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[原创] R6是战术游戏,维加斯1/2只是加了动作元素,COD党BS个啥

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发表于 2012-3-25 18:06 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
本帖最后由 oak.wind 于 2012-3-25 18:07 编辑

估计老玩家玩过R6最初几作的都知道,R6是一个战术游戏

每个任务执行前需要在地图上给队员分组,然后制定任务计划,制定详细的路径点(当然也可以用参谋制定的计划,就不用自己费力了)
给每个队员配备合适的武器,何时进攻何时破门何时采取下一步行动都制定完善

有时候一个任务实际5分钟就结束了,但是制定计划的时间要半个小时以上
游戏中万一队友挂了,那之后就再也没有这人的出现了,KIA
要是负伤,那后续几个任务虽然也可以让他上场,但是各种能力会受到不小的影响

这些COD/BF3之流是完全没有这种体验的。
各有所爱吧。
玩COD,你就跟着NPC,他告诉你你要破门突袭你就破门突袭,告诉你跟着它干嘛你就要干嘛
告诉你隐蔽,那你最好蹲下,总之就是只能体验到射击的爽快,没有自主性。
而且大部分(绝大部分)场景刷新的敌人你必须干掉才能过去,除了几关狙击潜行关
其他的关卡想拿消音武器摸过去?对不起,不可能。
COD的武器有区别么?拿AK拿M4拿ACR拿MP5拿SCAR拿什么都对你通关没有太大影响
(除非有些特殊关卡需要狙击需要热成像)
游戏设计者总会贴心的为你设计好一切。

R6就不一样,HQ就告诉你,这个区域有恐怖分子,干了啥,大概有多少人,根据情报得出的大致位置
然后带多少人带什么武器自己看着办

禁锢法则开始加入了动作元素,但是还是个需要战术的游戏
佩带不同的装具(例如护甲)适应任务需要
游戏里你挂得很快(哪怕是简单模式),没可能可以像COD那样一面冲一面开枪,拿着巴雷特当手枪的

维加斯里对有人质的房间还是要先制定计划
对不起,这里没有COD的破门子弹时间特效,你得依靠队友清除你看不见的角落



剧情,COD确实给人一种大片的代入感,不过VEGAS2也在进步,至少有个连续的剧情了

就这样,各有所爱吧。COD的剧情我是挺喜欢的,不过任务模式玩一遍我就没兴趣玩第二次了

VEGAS2虽然也有不错的剧情,不过总体还是过于平淡和传统,个人觉得。

补下R6的系列作
Rainbow Six 《彩虹六号》:1998.8

  Rainbow Six-Eagle Watch 《彩虹六号—鹰眼行动》1999.1

  Rainbow Six-Rogue Spear 《彩虹六号—流浪之矛》1999.9

  Rogue Spear-Urban Operations 《彩虹六号—城市行动》2000.4

  Rogue Spear-Covert Ops 《彩虹六号—隐秘行动》 2000.9

  Rogue Spear-Black Thorn 《彩虹六号—黑棘》 2002.3

  Rainbow Six 3-Raven Shield 《彩虹六号3—盾牌行动》 2003

  Rainbow Six 3- Athena Sword《彩虹六号3-雅典娜之剑》 2004.3

  Rainbow Six 3-Iron Wrath 《彩虹六号3-钢铁之怒》2005

  Rainbow Six:-Lockdown 《彩虹六号4-禁锢法则》2005

  Rainbow Six -Vegas 《彩虹六号—维加斯》 2007

  Rainbow Six -Vegas 《彩虹六号—维加斯2》 2008

  Rainbow Six -Shadow Vanguard《彩虹六号-暗影先锋》 2011 (IPHONE版)


另外补个VEGAS2的武器设定——这只是其中之一不知还有哪个游戏能有这么细致的设定?(Crysis不知有否)
[R6Game.ConfigR6SniperM40A1]
m_iDamageAt0M=127
m_iDamageAt5M=107
m_iDamageAt20M=107
m_iDamageAt50M=107
m_fSuppressorDamageModifier=0.7
m_fOptimalRangeLowerBound=300
m_fOptimalRangeUpperBound=5000
m_iShortBurstMinNbBullets=1
m_iShortBurstMaxNbBullets=2
m_iMediumBurstMinNbBullets=2
m_iMediumBurstMaxNbBullets=3
m_iLongBurstMinNbBullets=3
m_iLongBurstMaxNbBullets=4
m_fMinBurstPauseLength=1.5
m_fMaxBurstPauseLength=3
m_fAccuracyMultiplier=1
m_fBaseAccuracy=25
m_fHalfAccuracyDistance=1000
m_fZeroAccuracyDistance=2000
m_iInitialBulletSpread=0
m_fBulletSpreadPerBullet=150
m_iMaxBulletSpread=2200
m_fBulletSpreadRecoveryTime=0.5
m_fBulletSpreadPatternMinAngle=0
m_fBulletSpreadPatternMidAngle=0
m_fBulletSpreadPatternMaxAngle=0
m_fBulletSpreadPatternZoneBProbability=0
m_iMovementBulletSpreadMinSpread=1000
m_iMovementBulletSpreadMaxSpread=4000
m_fMovementBulletSpreadMinMoveSpeed=75
m_fMovementBulletSpreadMaxMoveSpeed=400
m_fMovementBulletSpreadInterpSpeed=6
m_iPeekTransitionBulletSpread=840
m_iRotationBulletSpreadMinSpread=500
m_iRotationBulletSpreadMaxSpread=4000
m_iRotationBulletSpreadMinRotSpeed=18000
m_iRotationBulletSpreadMaxRotSpeed=32000
m_fRotationBulletSpreadInterpSpeed=6
m_bAllowAutoAim=true
m_iBlindFireMinBulletSpreadAngle=4500
m_fBlindFireBulletSpreadModifier=1.2
m_fBlindFireAutoAimModifier=0
m_fWalkingModifier=0.005
m_fCrouchModifier=1
m_fLaserAccuracyModifier=1.5
m_iFireRateSingle=33
m_iRealFireRate=33
m_iNormalMagSize=5
m_iHighCapacityMagSize=8
m_iDefaultAmmunitionCasual=30
m_iDefaultAmmunitionNormal=50
m_iDefaultAmmunitionRealistic=30
m_iDefaultAmmunitionMP=25
m_iMaxAmmunitionCasual=180
m_iMaxAmmunitionNormal=75
m_iMaxAmmunitionRealistic=50
m_iMaxAmmunitionMP=180
m_bUnlimitedAmmo=false
m_u8DefaultFireMode=3
m_bWeaponAlwaysReady=false
m_fWeaponLength=120.0f
m_iDamageMenuStat=10
m_iRecoilMenuStat=10
m_iAccuracyMenuStat=10
m_iRateOfFireMenuStat=10
m_fMovementSpeedModifier=0.9
m_fPenetrationInitialDropFactor=0.0f
m_fPenetrationDropFactor=1.0f
m_iNbBulletsForBlur=2
m_iMaxNbBulletsForBlur=8
m_fInitialBlurValue=0
m_fMaximumBlurValue=0
m_fBlurSpeed=0
m_fBlurDuration=0
m_iCriticalAmmoCount=1
m_fRecoilControllerRumble=3
m_vFirstPersonMeshTranslation=(X=-1.0f,Y=-0.5f,Z=1.0f)
m_rFirstPersonMeshRotation=(Pitch=0,Yaw=0,Roll=0)
m_vJogFirstPersonMeshTranslation=(X=0.0f,Y=0.0f,Z=0.0f)
m_rJogFirstPersonMeshRotation=(Pitch=0,Yaw=0,Roll=0)
m_fJogOffsetDamping=0.1f
m_vRunFirstPersonMeshTranslation=(X=-6.5f,Y=-8.5f,Z=6.5f)
m_rRunFirstPersonMeshRotation=(Pitch=2550,Yaw=0,Roll=3100)
m_fWeight=45
m_strWeaponIconName=ic_weapon_Sniper_M40A1
m_iMinYawLook=-200
m_iMaxYawLook=200
m_iMinPitchLook=-200
m_iMaxPitchLook=200
m_fLookRecoveryDampFactor=10.0f
m_vLookPivotOffset=(X=0.0f,Y=25.0f,Z=0.0f)
m_iScopeMinYawLook=0
m_iScopeMaxYawLook=0
m_iScopeMinPitchLook=0
m_iScopeMaxPitchLook=0
m_fScopeLookRecoveryDampFactor=0
m_vScopeLookPivotOffset=(X=0.0f,Y=45.0f,Z=0.0f)
m_rStandTakeCoverLeftReadyLeftArmOffset=(Pitch=0,Yaw=0,Roll=0)
m_rStandTakeCoverReadyLeftArmOffset=(Pitch=0,Yaw=0,Roll=0)
m_rStandTakeCoverRightReadyLeftArmOffset=(Pitch=0,Yaw=0,Roll=0)
m_rCrouchTakeCoverLeftReadyLeftArmOffset=(Pitch=0,Yaw=0,Roll=0)
m_rCrouchTakeCoverReadyLeftArmOffset=(Pitch=0,Yaw=0,Roll=0)
m_rCrouchTakeCoverRightReadyLeftArmOffset=(Pitch=0,Yaw=0,Roll=0)
m_rPECLeftArmOffset=(Pitch=0,Yaw=0,Roll=0)
m_rStandTakeCoverLeftReadyRightHandOffset=(Pitch=0,Yaw=0,Roll=0)
m_rStandTakeCoverReadyRightHandOffset=(Pitch=0,Yaw=0,Roll=0)
m_rStandTakeCoverRightReadyRightHandOffset=(Pitch=0,Yaw=0,Roll=0)
m_rCrouchTakeCoverLeftReadyRightHandOffset=(Pitch=0,Yaw=0,Roll=0)
m_rCrouchTakeCoverReadyRightHandOffset=(Pitch=0,Yaw=0,Roll=0)
m_rCrouchTakeCoverRightReadyRightHandOffset=(Pitch=0,Yaw=0,Roll=0)
m_rPECRightHandOffset=(Pitch=2000,Yaw=64000,Roll=0)
m_fRecoilYawMin=1000
m_fRecoilYawMax=1200
m_fRecoilYawRecoveryTime=0.25
m_fRecoilPitchMin=1200
m_fRecoilPitchMax=1500
m_fRecoilPitchRecoveryTime=0.2
m_bRecoilModifyPitch=1
m_fRecoilModifyPitchAccel=1800
m_fRecoilModifyPitchMaxSpeed=2500
m_fRecoilSuppressorModifier=0.6
m_fRecoilControlStockModifier=0.85
m_fRecoilBlindFireMod=1.5
m_fRecoilIronSightsModifier=0.5
m_fRecoilReflexSightsModifier=0.5
m_fRecoilACOGScopeModifier=0.5
m_fRecoilRifleScopeModifier=0.3
m_fRecoilSniperScopeModifier=0.08
m_fRecoilAnimation=0
m_fRecoilAnimationSuppressed=0
m_vIKRecoilBoltFirePosOffset=(X=2.5f,Y=0.0f,Z=-3.0f)
m_fIKRecoilBoltFirePosStart=0
m_fIKRecoilBoltFirePosLength=0.05
m_vIKRecoilBoltRecoverPosOffset=(X=-1.0f,Y=0.0f,Z=-3.0f)
m_fIKRecoilBoltRecoverPosStart=0.1
m_fIKRecoilBoltRecoverPosLength=0.666
m_vIKRecoilBoltOperatePosOffset=(X=8.0f,Y=-6.0f,Z=5.0f)
m_fIKRecoilBoltOperatePosStart=0.333
m_fIKRecoilBoltOperatePosLength=0.25
m_fIKRecoilBoltFinishPosStart=1.383
m_fIKRecoilBoltFinishPosLength=0.433
m_rIKRecoilBoltFireRotOffset=(Pitch=2700,Yaw=0,Roll=0)
m_fIKRecoilBoltFireRotStart=0.03
m_fIKRecoilBoltFireRotLength=0.05
m_rIKRecoilBoltRecoverRotOffset=(Pitch=-5000,Yaw=0,Roll=0)
m_fIKRecoilBoltRecoverRotStart=0.15
m_fIKRecoilBoltRecoverRotLength=0.333
m_rIKRecoilBoltOperateRotOffset=(Pitch=-1000,Yaw=5000,Roll=-15000)
m_fIKRecoilBoltOperateRotStart=0.433
m_fIKRecoilBoltOperateRotLength=0.25
m_fIKRecoilBoltFinishRotStart=1.433
m_fIKRecoilBoltFinishRotLength=0.4
m_fIKRecoilBoltSpine=600
m_fIKRecoilBoltSpineStart=0.03
m_fIKRecoilBoltSpineInLength=0.05
m_fIKRecoilBoltSpineEnd=0.15
m_fIKRecoilBoltSpineOutLength=0.333
m_fNoAmmoSoundRadius=1000
m_fFireSoundRadius=5000
m_fSuppressedFireSoundRadius=1000
m_fEquipSoundRadius=200
m_fReloadSoundRadius=400
m_fFireModeChangeSoundRadius=50
m_fReloadTacticTime=2.333f
m_fReloadEmptyTime=3.200f
m_fFPReloadTacticalUpdateAmmoTimer=1.567f
m_fFPReloadEmptyUpdateAmmoTimer=2.767f
m_fTPReloadTacticalUpdateAmmoTimer=1.67f
m_fTPReloadEmptyUpdateAmmoTimer=3.5f
m_fFPReloadTacticalRealAnimDuration=2.333
m_fFPReloadEmptyRealAnimDuration=3.2
m_fTPReloadTacticalRealAnimDuration=2.333
m_fTPReloadEmptyRealAnimDuration=2.333
m_fBlendToBurstTime=0.4f
m_fBlendInToHandSignal=0.1f
m_fBlendOutFromHandSignal=0.1f
m_fBlendInToThrows=0.1f
m_fBlendOutFromThrows=0.1f
m_fBlendInToExplosive=0.1f
m_fBlendOutFromExplosive=0.1f
m_fBlendInToDetonator=0.1f
m_fBlendOutFromDetonator=0.1f
m_fFPReloadIKBlendOutDuration=0
m_fFPReloadIKBlendInDuration=0
m_fTPReloadIKBlendOutDuration=0.3
m_fTPTacticalReloadIKFirstGrabMagTime=0.3
m_fTPTacticalReloadIKFirstBlendInMagDuration=0.3
m_fTPTacticalReloadIKFirstBlendOutMagTime=0.4
m_fTPTacticalReloadIKFirstBlendOutMagDuration=0.3
m_fTPTacticalReloadIKSecondGrabMagTime=1.533
m_fTPTacticalReloadIKSecondBlendInMagDuration=0.3
m_fTPTacticalReloadIKSecondBlendOutMagTime=1.967
m_fTPTacticalReloadIKSecondBlendOutMagDuration=0.2
m_fTPEmptyReloadIKFirstGrabMagTime=0.3
m_fTPEmptyReloadIKFirstBlendInMagDuration=0.3
m_fTPEmptyReloadIKFirstBlendOutMagTime=0.4
m_fTPEmptyReloadIKFirstBlendOutMagDuration=0.3
m_fTPEmptyReloadIKSecondGrabMagTime=1.533
m_fTPEmptyReloadIKSecondBlendInMagDuration=0.3
m_fTPEmptyReloadIKSecondBlendOutMagTime=1.967
m_fTPEmptyReloadIKSecondBlendOutMagDuration=0.2
m_fTPReloadIKBlendInDuration=0.233
m_fTPReloadIKBlendInFinalTime=2.2
m_fFPPutDownIKBlendOutTime=0
m_fFPPutDownIKBlendOutDuration=0.5
m_fFPEquipIKBlendInTime=0
m_fFPEquipIKBlendInDuration=0.5
m_fTPPutDownIKBlendOutTime=0.3
m_fTPPutDownIKBlendOutDuration=0.2
m_fTPEquipIKBlendInTime=0.7
m_fTPEquipIKBlendInDuration=0.15
m_fTPInteractPutDownIKBlendOutTime=0.1
m_fTPInteractPutDownIKBlendOutDuration=0.1
m_fTPInteractEquipIKBlendInTime=0.333
m_fTPInteractEquipIKBlendInDuration=0.1
m_eAttachmentBuiltIn=EAttachment_SniperScopeA
m_eAttachmentOption1=EAttachment_SniperScopeB
m_eAttachmentOption2=EAttachment_SniperScopeC
m_eAttachmentOption3=EAttachment_None
m_eAttachmentOption4=EAttachment_None
m_bSupportsSoundSuppressor=false
m_vIronSightsFPMeshTranslation=(X=0.0f,Y=0.0f,Z=0.0f)
m_rIronSightsFPMeshRotation=(Pitch=0,Yaw=0,Roll=0)
m_vReflexSightsFPMeshTranslation=(X=0.0f,Y=0.0f,Z=0.0f)
m_rReflexSightsFPMeshRotation=(Pitch=0,Yaw=0,Roll=0)
m_vRifleScopeFPMeshTranslation=(X=0.0f,Y=43.0f,Z=0.0f)
m_rRifleScopeFPMeshRotation=(Pitch=0,Yaw=0,Roll=0)
m_vACOGScopeFPMeshTranslation=(X=0.0f,Y=0.0f,Z=0.0f)
m_rACOGScopeFPMeshRotation=(Pitch=0,Yaw=0,Roll=0)
m_vSniperScopeFPMeshTranslation=(X=0.0f,Y=39.0f,Z=-0.7f)
m_rSniperScopeFPMeshRotation=(Pitch=0,Yaw=-5,Roll=15)
m_bDontAlignLaserOnShooting=false
m_fTimeShootStartReAlignLaser=0.0f
m_fireModeAvailability=false
m_fireModeAvailability=false
m_fireModeAvailability=false
m_fireModeAvailability=true


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