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	<title>Comments on: Judged: Firearms: Source</title>
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		<title>By: Thomas</title>
		<link>http://usercreated.org/2010/07/26/judged-firearms-source/comment-page-2/#comment-9818</link>
		<dc:creator>Thomas</dc:creator>
		<pubDate>Tue, 09 Nov 2010 23:55:17 +0000</pubDate>
		<guid isPermaLink="false">http://usercreated.org/?p=1834#comment-9818</guid>
		<description>I am actually very surprised to see so many good pre/reviews about firearms source. I played the original quite a bit, an excellent game, and so I was very happy to find out about the release of a sourcegame with the same gameplay in mind.

I was terribly disappointed though, there&#039;s many, many things which are very different; perhaps deliberately, but I don&#039;t enjoy the source version anywhere near as much as the original. In fact, I uninstalled it the same day I tried it out!

In firearms, well, firearms were important. You had lots of options, and every weapon you chose was really different; a bit like &#039;The Specialists&#039; which also had a broad range of weaponry and equipment, but even more options than that. In source, I see the attempt to do a similar thing; yes, there are lots of weapons, but they all feel the same, they act the same. The sniper rifle doesn&#039;t kill, and that&#039;s when you can actually hit someone running at the speed of light. In firearms, you ran particularly slow, and you had your run button to sprint, using up stamina. Yes the run button is there, yes the stamina is there, but there is absolutely no reason to use it, cause you&#039;ll feel like your aim is collecting golden rings at the speed you&#039;re running.

Another thing I remember from firearms is the &#039;rather although not completely&#039; lineair maps. The &#039;rather&#039; linearity of the maps provided a way of forming fronts, and having to be indeed very sneaky to be able to get anywhere further than your side of that front. I&#039;m missing this in the source version too.

Overall, I&#039;m very disappointed with the general feel of the game. Something as simple as the running speed couldn&#039;t have possibly been overlooked by someone who played the original, I find it very weird that anyone would make something called firearms: source and not notice such a thing.

I will definitely check out the game again in a year or so though, or possibly reinstall the original if things don&#039;t get better ;-)</description>
		<content:encoded><![CDATA[<p>I am actually very surprised to see so many good pre/reviews about firearms source. I played the original quite a bit, an excellent game, and so I was very happy to find out about the release of a sourcegame with the same gameplay in mind.</p>
<p>I was terribly disappointed though, there&#8217;s many, many things which are very different; perhaps deliberately, but I don&#8217;t enjoy the source version anywhere near as much as the original. In fact, I uninstalled it the same day I tried it out!</p>
<p>In firearms, well, firearms were important. You had lots of options, and every weapon you chose was really different; a bit like &#8216;The Specialists&#8217; which also had a broad range of weaponry and equipment, but even more options than that. In source, I see the attempt to do a similar thing; yes, there are lots of weapons, but they all feel the same, they act the same. The sniper rifle doesn&#8217;t kill, and that&#8217;s when you can actually hit someone running at the speed of light. In firearms, you ran particularly slow, and you had your run button to sprint, using up stamina. Yes the run button is there, yes the stamina is there, but there is absolutely no reason to use it, cause you&#8217;ll feel like your aim is collecting golden rings at the speed you&#8217;re running.</p>
<p>Another thing I remember from firearms is the &#8216;rather although not completely&#8217; lineair maps. The &#8216;rather&#8217; linearity of the maps provided a way of forming fronts, and having to be indeed very sneaky to be able to get anywhere further than your side of that front. I&#8217;m missing this in the source version too.</p>
<p>Overall, I&#8217;m very disappointed with the general feel of the game. Something as simple as the running speed couldn&#8217;t have possibly been overlooked by someone who played the original, I find it very weird that anyone would make something called firearms: source and not notice such a thing.</p>
<p>I will definitely check out the game again in a year or so though, or possibly reinstall the original if things don&#8217;t get better ;-)</p>
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		<title>By: Rapid Fire: Firearms Source to get Steamworks &#124; UserCreated - PC game mods news, reviews and features</title>
		<link>http://usercreated.org/2010/07/26/judged-firearms-source/comment-page-2/#comment-6824</link>
		<dc:creator>Rapid Fire: Firearms Source to get Steamworks &#124; UserCreated - PC game mods news, reviews and features</dc:creator>
		<pubDate>Tue, 05 Oct 2010 02:07:23 +0000</pubDate>
		<guid isPermaLink="false">http://usercreated.org/?p=1834#comment-6824</guid>
		<description>[...] it&#8217;s done&#8221;, the version 1 of Firearms: Source is still available for download. It&#8217;s decent enough.    News Firearms: Source, multiplayer, [...]</description>
		<content:encoded><![CDATA[<p>[...] it&#8217;s done&#8221;, the version 1 of Firearms: Source is still available for download. It&#8217;s decent enough.    News Firearms: Source, multiplayer, [...]</p>
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		<title>By: RiptoR</title>
		<link>http://usercreated.org/2010/07/26/judged-firearms-source/comment-page-2/#comment-3499</link>
		<dc:creator>RiptoR</dc:creator>
		<pubDate>Wed, 11 Aug 2010 08:47:52 +0000</pubDate>
		<guid isPermaLink="false">http://usercreated.org/?p=1834#comment-3499</guid>
		<description>@Anon: You mean an illegal version of CSS then? :p</description>
		<content:encoded><![CDATA[<p>@Anon: You mean an illegal version of CSS then? :p</p>
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		<title>By: Tyler Jinks</title>
		<link>http://usercreated.org/2010/07/26/judged-firearms-source/comment-page-2/#comment-3170</link>
		<dc:creator>Tyler Jinks</dc:creator>
		<pubDate>Wed, 04 Aug 2010 16:29:23 +0000</pubDate>
		<guid isPermaLink="false">http://usercreated.org/?p=1834#comment-3170</guid>
		<description>No. Buy the game you terrible person.</description>
		<content:encoded><![CDATA[<p>No. Buy the game you terrible person.</p>
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		<title>By: Anon</title>
		<link>http://usercreated.org/2010/07/26/judged-firearms-source/comment-page-1/#comment-3164</link>
		<dc:creator>Anon</dc:creator>
		<pubDate>Wed, 04 Aug 2010 12:04:57 +0000</pubDate>
		<guid isPermaLink="false">http://usercreated.org/?p=1834#comment-3164</guid>
		<description>Can I play it using a non steam counter strike source?</description>
		<content:encoded><![CDATA[<p>Can I play it using a non steam counter strike source?</p>
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		<title>By: Jakkar</title>
		<link>http://usercreated.org/2010/07/26/judged-firearms-source/comment-page-1/#comment-2876</link>
		<dc:creator>Jakkar</dc:creator>
		<pubDate>Tue, 27 Jul 2010 19:07:35 +0000</pubDate>
		<guid isPermaLink="false">http://usercreated.org/?p=1834#comment-2876</guid>
		<description>@DrGonzo

FA was a lot more realistic than this, though. If you were dumb and jumped out of cover while they were watching, you&#039;d be chopped down. Now, you can eat bullets for breakfast. There&#039;s a massive difference.

As for the counterstrike comparison, I recall FA actually being the more realistic of the two. Y&#039;know people could take about 20 shots from a glock pistol in the chest without dying in CS? &gt;.&gt; At least FA: Source only takes abou ten =P</description>
		<content:encoded><![CDATA[<p>@DrGonzo</p>
<p>FA was a lot more realistic than this, though. If you were dumb and jumped out of cover while they were watching, you&#8217;d be chopped down. Now, you can eat bullets for breakfast. There&#8217;s a massive difference.</p>
<p>As for the counterstrike comparison, I recall FA actually being the more realistic of the two. Y&#8217;know people could take about 20 shots from a glock pistol in the chest without dying in CS? &gt;.&gt; At least FA: Source only takes abou ten =P</p>
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		<title>By: DrGonzo</title>
		<link>http://usercreated.org/2010/07/26/judged-firearms-source/comment-page-1/#comment-2875</link>
		<dc:creator>DrGonzo</dc:creator>
		<pubDate>Tue, 27 Jul 2010 17:46:43 +0000</pubDate>
		<guid isPermaLink="false">http://usercreated.org/?p=1834#comment-2875</guid>
		<description>@Jakkar

The old Firearms was never a one hit kill realistic game. 

It was the only multiplayer game I could play with my dad because of that. He basically gave up on multiplayer games after Counter-Strike made everything instagib. 

Please don&#039;t make the game too realistic. I do think it is taking too many hits to kill people at the moment, but that doesn&#039;t mean I want one hit kills.

Also, there are a lot of invisible walls in the maps at the moment. For example, you often find your bullets hitting an invisible wall when they are behind prop.</description>
		<content:encoded><![CDATA[<p>@Jakkar</p>
<p>The old Firearms was never a one hit kill realistic game. </p>
<p>It was the only multiplayer game I could play with my dad because of that. He basically gave up on multiplayer games after Counter-Strike made everything instagib. </p>
<p>Please don&#8217;t make the game too realistic. I do think it is taking too many hits to kill people at the moment, but that doesn&#8217;t mean I want one hit kills.</p>
<p>Also, there are a lot of invisible walls in the maps at the moment. For example, you often find your bullets hitting an invisible wall when they are behind prop.</p>
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		<title>By: DrGonzo</title>
		<link>http://usercreated.org/2010/07/26/judged-firearms-source/comment-page-1/#comment-2869</link>
		<dc:creator>DrGonzo</dc:creator>
		<pubDate>Tue, 27 Jul 2010 14:35:45 +0000</pubDate>
		<guid isPermaLink="false">http://usercreated.org/?p=1834#comment-2869</guid>
		<description>Please don&#039;t add a deathcam. It&#039;s not suited to the game. I don&#039;t want to know where they were or for them to know where I was.</description>
		<content:encoded><![CDATA[<p>Please don&#8217;t add a deathcam. It&#8217;s not suited to the game. I don&#8217;t want to know where they were or for them to know where I was.</p>
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		<title>By: Jakkar</title>
		<link>http://usercreated.org/2010/07/26/judged-firearms-source/comment-page-1/#comment-2867</link>
		<dc:creator>Jakkar</dc:creator>
		<pubDate>Tue, 27 Jul 2010 13:35:35 +0000</pubDate>
		<guid isPermaLink="false">http://usercreated.org/?p=1834#comment-2867</guid>
		<description>Fully understand the ironsights choice - it would be a huge amount of work to add it as an unplanned feature to an already mostly finished game, and it isn&#039;t &#039;Firearms&#039; - I just see it as a pity to see a skilled team putting so much work into something.. Intentionally retro. I enjoy the game, but I&#039;d rather see you making &#039;Firearms 2&#039; than remaking the past. Purely the way my mind works =)

What&#039;s the reasoning behind lowering the damage levels compared to the original game? What seems strange about it is the excellent &#039;faith&#039; of the remake suddenly jarring my expectations when people are massively tougher than they were in the original mod. I&#039;m glad the sniper rifles are still a one-hit kill depending upon the area struck, though.

Pistols, while once very useful, now appear quite useless, though - submachineguns take most of a magazine to take down the average player, machineguns are hideously powerful in comparison to any other gun (resulting in a low of sprinting lunatics with SAWs).. Well, I&#039;m not giving you a balance report and I&#039;m sure you don&#039;t want one here.

Basically, you&#039;ve got the faith right but it certainly needs work, both to reacquire the old gameplay and ensure it remains fun in the modern day. 

I hope to play more and watch how Firearms re-evolves. Good luck!</description>
		<content:encoded><![CDATA[<p>Fully understand the ironsights choice &#8211; it would be a huge amount of work to add it as an unplanned feature to an already mostly finished game, and it isn&#8217;t &#8216;Firearms&#8217; &#8211; I just see it as a pity to see a skilled team putting so much work into something.. Intentionally retro. I enjoy the game, but I&#8217;d rather see you making &#8216;Firearms 2&#8242; than remaking the past. Purely the way my mind works =)</p>
<p>What&#8217;s the reasoning behind lowering the damage levels compared to the original game? What seems strange about it is the excellent &#8216;faith&#8217; of the remake suddenly jarring my expectations when people are massively tougher than they were in the original mod. I&#8217;m glad the sniper rifles are still a one-hit kill depending upon the area struck, though.</p>
<p>Pistols, while once very useful, now appear quite useless, though &#8211; submachineguns take most of a magazine to take down the average player, machineguns are hideously powerful in comparison to any other gun (resulting in a low of sprinting lunatics with SAWs).. Well, I&#8217;m not giving you a balance report and I&#8217;m sure you don&#8217;t want one here.</p>
<p>Basically, you&#8217;ve got the faith right but it certainly needs work, both to reacquire the old gameplay and ensure it remains fun in the modern day. </p>
<p>I hope to play more and watch how Firearms re-evolves. Good luck!</p>
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		<title>By: Schmung</title>
		<link>http://usercreated.org/2010/07/26/judged-firearms-source/comment-page-1/#comment-2865</link>
		<dc:creator>Schmung</dc:creator>
		<pubDate>Tue, 27 Jul 2010 12:54:08 +0000</pubDate>
		<guid isPermaLink="false">http://usercreated.org/?p=1834#comment-2865</guid>
		<description>Oh, there&#039;s absolutely an element of deliberate design in the damages being pretty low, though we are turning up the headshot damage modifier a bit it&#039;s never going to be a really quick kill. 

Loving your idea of having something instead of blood for the first few hits on an armoured opponent though - that&#039;s exactly the sort of thing that&#039;ll make the game a bit easier to understand. I&#039;ll raise it with the other guys on the team.

Ironsights are probably not going to happen. It&#039;s a design decision because we want to keep things quite oldschool in that regard. For version 1.1 you&#039;ll be able stick a reddot on plenty of guns and while in no way a solution for those who want ironsights it offers them something.</description>
		<content:encoded><![CDATA[<p>Oh, there&#8217;s absolutely an element of deliberate design in the damages being pretty low, though we are turning up the headshot damage modifier a bit it&#8217;s never going to be a really quick kill. </p>
<p>Loving your idea of having something instead of blood for the first few hits on an armoured opponent though &#8211; that&#8217;s exactly the sort of thing that&#8217;ll make the game a bit easier to understand. I&#8217;ll raise it with the other guys on the team.</p>
<p>Ironsights are probably not going to happen. It&#8217;s a design decision because we want to keep things quite oldschool in that regard. For version 1.1 you&#8217;ll be able stick a reddot on plenty of guns and while in no way a solution for those who want ironsights it offers them something.</p>
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		<title>By: Jakkar</title>
		<link>http://usercreated.org/2010/07/26/judged-firearms-source/comment-page-1/#comment-2864</link>
		<dc:creator>Jakkar</dc:creator>
		<pubDate>Tue, 27 Jul 2010 12:40:10 +0000</pubDate>
		<guid isPermaLink="false">http://usercreated.org/?p=1834#comment-2864</guid>
		<description>Understood - it&#039;s nice to see you out chatting with people =)

But I must speak to the contrary on it being merely a hitbox issue - I put it to the test when I had a decent chance - snuck up behind a sniper, drew a Glock 20 and shot him in the back of the head at point blank.

Blood everywhere, grunt of pain - he kept sniping, being a bit dim and having not noticed he&#039;d been shot from behind.

So I put another point blank pistol round into his head.

Blood, grunting. He kept sniping. 

Frowning in disgust, I finished him off with the third shot - really, three pistol headshots, at point blank?

That&#039;s not how helmets, or indeed any current military body-armour works. You might get the occasional deflect, or at extreme range manage to stop a round - but at close range, even a pistol shot will smash through your average helmet.

As an aesthetic, I might also recommend removing/toning down the blood effect when damage is mitigated by armour - give players visual feedback explaining what is happening &quot;Why isn&#039;t he dying when he&#039;s just lost enough of the red stuff to keep the cast of Twilight happy for a month?! D:&quot; is an uncomfortable, immersion-breaking and confusing experience in a shooter with any kind of pseudorealistic intentions.

Given that the server seemed very aware the victim was taking the damage, I think we can discount the notion that the hitboxes were borked in that specific case.

I miss the days when a single three round burst from a rifle could take down a light or medium if aimed at the upper chest, or when a few pistol rounds could do the job up close =)

Only other thought.. I know this is staying very faithful to the old Firearms, but in some ways the world really has moved on; while a massive investment of rebalancing and viewmodel animation, playing a game like this without any ironsights aiming is -killing- me D:</description>
		<content:encoded><![CDATA[<p>Understood &#8211; it&#8217;s nice to see you out chatting with people =)</p>
<p>But I must speak to the contrary on it being merely a hitbox issue &#8211; I put it to the test when I had a decent chance &#8211; snuck up behind a sniper, drew a Glock 20 and shot him in the back of the head at point blank.</p>
<p>Blood everywhere, grunt of pain &#8211; he kept sniping, being a bit dim and having not noticed he&#8217;d been shot from behind.</p>
<p>So I put another point blank pistol round into his head.</p>
<p>Blood, grunting. He kept sniping. </p>
<p>Frowning in disgust, I finished him off with the third shot &#8211; really, three pistol headshots, at point blank?</p>
<p>That&#8217;s not how helmets, or indeed any current military body-armour works. You might get the occasional deflect, or at extreme range manage to stop a round &#8211; but at close range, even a pistol shot will smash through your average helmet.</p>
<p>As an aesthetic, I might also recommend removing/toning down the blood effect when damage is mitigated by armour &#8211; give players visual feedback explaining what is happening &#8220;Why isn&#8217;t he dying when he&#8217;s just lost enough of the red stuff to keep the cast of Twilight happy for a month?! D:&#8221; is an uncomfortable, immersion-breaking and confusing experience in a shooter with any kind of pseudorealistic intentions.</p>
<p>Given that the server seemed very aware the victim was taking the damage, I think we can discount the notion that the hitboxes were borked in that specific case.</p>
<p>I miss the days when a single three round burst from a rifle could take down a light or medium if aimed at the upper chest, or when a few pistol rounds could do the job up close =)</p>
<p>Only other thought.. I know this is staying very faithful to the old Firearms, but in some ways the world really has moved on; while a massive investment of rebalancing and viewmodel animation, playing a game like this without any ironsights aiming is -killing- me D:</p>
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		<title>By: Schmung</title>
		<link>http://usercreated.org/2010/07/26/judged-firearms-source/comment-page-1/#comment-2861</link>
		<dc:creator>Schmung</dc:creator>
		<pubDate>Tue, 27 Jul 2010 11:45:15 +0000</pubDate>
		<guid isPermaLink="false">http://usercreated.org/?p=1834#comment-2861</guid>
		<description>We think there&#039;s a bug with the hitboxes thats causing a lot of these issues with it taking too many bullets yo kill someone. Testing this week and hopefully releasing the patch at the weekend. The problem with mods is that because your testing group is always fairly small your first big release always throws up these issues that you just didn&#039;t see coming when you were testing.</description>
		<content:encoded><![CDATA[<p>We think there&#8217;s a bug with the hitboxes thats causing a lot of these issues with it taking too many bullets yo kill someone. Testing this week and hopefully releasing the patch at the weekend. The problem with mods is that because your testing group is always fairly small your first big release always throws up these issues that you just didn&#8217;t see coming when you were testing.</p>
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		<title>By: Jakkar</title>
		<link>http://usercreated.org/2010/07/26/judged-firearms-source/comment-page-1/#comment-2859</link>
		<dc:creator>Jakkar</dc:creator>
		<pubDate>Tue, 27 Jul 2010 11:00:29 +0000</pubDate>
		<guid isPermaLink="false">http://usercreated.org/?p=1834#comment-2859</guid>
		<description>I believe the one big flaw is that they&#039;re using the copied structure of an earlier project, in balanced form, but they&#039;ve changed the damage rates/health significantly without changing anything else.

It feels imbalanced - particularly for veterans of the original mod.

All these weapons, all these options; virtually meaningless, because in Firearms: Source, the winner is the guy who simply sprays the most bullets in the right direction, finally disintegrating his victim.

The original.. Well, it was simply a lot easier to kill/die, and that led to a tense and enjoyable shooter experience. 

Why they&#039;ve changed it, I cannot imagine. Feels a bit like shooting Combine in HL2 singleplayer.</description>
		<content:encoded><![CDATA[<p>I believe the one big flaw is that they&#8217;re using the copied structure of an earlier project, in balanced form, but they&#8217;ve changed the damage rates/health significantly without changing anything else.</p>
<p>It feels imbalanced &#8211; particularly for veterans of the original mod.</p>
<p>All these weapons, all these options; virtually meaningless, because in Firearms: Source, the winner is the guy who simply sprays the most bullets in the right direction, finally disintegrating his victim.</p>
<p>The original.. Well, it was simply a lot easier to kill/die, and that led to a tense and enjoyable shooter experience. </p>
<p>Why they&#8217;ve changed it, I cannot imagine. Feels a bit like shooting Combine in HL2 singleplayer.</p>
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		<title>By: Schmung</title>
		<link>http://usercreated.org/2010/07/26/judged-firearms-source/comment-page-1/#comment-2857</link>
		<dc:creator>Schmung</dc:creator>
		<pubDate>Tue, 27 Jul 2010 08:55:23 +0000</pubDate>
		<guid isPermaLink="false">http://usercreated.org/?p=1834#comment-2857</guid>
		<description>Hi, a patch being released on Friday should address some of these niggles - we&#039;re fixing some of the more onerous bugs and tweaking things that the community has picked up on to give us a stable base. Plan thereafter is for a content and features patch in a few months (new shotguns!) that should build things further.

Thanks for the helpful review - I think the one thing that we could have done slightly better is to mange people expectations of what the game is actually all about. The realistic look tends to make people think that it&#039;s a MW2/CSS clone whereas the focus is (as you quite rightly say)  on a more fast-paced arcadey shooter sort of a feel with a veneer of reality about it. The other thing we really need to do (and the next patch should go some way to addressing this) is help out the player a bit more and do a better job of explaining some of more unique stuff like the medic and artillery systems.</description>
		<content:encoded><![CDATA[<p>Hi, a patch being released on Friday should address some of these niggles &#8211; we&#8217;re fixing some of the more onerous bugs and tweaking things that the community has picked up on to give us a stable base. Plan thereafter is for a content and features patch in a few months (new shotguns!) that should build things further.</p>
<p>Thanks for the helpful review &#8211; I think the one thing that we could have done slightly better is to mange people expectations of what the game is actually all about. The realistic look tends to make people think that it&#8217;s a MW2/CSS clone whereas the focus is (as you quite rightly say)  on a more fast-paced arcadey shooter sort of a feel with a veneer of reality about it. The other thing we really need to do (and the next patch should go some way to addressing this) is help out the player a bit more and do a better job of explaining some of more unique stuff like the medic and artillery systems.</p>
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