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| Aliens: Colonial Marines Discussion Discuss any and all aspects of the Aliens: Colonial Marines game. |
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I think it's fudging for the demo because the game is a work in progress. Surely in the finished game it'll go to 99. I also don't get hung up on the peep sights on the rifle because they've said it will be customisable.
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Well they better change it for release. Bad start with that though.
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The problem with the tiny lolololaliens is much worse xD. Well now on topic, first thing would be the ammo display being again placed on the left, when in fact It was on the right, though this is completely forgivable because of the weapon position on screen, like always.
That would be my only "problem" with that pulse rifle. Other than that, the weapon is sounding like the movie and It is looking very nice on screen I'd say, though I would have used alien3 pulse rifle sound for the PR, and leave the sound we can hear in that video for the smartgun. Also, didn't pulse rifles in the movie display "95" rounds?, I mean not "99" Last edited by Mustafuck; 08-29-2011 at 07:53 AM. |
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I thought it was 95. I think in the arcade game it goes to 99, maybe?
I don't mind some minor changes to it, though. How many standard variations exist for the M4 assault rifle in real life? Surely there are variations of M41A's. |
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Maybe the 50 rounds will be for standard version of pulse rifle? I mean, that 99 (or 95) round magazines will be as an achievement or perk?
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I heard some ACM weapons manual freaks talking about the reasons for the pulse ammo not to be 99 but 95. It seems It was like the case of the american soldiers in vietnam when they were given the brand new M16 assault rifles; apparently, they had to remove three or four bullets from each magazine to avoid jamming when reloading. It seems to be the same case with the PR.
I ddn't invent this , just read It some time ago in many different places. My interest on ACM weapon diggin' is just nonexistent, but I though you may be interested to know about the jamming reason.I just want the weapons they showed in the movie and with their right sounds. Nothing more to me about ACM weaponry. |
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99 rounds, or 95 rounds is ALOT. In terms of gaming, most guns you're gonna get need to be reloaded often. If you assume the Marine is carrying four or five magazines + one in the rifle already, that's 500 rounds.... That doesn't make a game any scarier. You want to be short on ammo not on full auto all the time. If it makes the game tense I'd accept a reduced ammo counter. Even if that doesn't live up to some fanboy expectations.
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| Aliens Colonial Marines Game News | This thread | Refback | 09-03-2011 05:36 PM | |
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, just read It some time ago in many different places. My interest on ACM weapon diggin' is just nonexistent, but I though you may be interested to know about the jamming reason.



