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Resident Evil 4

 
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shrugtheironteacup
man of tomorrow


Joined: 06 Dec 2006
Location: a meat

PostPosted: Sun Feb 04, 2007 5:56 am        Reply with quote

This thread inspired me to go back and make a run at Professional Mode on GC.

As it turns out a year or so of not playing plus the fact that my last few playthroughs were with chicago typewriter/infinite RPG has left me in no state to try Pro Mode.

My ass was handed to me in the village. Repeatedly.
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shrugtheironteacup
man of tomorrow


Joined: 06 Dec 2006
Location: a meat

PostPosted: Fri Feb 09, 2007 10:22 am        Reply with quote

Baines wrote:
Joe wrote:
One of the things I always liked about the shotgun in Half-Life was that Freeman actually put 8 shells into the thing upon reload, and if you interrupted the reload animation by shooting, you had just as many shells in the shotgun as you put in. I appreciate attention to detail like that.


TimeSplitters 2 tried to do that with the Tactical 12-Gauge.

Except the game only kept one ammo value for unequipped weapons, not separate loaded and unloaded values. (Probably because a few guns used the same ammo type.) Equipping a weapon loaded it instantly, unequipping it effectively unloaded it. So you could circumvent the Tac Shotgun's load animation just by switching weapons and immediately switching back.


One thing that always bothered me about the Half-Life games: If you put a weapon away for more than about ten seconds it will be fully loaded if you switch back.
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shrugtheironteacup
man of tomorrow


Joined: 06 Dec 2006
Location: a meat

PostPosted: Fri Feb 09, 2007 5:45 pm        Reply with quote

Quick Shot II Turbo wrote:
shrugtheironteacup wrote:
One thing that always bothered me about the Half-Life games: If you put a weapon away for more than about ten seconds it will be fully loaded if you switch back.

... Really? I've played through both HL's (plus addons like Blue Shift) and never noticed that.


Yeah. I think it has to be de-equipped for the same amount of time as a full reload would take.

I might just be hyper-sensitive to ammo details in FPSs since my first was Marathon and it actually bothered simulating clips instead of just having a great big pool of ammo. In 1994.

If you discarded a half-empty clip you lost those bullets forever.
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