After reading a post about the mysterious return of the Vector I decided to check it out to see what all the fuss was about. I don't think 'uproar' is too strong a word when describing the reaction to its disappearance.
Anyway, I don't understand. The description says it eats ammo like no other gun, and it has a damage rating of 4, which as far as I can tell is the lowest of any automatic.
I didn't buy it, so maybe what I'm missing is having used it, but would anyone be kind enough to explain its appeal before I drop $7,400 ?
First, the uproar was due to it being there, then pulled ...
Second, the rate of fire is what makes up for its damage rating, which actually should be higher since it's suppose to use .45 cal. ammo, versus 9mm.
Previously in the Far Cry series it was generally considered the best weapon for all-around use, and also there was a greater ammo loadout previously.
Basically it's because of its rate-of-fire that folks liked it so much. Also in 3 the scopes were downright horrible, and it came with one that was the least worst.
With a Vector you should max your SMG loadout availability.
I personally never used it, either in 3 or 4, again because of its high rate of fire.
BTW, IIRC, you've stated you played 3, don't you recall it at all?
I've played all the FC games, and no I honestly don't. I'm not a weapon nut.Originally Posted by MikeWeeks Go to original post
I love FPS, they're pretty much all I play, but to me the guns in these games are nothing more than tools which allow me to kill the baddies. What I look for in a FPS, more so than a huge range of guns and the varying powers, is the animations; how your characters holds it, reloads, ADS, its position when sprinting.
Very few get the feel of these things right for me. Not that I'm an expert as I've already said, but Arma is just about the only game I know that gets first-person interaction with weapons correct. When we sprint with a weapon it shouldn't be in view. For it to be in view in the real world, as it is in these games, we would have to hold the gun up across our face, which of course is not the case. More games should incorporate a lowered weapon position too, to offer a 'non-hostile' position while walking.
I've never understood why developers, when trying to accurately simulate gun use, don't give an actor a range of dummy guns and then strap a GoPro to his forehead before getting him to act out a firefight. They could then watch this footage and try to mimic it when creating the first-person animations.
Anyway I've gone off on a tangent. Thanks for the reply.