firing one gun, one-handed; attempting to akimbo is laughably unfeasible. The claim “some of the least realistic things are happening groundside“ doesn’t hold water because you just can’t one-hand pulse rifles or shotguns anymore, even if the changelog made it seem difficult yet possible.

At least, that’s how I understand it from second-hand reports and anecdotal evidence. I haven’t gotten the time to play with one handed guns very much but it seems to be impossible now, and humorously marines are accidentally FFing each other because they still need to learn that one-handed no longer means you won’t fire.
You can still one-hand stuff that is made to be one-handed. An SMG with a Recoil Comp or Laser Sight + Stock is very effective one handed from some quick tests I ran. It might even be feasible to dual-wield SMGs with double recoil compensators (Though aside from the delight of spraying bullets like a lunatic I can't vouch for the value) as far as recoil and accuracy go.

A suppressor, skeleton stock, and laser sight/Grav Stabilizer might be enough to one-hand the pulse rifle effectively, too (Have yet to try it).
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Re: Gameplay vs Realism

Post by begad » 11 Apr 2018, 15:11

Time to start duel wielding and going rambo on the xeno's.
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