Does anyone else here love it when your main weapon runs out of ammo, and switching to a pistol is quicker than reloading or bringing out another long arm?
It's happened to me occasionally in multiplayer CoD 5, and plenty in Metro 2033.
Hell, in the latter even my revolver often ran out, and I had to resort to punching the giant mutant wolves in the face!
That was awesome.
I have a fond memory of Counterstrike, where the decision to switch from assault rifle to pistol allowed me to beat the guy who decided to reload instead.
I remember how Half Life and Bioshock both only gave you a pistol at first specifically to make you feel small and weak, in order to put the focus on setting the scene, making sure that's fully established, before letting you get more empowered with full auto pieces.
However I'm annoyed at both of them for letting their pistols become useless later in the game, where it seems like the enemies are specifically placed so that you never have to reload until a fight is over.
Hell, in Bioshock you can ready long arms as quick as a sheriff can draw his six-shooter.
Now I'll point over to Deus Ex, Human Revolution.
I found the magazine fed pistol to be a handy main weapon for stealth/hacking builds, where long arms aren't needed, and you could save XP for stuff other than inventory space.
But if you had a long arm the Zenith was useless, because it took ages to ready (it couldn't even be cocked and locked!), and even a sniper rifle was fine at short range if you attached a laser dot.
The revolver, on the other hand, was handy for some more combat focused builds, because you could use it in place of a long arm at the start, focusing on cloak instead of inventory (great for keeping 'em guessing), then you put a bullets-to-grenades converter on it when you get inventory and a long arm.
That way you could revolver-grenade enemies when they were in cover from you, then flank them and get your long implement out.
It's happened to me occasionally in multiplayer CoD 5, and plenty in Metro 2033.
Hell, in the latter even my revolver often ran out, and I had to resort to punching the giant mutant wolves in the face!
That was awesome.
I have a fond memory of Counterstrike, where the decision to switch from assault rifle to pistol allowed me to beat the guy who decided to reload instead.
I remember how Half Life and Bioshock both only gave you a pistol at first specifically to make you feel small and weak, in order to put the focus on setting the scene, making sure that's fully established, before letting you get more empowered with full auto pieces.
However I'm annoyed at both of them for letting their pistols become useless later in the game, where it seems like the enemies are specifically placed so that you never have to reload until a fight is over.
Hell, in Bioshock you can ready long arms as quick as a sheriff can draw his six-shooter.
Now I'll point over to Deus Ex, Human Revolution.
I found the magazine fed pistol to be a handy main weapon for stealth/hacking builds, where long arms aren't needed, and you could save XP for stuff other than inventory space.
But if you had a long arm the Zenith was useless, because it took ages to ready (it couldn't even be cocked and locked!), and even a sniper rifle was fine at short range if you attached a laser dot.
The revolver, on the other hand, was handy for some more combat focused builds, because you could use it in place of a long arm at the start, focusing on cloak instead of inventory (great for keeping 'em guessing), then you put a bullets-to-grenades converter on it when you get inventory and a long arm.
That way you could revolver-grenade enemies when they were in cover from you, then flank them and get your long implement out.