Magical shotgun.

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Alx

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Ok, so the secondary fire is supposed to fire both barrels simultaneously, but, problem: the weapon has one barrel. The tube underneath the barrel is just the magazine. The real SPAS 12's secondary fire is just semi-auto mode. (Not only that, but it holds 8 shells, not six). So how is this enchanted device working? Is it simply firing 2 shells in quick succession? I really don't think so, unless it has an extremely incredibly fast cycling rate.
 
:rolleyes: Non-detachable ones. I guess it's more often referred to as the tube.
 
It's probably a special variant. A variant with two barrels, the regular one and the second one which allows firing two shells in a single shot, and because it has two barrels now, the shotgun can only carry six shells at a time.
 
Incredibly doubtful. The weapon would need two firing chambers as well, and the weapon would be much bulkier and oddly shaped. I think it's because either:

A: Valve doesn't know shit about guns.

or

B: They just added the double shot feature in attempting to make it more interesting, despite the fact that they knew it was impossible.



I know it's just a game, but still, this kind of thing really irks me, especially seeing as Half-life 2 is supposed be so realistic.
 
Buddy, we have a gun that can pick shit up and launch it at enemies. Realistic? *sarcasm*
 
Incredibly doubtful. The weapon would need two firing chambers as well, and the weapon would be much bulkier and oddly shaped. I think it's because either:

A: Valve doesn't know shit about guns.

or

B: They just added the double shot feature in attempting to make it more interesting, despite the fact that they knew it was impossible.



I know it's just a game, but still, this kind of thing really irks me, especially seeing as Half-life 2 is supposed be so realistic.
http://youareanidiot.ytmnd.com/
 
Incredibly doubtful. The weapon would need two firing chambers as well, and the weapon would be much bulkier and oddly shaped. I think it's because either:

A: Valve doesn't know shit about guns.

or

B: They just added the double shot feature in attempting to make it more interesting, despite the fact that they knew it was impossible.



I know it's just a game, but still, this kind of thing really irks me, especially seeing as Half-life 2 is supposed be so realistic.


Half-life isn't supposed to be realistic in every sense. Sometimes you simply need to make a trade off and sacrifice realism for fun. Which should always be the case.
 
In a videogame, anyway.

And yes, threadstarter, I don't see why it isn't a magical shotgun. I mean, Grigori gave it to us.
 
I like to believe the altfire shots two shells - the second one a few miliseconds after the first :P
 
Grigori is a priest its a holy shotgun
 
http://en.wikipedia.org/wiki/SPAS_12

The automatic fire mode runs at 480 shells per minute, which is 4 shells per second, which is 2 shells every half a second, which is approximmately the time it takes to fire the alternate mode. So, two shells in a quick succession. Why not full auto? Because Gordon can't control it well enough :P
 
I think the one area where Valve falls down in is guns. They are great but the shotgun and the pistol can impossibly fire multiple rounds, the ar2 which is a mass of contradictions and the smg and crossbow first and third person models don't match up.
 
Not that all that many people give a damn because they're too busy blasting the crap out of striders or combine or zombies or antlions or...
 
riomhaire, which parts of the AR2 scream contradiction?
 
A: Valve doesn't know shit about guns.
That's the one. They do know shit about games-playing audiences though. Primarily that so long as something is fun, 99% of people don't give a shit about magical weapons. Especially magical weapons that can be carried with full ammunition alongside 9 other magical weapons. By a single person in a mechanical suit.
 
I think the one area where Valve falls down in is guns. They are great but the shotgun and the pistol can impossibly fire multiple rounds, the ar2 which is a mass of contradictions and the smg and crossbow first and third person models don't match up.

The "secondary" of the pistol is not meant to be there... other than that, it doesn't fire multiple rounds :/

And, the models don't look right in third person, because... you're not supposed to play it in third person.
 
riomhaire, which parts of the AR2 scream contradiction?
When you use it it automatically reloads. When the Combine or rebels use it they clearly have to manualy reload it. The clips you pick up are the crecent things yet when you reload they don't get replaced, only the little circle thing does.
 
The animation is an oversight, they were originally intended to reload OICWs, remember?

Also, the ammunition cartridges you find, contain the plugs, and Gordon simply loads them into his current one, or replaces it off-screen.
 
I think Valve added it that way because they didn't think anyone would notice.


And the fact that its been 2 years and its the first time I've seen this mentioned, I would say they were pretty right.
 
That's the one. They do know shit about games-playing audiences though. Primarily that so long as something is fun, 99% of people don't give a shit about magical weapons. Especially magical weapons that can be carried with full ammunition alongside 9 other magical weapons. By a single person in a mechanical suit.
Well of course. Gordon has plenty of space in his ass to store 9 magical weapons with full ammunition.
 
That's right, hammerspace.
 
Like I said, the bottom "barrel" is actually the tube where the shells are loaded into.

Actually, with common shot guns, the bottom tube is what the 'pump' slides along. If you'll notice, shells are always loaded from the top in and are slid down another tube or compartment.
 
Actually, with common shot guns, the bottom tube is what the 'pump' slides along. If you'll notice, shells are always loaded from the top in and are slid down another tube or compartment.

uh no, that same tube that the slide is attached to IS the magazine, there is no third tube.

And every weapon in the game has all sorts of weird discrepancies,

usp match- is supposed to hold 15 rounds, not 18

357 magnum- only seems to cover the left half of the back of the magazine, (mods that include iron sites show this, i'm guessing its to save polys since normally people would not see the uncovered part) Also your speedloader is apparently invisible. And despite that pistols are never as accurate as rifles, its the most accurate weapon in the game.

The mp7- clips range in size from 20 or 40, not 45. However the only kind modeled in the game is the 20. They do not carry nade launchers. Especially not magical invisible ones that can materialize 3 consecutive 20mm grenade rounds out of nowhere. 20mm grenades that wobble sideways in flight and leave thick black smoke for some reason. They also seem to explode just as hard as grenades 3x their size. The reload animation also doesn't quite seem right.

Pulse Rifle- For an assault rifle its accuracy is fairly shitty. Also you know the secret of automatic reloading. And despite the fact that its ammo supply is way more compact than any other (those little core thingies), it carries relatively little ammo. Also gordon seems to hold it one handed.

Crossbow- No way a handheld crossbow is going to have enough pull to shoot a heavy piece of heated rebar hundreds of meters. Nor would a piece of rebar be accurate, since it happens to lack a pointed nose or fins.

Grenade- You don't pull the pin unless you intend to throw it. Otherwise you are asking for it to blow in your hands.

RPG- When fired by the combine apcs it only does miniscule damage with no splash, when you fire it, you can fly it like a remote control airplane and wherever it hits it will explode in a large radius and kill the hell out of almost everything.

Spas 12- magicly fires 2 shots out of one barrel and holds 2 less rounds than it should.

Helicopter- Why do you want to take a perfectly good weapon and set the choke on it to a fine mist? Makes no sense. Also since combine lack local teleportation how the hell do they spit 10 times their own weight in bombs. Bombs that despite their size, explode in fairly small explosions.

I think that about covers it all. I still love the game, but i'd like it better if its weaponry was a little more consistant or accurate. Because unforunately while most people don't know about guns and thusly are not bothered, i made the mistake of watching enough military channel and reading about them that I do know about guns, and get bothered.
 
That list summarizes my beefs with HL2 weapons.
 
OH NOES! MY HL2 GUNS ARE NOT REALISTIC!!!

Sorry... Game?
 
Yeah, that's something I myself opened a thread on another forum for, cause I, as a complete weapon nerd, was always stressed by HL2 being ground-breaking but nevertheless unrealistic. just read Livingston's comics, he's complaining just the same: 'Why would you bother using a whole five poisonheadcrabs for one single poisonzombie, which are also very rare, only so combine soldiers will have greater problems killing that huge thing, which is, frankly, a pain in the arse and difficult to kill.' or 'Why don't you just use choppers to distribute headcrabs?', or 'how come you zombines can pull out a pin from a grenade, release the handle but not lob it towards someone, as if that doing that geehad was accidental, but nevertheless ocurs as though it is routine??', I love all that stuff. Yeah, my brother meant military tactics don't always make sense, just like Agent Orange was used in Vietnam and harmed the army's own men, whish it to be known that war is retarded anyway. What-have-you, combines are still just humans^^ But i also don't understand why, in the hl2-world, a beeping LED was added to the fraggrens, that already take quite a while to explode, what makes it impossible to kill a combine in the open, at least it's not as cool as lobbing grenades in cs. Also, if you look up wikipedia, the type of grenade the frag in HL2 was designed after, is a concussion grenade, what means, that it's meant not to harm by shrappnel but with the mere blast itself. Mainly due to preventing friendly casualties, so the grenade only creates limited damage and does not destroy a whole hiroshima and all the teammates located in it. But why is it necessary then to add the visual and audio outputs to the grenade, that are, obviously, only for preventing friendly fire, if you don't expect any of the grenades to properly hurt somebody, if he's got all the time to locate and dodge a grenade, from a combine soldier's point of view. The grenade is simply not challenging. I have killed more combies with the crowbar than a grenade, and the synth shouldn't emplying grenades for their soldiers, the time it takes them to lob one is simply thrown away, cause it's an opening and on single grenade can't possibly harm me, nor roll in front of my feet without me noticing it.
 
Ow, I know you have good stuff in there, but can you please split it up into paragraphs and things? My eyes just burnt out from that massive block of text.
 
uh no, that same tube that the slide is attached to IS the magazine, there is no third tube.

And every weapon in the game has all sorts of weird discrepancies,

usp match- is supposed to hold 15 rounds, not 18

357 magnum- only seems to cover the left half of the back of the magazine, (mods that include iron sites show this, i'm guessing its to save polys since normally people would not see the uncovered part) Also your speedloader is apparently invisible. And despite that pistols are never as accurate as rifles, its the most accurate weapon in the game.

The mp7- clips range in size from 20 or 40, not 45. However the only kind modeled in the game is the 20. They do not carry nade launchers. Especially not magical invisible ones that can materialize 3 consecutive 20mm grenade rounds out of nowhere. 20mm grenades that wobble sideways in flight and leave thick black smoke for some reason. They also seem to explode just as hard as grenades 3x their size. The reload animation also doesn't quite seem right.

Pulse Rifle- For an assault rifle its accuracy is fairly shitty. Also you know the secret of automatic reloading. And despite the fact that its ammo supply is way more compact than any other (those little core thingies), it carries relatively little ammo. Also gordon seems to hold it one handed.

Crossbow- No way a handheld crossbow is going to have enough pull to shoot a heavy piece of heated rebar hundreds of meters. Nor would a piece of rebar be accurate, since it happens to lack a pointed nose or fins.

Grenade- You don't pull the pin unless you intend to throw it. Otherwise you are asking for it to blow in your hands.

RPG- When fired by the combine apcs it only does miniscule damage with no splash, when you fire it, you can fly it like a remote control airplane and wherever it hits it will explode in a large radius and kill the hell out of almost everything.

Spas 12- magicly fires 2 shots out of one barrel and holds 2 less rounds than it should.

Helicopter- Why do you want to take a perfectly good weapon and set the choke on it to a fine mist? Makes no sense. Also since combine lack local teleportation how the hell do they spit 10 times their own weight in bombs. Bombs that despite their size, explode in fairly small explosions.

I think that about covers it all. I still love the game, but i'd like it better if its weaponry was a little more consistant or accurate. Because unforunately while most people don't know about guns and thusly are not bothered, i made the mistake of watching enough military channel and reading about them that I do know about guns, and get bothered.

Yeah, sorry, I posted BEFORE i took the wikipedia link...oops!
 
haha nm everything i said is quoted right above me

Incredibly doubtful. The weapon would need two firing chambers as well, and the weapon would be much bulkier and oddly shaped. I think it's because either:

A: Valve doesn't know shit about guns.

or

B: They just added the double shot feature in attempting to make it more interesting, despite the fact that they knew it was impossible.



I know it's just a game, but still, this kind of thing really irks me, especially seeing as Half-life 2 is supposed be so realistic.
 
the beeping nade I think was mainly a gameplay device. I played smodRR a few weeks ago with a setting enabled that gave all the combine these special napalm grenades. These napalm grenades had no audio or visual clue other than the slight *tink* noise of their impact. Which is easily overlooking in a firefight.

At any rate I was enveloped in flames more often than i cared to be. Pissed me off to no end. So i gave the combine their regular nades again.

Most of the issues involving the weapons in hl2 seem to be in the process of being resolved by the SMOD Remastered Redux mod. Most of the weapons now are accurate when fired in a careful manner and inaccurate when running or jumping. The mp7 nade launcher has been alltogether removed. A different type of shotgun with no double blast has been added. and a few other things. You just have to disable all the wacky weapons.
 
Probably just the fact that it's a game- remember not all the weapons have to agree with reality. example: Half Life 1, the mp5 (or M4/M203) doesn't reload the contact grenade after you fire. On that note, the Mp5 doesnt even (to my knowledge) have a contect grenade launcher attachment. So it might just be the developers thinking that they need a double barrel secondary, but not wanting to use an over/under model shotgun. Besides, the SPAS12 rocks the cazbah
 
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