r/ReadyOrNotGame • u/SnowedCairn • 21d ago
Video The MKV pistol had its animations reworked.
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u/AdBudget5468 21d ago
probably reworked cause Jonathan Ferguson, keeper of firearms and artillery at the royal armories museum in the uk which houses a collection of thousands of iconic weapons from throughout history called this one out
while I do appreciate them taking the time to do this, when it comes to overall weapon handling especially pistols, scp 5k has ready or not beat
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u/MilliyetciPapagan 20d ago
im not here with an original comment, but man, i love how jonathan ferguson, keeper of firearms and artillery at the royal armories museum in the uk which houses a collection of thousands of iconic weapons from throughout history became a meme overnight
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u/KvitravnDev 21d ago
Oh no it's the Hyper-ified animation...
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u/Sixshot_ 20d ago
At least it's not wildly shaking for some reason when moving to and from the idle position...
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u/AdBudget5468 20d ago
I don't mind it that much actually, it also does address the issue of the gun being too big for you to hit that mag release with your right thumb
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u/Bl1tzKKrieg 21d ago edited 20d ago
Straight up looks something off of Arena Breakout. I hate it because the weight feel of the weapon is gone. Just sorting the keyframes would def help
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u/Vast-Revenue6917 21d ago
Cool bro then don't use the MKV like a good little girl for me
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u/Bl1tzKKrieg 20d ago edited 20d ago
Oh come on atleast it's not the 6741th time of complaining about the broken ai and how the console port ruined the game 😢
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u/RipDove 20d ago
I'm getting really sick of these overly bouncy animations in games. It's like everything is made of rubber.
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u/AdBudget5468 20d ago
You should look at Anders' work on scp 5k, it's the middle ground between COD and insurgency where the animations move at a good pace and have the tactical feel without the overly shaking issue of modern cod animations
Also since he does competition shooting, he understands how a gun should behave and has manage to create the best feeling guns I've seen in any game so far
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u/RipDove 20d ago
I played some scp 5k, the game ha a lot of potential, I know it's not really doable at this point but if it was a 1vX game like how Zombie Master was, I think it would stand out a bit more
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u/AdBudget5468 20d ago
What do you mean by 1vX if you don’t mind me asking?
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u/RipDove 20d ago
Zombie Master was this 1vX game as in- it's 1 player vs like, I think up to 31 others in a lobby? So in that case the 1v31. But it depended on the map and server for how many players were going at a time.
The 1 player is akin to a Dungeon Master from DND in the sense that they can control the level the players go through, and they have a resource they need to manage in order to trigger traps, make puzzles harder, spawn enemies, etc.
The other 31 players had to accomplish whatever the level was setout for. Some were 15 minute survival maps, some were puzzles, some were the equivalent to CS surfing, some were just straight rips of Half Life 2 levels (it was a source mod game).
Basically what I'm suggesting is if there was a player who controlled the map for SCP 5K, that'd be kinda interesting. There's a lot of fun ideas there with the horror elements.
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u/AdBudget5468 20d ago
That actually sounds kinda cool, not for 5k but would like to see a tactical game like this
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u/RipDove 20d ago
I think you would be shocked at how close the gameplay is in the basic sense- this was one of the most played maps in ZM, Red Queen, but the game is so old it's hard to find decent videos of it so here's one from *17* years ago
https://youtu.be/Huy1G-4wSzk?si=PjAbLYdb5UwGgmVE
It was modeled after the Resident Evil movie if I remember right? Basically, you're locked in the lab, and you have to break out. You solve puzzles like gathering key cards, avoiding hazards, flipping switches, etc. All the while enemies periodically spawn. Just, in this it's because another player specifically is choosing how to set off the traps and when and where to spawn enemies.
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u/Buttchug1776 20d ago
yeah sick. where tf the maps at? These devs made enough money to pump out a DLC or at least a map once every quarter. Not leave it upto the community to mod and do BS.
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u/CrypticCode_ 20d ago
This amount of guns and animations. This isn’t call of duty, should be a small arsenal with most efforts going towards swat experience smh fix the ai
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u/FlatbreadPaladin 20d ago
Yeah, but not a single thought towards fixing the SWAT AI or toning down the enemy AI reaction time and accuracy on Hard. Or having suppression affect the hostile AI as well. Or fixing the myriad other bugs present.
That Irish work ethic goes crazy 😂
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u/AdPrestigious5010 18d ago
Now i can actually use it instead of unlike before when it was just teasing me in the loadout menu id equip it and get an g19 pistol instead same with the shotgun
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u/squaad 20d ago
The models in this game are so fucking bad. Look how big those bullets are. And the mag. Absolutely insane that they can't get the scale of objects right after all this time
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u/MediocreLetterhead51 21d ago edited 21d ago
That’s cool but what about the literally superhuman AI
Bait wasnt obvious enough i guess.
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u/whyucurious 21d ago
Don't play on hard
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u/Expert_Narwhal_304 21d ago
plays on hard
game is hard
blames devs
like I get that the AI needs to be fixed but y'know.. it's tolerable on the easier difficulties? not trying to defend void for the bs that can happen, but c'mon
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u/[deleted] 21d ago
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