Loadout Review - Gun Porn

Loadout Review - Gun Porn

A free-to-play game that is actually great. Crazy!

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I saw your youtube video about this game and it look excellent. Just having the game make you pay for aesthetic things is a real breath of fresh air.

People forget but in the beginning of 'free to play' developers used to make promises that items and gameplay aspects would be unaffected and balance between free and paying players sacred. Those were the good old days, before games were defined by cow-clicking.

Just in terms of the micro transactions, I feel the pricing is way to expensive. Where a nice full items in every slot can be over $25 :/

The review is pretty spot on from my experience, fun gameplay and a fair business model with some matchmaking problems.
I also like that there is a Co-op mode vs bots, though in my experience the bot's aim is a bit too good.

I enjoy the game

And the point that all the basic weapons are almost the best is quite true.

Example: If you think a rocket launcher with a quad-rotary 'clip' is good for spamming lots of explosions, then keep in mind that those rockets are a lot smaller than normal 1-shot-1-reload rocket guns, like your starter rocket launcher.

If anything, I'd say that the game doesn't reward specializing and going deep into the various weapon tech trees that much. The default guns are so efficient that it can be difficult to see any reason to bother 'upgrading'

A chaingun upgrade to a rifle means more bullets, but equally reduces how much dmg each bullet does

A sniper barrel and scope upgrade makes it a sniper rifle - but... much slower fire rate.

Basically there is - AFAIK - no way to really 'up' how much damage you do. What you can do is level up weapon components through repeated use, and I'm guessing that doing that will up your damage a bit, but I doubt it'll be enough to tip the scales in any meaningful way.

This look pretty fun, actually, and I'm going to go check it out; I've been looking for a new multiplayer game to play whilst completely bankrupt and this looks like it fits the bill perfectly. Glad I saw this!

Captcha: red white and blue. And God save the Queen!

webkilla:
I enjoy the game

And the point that all the basic weapons are almost the best is quite true.

Example: If you think a rocket launcher with a quad-rotary 'clip' is good for spamming lots of explosions, then keep in mind that those rockets are a lot smaller than normal 1-shot-1-reload rocket guns, like your starter rocket launcher.

If anything, I'd say that the game doesn't reward specializing and going deep into the various weapon tech trees that much. The default guns are so efficient that it can be difficult to see any reason to bother 'upgrading'

A chaingun upgrade to a rifle means more bullets, but equally reduces how much dmg each bullet does

A sniper barrel and scope upgrade makes it a sniper rifle - but... much slower fire rate.

Basically there is - AFAIK - no way to really 'up' how much damage you do. What you can do is level up weapon components through repeated use, and I'm guessing that doing that will up your damage a bit, but I doubt it'll be enough to tip the scales in any meaningful way.

Its designed not to reward players for playing Loadout specifically longer, but rather designed to reward players for having general experience in basic FPS mechanics.

For example; players who are good at sniping are probably going to go with the sniper barrel for increased damage, since they don't need multiple shots to kill someone. But a player who isn't that good at sniping will probably want the increased fire rate, since they may not be as accurate.

Its a customization system that rewards player skill, rather than just having a straight up damage bonus, and I can get behind that kind of design.

Customization in Loadout is miles ahead of games like Blacklight, but in a few cases it suffers from the same mistakes.
Certain parts aren't just designed around a certain purpose, they pidgeonhole you into the combination they're meant for.

If you get a Sniper Barrel, it's only worth it if you go full sniper.
If you're using a Pulse gun, anything but bouncing amo is a handicap.
Ect.

To it's credit though, Rocket Launchers are free of any of that, and the sheer number of parts means that even in those optimal use combos there's decent variety.

This game is a lot of fun! I would put some money in it to get my guy looking funny. Fortunately, the guy called T-Bone has an epic enough beard that you can play in style even without paying much money.

The game is awesome. But I think I may be getting sensitive with age. I can't stand gore in this game. I had to turn it off. All that blood and dismemberment. It's awful IMO.

Decided to pick this up today. It's really entertaining. Not a big fan of the character models, a bit to grimy for my liking, but oh well. There is a pretty big difficulty curve though. It starts out great, but around the time I hit level 4 I was suddenly getting owned by everyone in each game. Not sure how their matchmaking algorithm works but it might want to be tweaked a bit.

Game is fun, I hope it gets the recognition it deserves. My only problem is finding matches more local to where I am to not have connection issues, but that's not the games fault.

webkilla:
I enjoy the game

And the point that all the basic weapons are almost the best is quite true.

Example: If you think a rocket launcher with a quad-rotary 'clip' is good for spamming lots of explosions, then keep in mind that those rockets are a lot smaller than normal 1-shot-1-reload rocket guns, like your starter rocket launcher.

If anything, I'd say that the game doesn't reward specializing and going deep into the various weapon tech trees that much. The default guns are so efficient that it can be difficult to see any reason to bother 'upgrading'

A chaingun upgrade to a rifle means more bullets, but equally reduces how much dmg each bullet does

A sniper barrel and scope upgrade makes it a sniper rifle - but... much slower fire rate.

Basically there is - AFAIK - no way to really 'up' how much damage you do. What you can do is level up weapon components through repeated use, and I'm guessing that doing that will up your damage a bit, but I doubt it'll be enough to tip the scales in any meaningful way.

It sounds like a plus to me. Making it so no gun can be better than any other makes the game sound pretty balanced.

webkilla:
I enjoy the game

And the point that all the basic weapons are almost the best is quite true.

Example: If you think a rocket launcher with a quad-rotary 'clip' is good for spamming lots of explosions, then keep in mind that those rockets are a lot smaller than normal 1-shot-1-reload rocket guns, like your starter rocket launcher.

If anything, I'd say that the game doesn't reward specializing and going deep into the various weapon tech trees that much. The default guns are so efficient that it can be difficult to see any reason to bother 'upgrading'

A chaingun upgrade to a rifle means more bullets, but equally reduces how much dmg each bullet does

A sniper barrel and scope upgrade makes it a sniper rifle - but... much slower fire rate.

Basically there is - AFAIK - no way to really 'up' how much damage you do. What you can do is level up weapon components through repeated use, and I'm guessing that doing that will up your damage a bit, but I doubt it'll be enough to tip the scales in any meaningful way.

I think a lot of people don't understand that there isn't really such a thing as a "better gun", just a different gun that serves a different purpose. Let me give you an example of 2 guns you can easily create in the game:

-An assault riffle that has medium rate of fire, medium range, medium damage per bullet, medium accuracy and a medium sized clip.

-An LMG type of riffle that has high rate of fire, somewhat below medium range, low damage per bullet, somewhat below medium accuracy and a large sized clip.

Neither of these weapons are really "better" then the other one, but they are useful in different sitations. The riffle is a decent all-around weapon that works fine is most combat sitations and thus doesn't really put you at an advantage or a disadvantage. The LMG version however, trades accuracy and damage per bullet for a faster rate of fire and a larger clip size. The effects of this is that its less useful in long-range and some medium-range combat sitations, but is deadly in short-range combat. This means that the riffle is likely to be a better weapon on maps that have lots of fairly big open spaces while the LMG is more likely to be good in more cramped maps that have lots of smaller or narrower spaces.

Making a good gun isn't just about trying to make it do more damage or increasing its stats. Its about knowing what the weapon is for in the first place and then adapting it to that purpose.

hakkarin:
[quote="webkilla" post="6.841918.20707067"]I enjoy the game

And the point that all the basic weapons are almost the best is quite true.

-snip-

Making a good gun isn't just about trying to make it do more damage or increasing its stats. Its about knowing what the weapon is for in the first place and then adapting it to that purpose.

Agreed - but my point is also that its VERY easy to make a VERY sub-optimal but cool looking weapons build.

For example: The rocket launcher can be modified to have a multi-rocket drum. But as the ammo per 'clip' increases, damage decreases. This sounds fair enough, but eventually the rockets do very little damage at a (compared to machine guns) low fire rate. A single-rocket launcher will do a ton of damage in comparison.

Or, the rocket launcher can be modifier to be come a grenade launcher - that is, make the 'rockets' fly in an arch insteead of being 'fired' as actual rockets. Sounds like a great idea, but it makes it harder to aim and most of the gameplay is so up close and personal that bothering with mods for long range engagement, like being able to lob rockets/'nades over buildings and obstacles.

Its really easy to make a weapon that sucks. The number of builds that are actually useful I can probably count with two hands...

Thus, the whole idea of being able to main a healing minigun, or a shotgun cluster-grenade launcher, while it sounds cool - isn't very useful.

webkilla:

-snip

Thus, the whole idea of being able to main a healing minigun, or a shotgun cluster-grenade launcher, while it sounds cool - isn't very useful.

Sounds good to me. It both makes sense and is realistic. It would be dumb if no effort or thought was needed to make an effective gun. I actually consider this to work in the game's favor rather then working against it. It feels really good when you blow some idiot player into pieces and you know its because you built a gun that was better then their stupid shotgun-sniper riffle hybrid thing.

hakkarin:

webkilla:

-snip

Thus, the whole idea of being able to main a healing minigun, or a shotgun cluster-grenade launcher, while it sounds cool - isn't very useful.

Sounds good to me. It both makes sense and is realistic. It would be dumb if no effort or thought was needed to make an effective gun. I actually consider this to work in the game's favor rather then working against it. It feels really good when you blow some idiot player into pieces and you know its because you built a gun that was better then their stupid shotgun-sniper riffle hybrid thing.

But you said earlier that the default guns are pretty much the best... now you say its dumb if no thought or effort was needed to make an effective gun. Those two kinda fit together, which is sort of my point.

plus, anything but healing ray-guns heals over time, while healing ray-guns (the closest you get to a TF2 medigun) heals directly, instead of giving you a heal over time effect.

A healing minigun would in that respect truly suck: the combined healing effect is spread out to ensure a technically identical DPS or healing per second effect. So each bullet would only heal a tiny bit - and miniguns aren't that accurate, so you'd have to be VERY close to people to use it - AND people don't really stand still in the game if they know what's good for them, so its pretty much impossible to use anything but a healing ray-gun to any useful effect

In that way the stock weapons are both superior - and more or less disincentivise doing any kind of 'extreme' gun modding. Sure, you can get a 6-round rocket launcher, but by the time you've emptied that clip the other guy, who has a default rocket launcher, has hit you once and taken 60% of your health, while each of your lil bottle rockets only take 10% of his health... if they hit...

The loadout guns are made to all have equal DPS. What's not accounted for is burst damage.

webkilla:

In that way the stock weapons are both superior - and more or less disincentivise doing any kind of 'extreme' gun modding. Sure, you can get a 6-round rocket launcher, but by the time you've emptied that clip the other guy, who has a default rocket launcher, has hit you once and taken 60% of your health, while each of your lil bottle rockets only take 10% of his health... if they hit...

Yes, IF THEY HIT. The pros of a multi-rocket launcher is not that each rocket does as much damage, but that you can fire it more then once. Sure, one big rocket does lots of damage but if you miss then the other play can just kill you before you finish reloading your gun. Being able to fire more then once means that you aren't screwed just because you miss once.

 

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