How would you define a 'satisfying' weapon?

MarkusAurelius77

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One that gives you immense pleasure to use. Personally favour it up close and personal. On goldeneye, its happy slapping, Resistance melee, and COD4 nothing beats the knife or a silenced M9.

A weapon that causes maximum humilation to your opponent online is good.

top of the line for me dual katanas from Ninja Gaiden Sigma....mmmmmm slicey!
 

Blayze

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A satisfying weapon is one that you love to shoot at things. I tend towards shotguns, as they generally require you to get in the enemy's face. There are few experiences more satisfying in a game than having enemy after enemy turn into ragdolls inches from the end of your gun.
 

smuttbullen

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A gun that would have your opponents wishing they never have to meet you, and hopefully it wont kill them straight away but leave them bleeding out, giving them time to stare at your face. And it must really hurt for them to get killed.
 

JohnnieZ

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Jun 29, 2008
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one that works as both a projectile weapon and melee weapon. Like the flak Cannon from unreal Tournament. It just doesn't get any better than being able to drop a grenade over a wall to flush them out and then let loose a blast of shrapnel in their face as they run around a corner.
 

BallPtPenTheif

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L4Y Duke said:
After pondering the 'Favourite Weapon' topic for a while, I've come to wonder just what exactly makes a good weapon.

Is it the ammo supply? Do you always need to be able to find ammo for it just around the corner?
Is it the power? Does it need to be able to blow holes in anything and everything?
Is it the practicality? Does it need to do things other than just blow %$#@ up?
Is it the accuracy? Does it need to go for the jugular every time?
Or, is it a combination of the above?

So, what do you think is required?
actually... for me, it's all in the aesthetic. when speaking in terms of firearms, i want the gun animation to have some heft and weight to it when fired. i also like realistic clacking sounds with thick mettalic meaty reloud sound effects. i also prefer not to see the bullet but to have a refined muzzle flash with an obvious and dynamic firing effect on the target.
 

afrophysics

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For me personally the most satisfying weapons, are the flare gun from Timesplitters Future Perfect, where the flare spirals and swerves into the back of a monkey's head, the Patriot from Metal Solid 3 and 4 (where else can you just hold down square and run around uninterrupted?) and lastly a well-aimed uzi spray from the Worms series and the mayhem it causes.
 

Tony Harrison

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The most satisfying weapons reward skill. They have the power to knock the opponents airborne in showers of blood, but only if you do it right.
 

PSYCHOxDRAGON

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well seeing as you said "weapon" and not "gun" i'm gonna go ahead and say, an incredibly fast and powerful melee weapon of some sort (Insert All Weapons From Ninja Gaiden 2 Here)which has the astounding ability to block explosions. But gun wise i would probably say the ak 47 from Black.

(Altaír's Hidden Blade)
 

The Ovlar

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Mar 20, 2008
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My favorite would be garrett's bow from the Thief series. (along with all the different arrows of course. A weapon is pretty useless without projectiles) Garrett seems to find all kinds of uses for those things. It's also the only game i played were you can open doors and push buttons from across the room by shooting it with a arrow.

Also, I played Oblivion with the Thief mod, importing all the arrows, and it proved that those things are useful even in games that they should be in. I recommend this mod to any fan of the thief series.
 

Gooble

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For me it's something that sounds cool, has a large damage radius or deals a lot of damage on a single target, and has a decent ammo supply.
 

Sylocat

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To me, a satisfying gun is the shotgun in RE4, a gun that can mow down a dozen enemies from a reasonable distance with a single shot, and when some of the enemies get back up I can just repeat the process and mow them all down again.

Ammo supply doesn't really matter to me, as long as the gun doesn't take too long to reload and you can find enough to not have to keep switching between weapons.

A satisfying gun is one that doesn't completely depend on crosshair accuracy because it's got a wide spread. I love weapons with spread, and bombs with splash damage.

As for looks and sound, I could take or leave most of that, but it should be reasonably big (unless you're going for irony, remember the Noisy Cricket in Men in Black?), I don't care about sound though.

If I can't have a weapon with spread or splash, I'll take something that's rapid-fire and powerful, and that has a big ammo clip. RE4 does it again, of course, this time with the unlockable "Chicago Typewriter" gun.

Of course, a gun that shoots shurikens and lightning would be satisfying too. ;-D
 

friedmetroid

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Nugoo said:
It's not just all of the above, it's also the sound effects and the feel you get from firing it. No one's going to like a shotgun that sounds like a cap gun and has no recoil.
Oh, you mean like the pump shotgun in Call of Duty 4 :\

For me the measure of a satisfying weapon is also dependent on what I'm firing at. I always enjoy a weapon that can bring a suitably sadistic death to a frustrating enemy. A good example is the Painkiller weapon in... Painkiller.
 

ReverseEngineered

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Apr 30, 2008
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I don't have a favorite weapon, but there are several things that culminate into a single philosophy: it should do what I think it does. As much as I love TF2, the weapons drive me nuts at times, as they did in Counterstrike. A shotgun should be useless at long range, but up close it should be an instant gut full of lead, even if you aren't spot on target. A sniper rifle should be a definite kill if a major body part is hit (bonus points if hitting an appendage is non-lethal but visceral and debilitating), but it should require patience and aim to get a good shot off (hard in games where everybody just runs around randomly anyway). An assult rifle should have enough accuracy to get a few shots in at long range (but still useless against a sniper), while being quickly fatal closer up. A fully automatic weapon should have enough fire power to kill anything within a medium range, but a stray shot shouldn't be more than a flesh wound. A machine gun at point blank had better beat a maniac with a knife.

The biggest thing that is important to me is balance and ability. Detail is always nice, including crisp, clean models, powerful sound effects, and (for futuristic/fantasy weapons) flashy visual effects. In the end, I just want to be able to kill something.

As an example of weapons that DON'T work as expected:
- The knife in almost any game is an instant kill. I'm often killed by people running directly at me with a knife while I spray them with a shotgun/assault rifle/machine gun. It makes you wonder if your gun is actually working.
- Most shotguns are far too underpowered at close range. I don't expect to pick people off from 50 paces, but when they are close enough to knife you, they had better splatter when you fire, whether you are pointing at their head or their legs.
- Sniper rifles that drift, bob, droop, and still don't kill a person in one shot. Some games will only give an instant kill for a head shot and these can be nearly impossible to get. What's the point of a sniper rifle if you can only injure somebody before they wake up and start running around like an idiot. Sure, make it hard to hit, but make it worth the shot.
- Various weakly-hitting machine guns that still kill from long distance. If somebody sprays an Uzi at me from 500m, I expect to catch a bullet now and then, but I really hope that one random shot won't hit me in the head and drop me. Perhaps in real life, but then again it doesn't take 5 shotgun shells from close range to drop a person either. Long-range spraying should only be viable if enough bullets fly through the air, not if one just happens to hit the right spot.

If all the balance is taken care of, go to town. Plain old handguns, machine guns, assault rifles, and the likes are great. Big weapons, small weapons, they all have their uses and can all be fun. I like silenced pistols, massive miniguns, rocket launchers, sniper rifles, and even an axe now and then. Futuristic or fantasy weapons can be fun too, like a flamethrower, rail gun, BFG, or just about any other particle effect maelstrom.

As long as I don't get the feeling that my weapon is what's making me lose, I'll take anything. It's just that much more fun when you have quite the variety to pick from.
 

The Rogue Wolf

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I prefer a weapon that favors finesse and flanking actions, which are my primary tactics. One good example would be the MP5 from Counter-Strike- weak, yes, especially against armor, but also light, easy to control and very rewarding if you know how to burst-fire while on the move.

Silenced automatic weapons also make me giggle like a schoolgirl.
 

friedmetroid

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ReverseEngineered said:
Futuristic or fantasy weapons can be fun too, like a flamethrower, rail gun, BFG, or just about any other particle effect maelstrom.
Flamethrowers are real weapons that exist now :S
 

neddy

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May 22, 2008
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Honestly, every weapon I've liked has had good sound and realistic kickback. Read: The Magnum from HL:OF, and (unfortunately) all the weaponry from Turok (Yes, the original, and YES I hated the game).

Combining those, I'd say the shotgun from HL2 is my current fav, anything like that is good for me.
 

BallPtPenTheif

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inevitable destruction is always a good trait.

think sticky bombs in Halo, dynamite arrows in Gun, etc. anything that adheres to the opponent resulting in their brief moment of panic before they explode.