@@lizardizzle Because 12 Gauge shot shell actual caliber are 18.53 mm. So yeah, it load less even in magazines. (Disk Mag correct name should be Pan Magazine, saw use in WW1 Levis LMG)
The animation for that dual mag auto-pistol has so much character. The way the protag reloads it like “meh just another mag” while the other mag is firing is awesome. Fits super well with the design too since it’s meant to just be constantly fed bullets.
@@kabardino1337 Staying still is the point of the animation. The gun is called "The Constancy" - constant as in, constantly firing. So, the weapon isn't supposed to move during the reload because it needs to be in the firing position as the design permits it to be fired when reloaded.
@@two4goodmeasuregaming584 These "All gun reloads in [Game]" always have one of the worst armchair enthusiast conventions in the comment section, so he migbt be referring to that
I love this roster of weapons. Beautifully designed, if absurd; perfect for a game aping that 60's spy film aesthetic. I'm surprised there's no alternate animations for reloading with partial and empty magazines; with the care and attention given to the jamming and dual-wielding reloads, I honestly expected them.
Oh man jamming is like the most rarest thing in video games the only games Ive played and/ or seen that has jamming is the metro franchise and far cry 2
There are some reload variations if you reload while sprinting or sliding. The nail gun for example has you chucking a bunch of nails vaguely in the right direction for example, visibly missing a couple while you're at it
I love the Strelak Verso. It looks like what'd happen if I drew a 1911 while suffering from a head injury. And I HAVE drawn a gun for a friend while suffering from a head injury!
First things first: thanks for the upload! I initially thought this game's guns looked pretty bad, but after seeing the rest of the setting they fit pretty damn well. The only bad offenders in terms of designs that make no real sense to me ended up just being the Verso, the Fourpounder and 50-50, but they still sound pretty good and feel relatively fun to use. The Verso just needs to eject its casings in more sensible angles instead of all to the right, if only for some visual interest in the form of a brass shower. The little flame-venting nozzles pointed at the user are...weird, they could go or stay and nothing would be lost. Definitely would make more sense to just leave those effects for compensators but eh. The Fourpounder just needed a larger, thicker mag to communicate it being the game's handcannon - that really is the bare minimum for your big mchuge pistol. What we see here is quite tiny and without further context, like for example the gun firing a bullet that is further electromagnetically accelerated (aka dual propulsion or chemrail for those Elysium fans out there), just makes the gun look like a smol, common pistol. That's what I thought when I saw its render somewhere else, that it was a Bergmann-style handgun down to the flush-fitting little mag that can be held between two fingers and a thumb. The toggle lock seems unnecessary but it could work if both it and the barrel both sat higher and were in line with each other. The 50-50 just needed some holes drilled into either mag which are coveted with some kind of protective lining to keep the rounds protected and snug inside the mag, then it could work without a hitch really. Turret revolvers are an underappreciated concept in games that I wish would crop up more often. Kinda going off-topic but the Sepulchra Breteira is fine. It just needs a larger, sturdier looking stock and receiver and boom, pretty good if generic sniper rifle. Thought it would get wackier given the rest of the designs. Yes, I am a gun nut who draws guns since like 2011 (yikes). I can get on people's nerves if a design sucks, but usually the worst offender is said design not fitting the setting it's in - BO CW is a shining example on what not to do in case you're curious. These fit pretty damn good, but these comparatively tiny changes I mentioned would improve them all the same. You don't need to reinvent the wheel, but that doesn't mean you have to do the same thing over and over either by sticking to realism. Overall: pretty good selection. Loved the Spiker, Constancy, Heritage and Vopat. The Tribunal is a bit wacky too but eh, there are guns that need more work than it. Thanks for reading. Stay safe.
Well, with the game being set in the dishonored universe and voidrite being widely used in blackreef. I can't tell what's made with conventional firearm gunsmithing techniques or what's been imbued with the void.
At least the Tribunal seems workable IRL... Since the only odd duck I see is that bolt-lever that seems to act as a Slide-Lock mechanism, that may also work as a Safety. Other than that, it's no different from say the Ruger and the Nambu Type-14 pistol in terms of the overall short recoil mechanism. The other Workable guns are, ironically, the LIMP-10, since it's simply a Closed Bolt SMG that fires a 10mm Cartridge, The Rapier, as it's a Break-Action gun that likely fires a Gyrojet Round with a "Kicker-Cartridge" as stage one, and the Vopat Trencher, as it's just a Supped up Trench Gun. The all the other guns, however, makes little mechanical sense. I mean, The Fourpounder's Toggle Locks can work, but from what I see, The Fourpounder's barrel is on the lower bore axis, which is at the level of the magazine, and kinda in the way of the Togglelock's striker.
wish gun nerds would just appreciate weaponry in games without having to think about whether or not it's realistic when it's clearly not going for that direction
Could you do a video like that of the COD Zombies wonder weapons? Every other vid about them is just some dip just talking about them without showing gameplay or speaking over the weapon sounds
Same I really love seeing that mechanic bring brought back Imo, it breaks the monotony of soulless generic gunplay It makes you alot more careful with your own weapons
Reading the comments here. My thoughts: 1) Fantasy and realism can co-exist. It's not black or white. 2) I don't care for flashy reloads, but the quality of animation does matter. 3) Stylized graphics are a thing. Some people like them. Not every game has to be photorealistic.
Right now it hasn't been fully released, so we don't know if there are more weapons than the ones seen in recent footage. Plus, if ubisoft stays with the live service model of far cry 5 it's safe to say we will have even more guns after launch
TRIBUNAL = Walther P38 + Luger P08 THE FOURPONDER = Mauser C96/Bergman + Luger P08 LIMP-10 = Vz 61 Skorpion CONSTANCY AUTOMATIC = Metro 2033/Last Light Bastard Gun SMG Upgrade HERITAGE GUN = Mars Leg Lever Action STRELAK 50-50 = Lewis Gun with double pan magazine MG-1 PEPPER MILL = It's like a Maxim but not Maxim but remind me of Maxim PS: I'll take the TRIBUNAL and THE FOURPONDER
The coolest weapons are by far the dual wieldin strelaks or the mp with dual wielding. also the constancy is very cool, the fact that you could shut through the whole time
Weapon jams in this game are actually a great design choice - throughout the world, you get tips about where to obtain better weaponry, so low quality weapons incentivize exploration which is the primary focus of all immersive sims.
The akimbo reloads are too disjointed. It's like the other gun just vanishes while it reloads. There isn't really a realistic way to show an akimbo reload, I get that (especially akimbo revolvers), but at least most games just pull the weapons offscreen to reload so you don't have to necessarily wonder how the hands are doing it.
Personally I hate weapons jams I’m glad they weren’t a huge thing in this game. I just played Metro Exodus and it happened so often and the enemies would absorb better. I think it’s cool to add realism but after a while I just want it to go away.
I liked all the reloads save for the Sepulchra. It's reload just didn't look or sound chunky enough to me. Other than that, we need more detailed Akimbo reloads in games imo, these were done really well :D
Tribunal unfortunately have the last shell ejected outta nowhere for every reload. The last shell is ejected on the last shot before reload. Otherwise i love everything about the reloads
Imma be honest, I don't like how the guns look, but the way they sound and move entirely makes up for that. And that's ignoring the fun factor, which Deathloop has in bulk.
I just got all the guns all the upgrades finished all the mission and am now gonna do the final day and beat the game and I couldn't be happier to finally be done with this shit ass game fuck this game I can't believe I paid 40 dollars for this trash I shoulda watched a full review before I bought it
THE FOURPONDER reload is wrong for the single hand and for akimbo only the left gun is gets reload properly and why the CONSTANCY AUTOMATIC feels soul less
That MG-1 Pepper Mill makes no sense :'D You can't tell me that 20 cm of belt (that's just hanging there without a box to hold it for some reason ?) is supposed to hold 40 bullets ? What the heck is that design
Game with weapons jam. Most people: Neutral or like the realism. Some people: Like it but mod it so it never jam. Game used to have weapon jam. Most people: Don't really care. Some people: Modded in weapon jamming.
2nd Comment: You know... I like the Grenade design, expecially when you can remove the safety pin in one hand without bite the pin. And also the Grenade have multi purpose (double act as mine or... What was the third purpose was?) to ensure the mission. I wonder it can be real IRL on future?
I havent played the game but, from the looks of it the guns dont really feel helpful with regards to, well, stealth (a mechanic that is advertised) Though to be fair the game looked like it came from Dishonored so I would just assume that stealth meant meleeing an opponent, but that argument ends since Dishonored had a crossbow that you could use for stealth. I would probably know more if I played the game but you know, kinda feels weird that all guns here arent helpful for stealth junkies
No, I think it functions like a gauss cannon (magnets propelling it and such), since it's not loading buckshot like the other shotguns When it's in shotgun mode, the reason it pops open is so that the built in mechanical system can rip the pellet to pieces, creating essentially metal fragment buckshot- thus, the glass-breaking sound
Luger-based gun. Huh. That and jamming animations/weapon degradation is a rarity. Wonder how strelak verso and heritage gun works. Guess gyrojet and somehow railgun.