Small correction: Turns out bullets in Phantom Forces (the FPS at 2:47) do in fact come out of the barrel of the gun except for in ADS, I will never financially recover from this mistake
One downside of Isle's combat is that it feels very sluggish. It also takes away a lot of other skills that can be much more engaging, like manual target tracking, situational awareness for direct line-of-sight, positioning being trivial due to how easy it is to blindfire, etc. which can be pretty unfun if you prefer more skill-reliant mechanics. Though, then again, Isle is a story/exploration game, and not a high-skill fighting game, so it's not supposed to appeal to every demographic.
I think the Isle's combat system does exactly what it needs to do- it gives players a way to fight while not detracting the other aspects of the game. I think it would be a lot less interesting if the game's combat mechanics played more like Call of Duty.
Yeah I kind of prefer self-reliant mechanics but I hate how they ruin the sniper they could’ve at least make the message for everything else but now that makes the sniper pretty much useless by solving a problem they have ruined another how do you solve the sniper problem actually I don’t know I seen a whole TH-cam video talking about it but still
@@TlMEL0RDThe sniper shines within open areas, and the fact that you can unequip it to avoid firing until you think you can land the shot means you can lock down certain areas if you really want to.
I love how you used Phantom Forces as an example for bullets coming out of the center of the camera rather than the gun model, when in fact that's what happens in Phantom Forces, which is why headglitching works at all. BRUH.
@@unsuspecting-uranium235* basically, in some games, the bullets shoot from the players view, instead of the barrel of the gun. this guy said this is what happens in Phantom Forces, buts it’s not, the bullets go from the barrel.
Actually, for Phantom Forces, I noticed that the bullets actually DO come out of the barrel, since one day I realize that by spamming a revolver my bullets weren't going forward, instead since the recoil made the gun look up and I was spamming it, the ceiling was getting shot, so I did another test, so while running, you gun is to the side and if you start firing, the bullets will actually shoot sideways until your gun is fully aiming forward, another test, the remington shotgun inspect anim put it to the side, so I got around a corner and did it and I COULD SHOOT AROUND LEFT CORNER LOL, but this tech seems useless and unkown
Isle could just technically count as a "second-person game", due to how every interaction and most of the information is displayed in strings on the bottom of your screen, with mainly the second-person pronoun ("You") being used.
Quick aside, phantom force is the example you use for bullets not coming out of the physical gun model actually does have both come out of the physical gun model, but only during hipfire, fun fact.
Great vid, but my only grip is that the game you used for the "face is where shots come from" (Phantom Forces) is one where that's entirely false... Unless you specifically force your gun model into a wall to then go to the face-shoot sorta deal. Other than that, amazing vid! Really liking the analysis and editing Edit: also, ADS also makes shots go from your face
The person that had the idea to make combat the most stressful point-and-click game ever could reinvent the lightbulb if he wanted to Super great video with great editing and commentary too definitely going to watch the other stuff you make
technically the cash grab game also known as criminality does do stuff really well, combat wise. Snipers have glints that expose them, the BFG has the biggest and the scout has the smallest one
I feel like the main issue with isle is that if you try and come in as a new player it's really hard to find loot on the map and search around and it gets quite annoying because they just throw you in with no tutorial and expect you to learn somehow
isle was supposed to be an exploration game of trial and failure, every time you start a run you figure things out, see what works and what doesn't. that used to be the charm of the game, until the community got a wiki that anybody can learn about all secrets and item stashes, and the developers kind of focused more towards making challenge for the experienced, instead of newer players, it's kind of sad now that people who plays the game blind wont catch up with those who simply use wikis, or have informations told by experienced players however for anybody who's still new to the game, if you have patience, it's okay to learn things on your own, sometimes getting things right and sometimes not, that's apart of the process in learning the game,or at least it used to be
@@enzard_glitch I agree, I think that Isle can be pretty harsh for new players and should include more features that point players on how to do certain endings + in general just more tips
bro fucking sucks to suck i guess it's not a hard game, just use your IQ and learn game's meant to be focused on trial and error, there's a reason why the island lets you freeroam instead of sticking to a linear path it's not even hard to find loot, just go to any building at all
I self trained myself in isle to a point where I called myself the 2nd best isle combat user ( I was able to defeat pro players so I thought I was good but it turns out it was just that kids were the only ones that played the game )
hey i love isle too!! some love for badorkbee!! my only issue with the isle gun system is that the aim times are a bit hefty for some guns, but i get it for balancing reasons. another novelty of the isle gun system is badorkbees ability to have modularity to adding new systems. it’s incredibly simple and thus very easy to add onto it. most gun systems that are well made have one sample gun which is duplicated, renamed, and configured at the start of the game to fit a gun model and gun configuration/setting. if you want to make really unique guns with a lot of special things that are exotic to the gun model or animations, you have to add a ton of conditions in the configuration. it’s pretty crazy, it’s almost stupid, but i love it. they balance the guns perfectly. teamwork is incredibly useful, shown by the mercenary air working together, if you’re dodging one of them, the other will spray or snipe you down. they also somewhat balance different tier guns, most of them can somewhat compete with each other if you’re smart. they also balance these things called “artifacts” which are superpowers. artifacts can give you health boosts, wallhacks, and half aim time. it’s an incredibly fun idea. the game uses these artifacts AS super powers (duh) but the combat system allows players regardless of skill to be able to be incredibly strong with the artifacts, where as other games, console or mobile players could never use their tools just as good as the pc players. i love isle and i hope you all too, thanks for reading.
This video sums up the greatness of isle combat perfectly... It's a shame you didn't make a joke about the badorkbee "Free for All" gamenight endings (those sniper duels that take 30 minutes)
One of the best fixes for snipers in my opinion is to add glint to the scope so when your aiming down sights it alerts people of you location due to the sun shining off the scope and reflecting at the target
Really nice video, loved the editing style, usually I would let stuff like this play in the background while I do or play something but I decided to stick around and watch it because of the editing.
@@dripfrog I've got tons of ideas bouncing around in my head, but something I've been meaning to experiment with is an FPS where instead of a crosshair, you have an "aim cone" that your gun autoaims within. Thus, close-range guns can be defined by having a wide aim cone but high spread at longer ranges. The idea would be to take some of the emphasis away from twitchy flick shots and make it more about positioning and ambushing your opponent.
The funny part about the whole frustration with snipers (and camping) is that the exact reason why they're annoying is because (especially in games with larger maps) people play snipers the way that snipers would actually operate in real life. If you're a sniper, the enemy is SUPPOSED to not know your position or even be aware of your presence until you fire, after which you should reposition to avoid compromising your position. Obviously this isn't fun in a game, but snipers are by definition, unfair. That's why they're so terrifying in real life. It's the same with camping. It's annoying when the enemy denies you an area or holds a chokepoint instead of moving looking for kills. But really, that's a valid tactic in real life.
5:15 dude you just described what one of the main roles of a sniper is, the first one is to be able to shoot from long range and the second one is to literally shoot someone without them noticing you
yeah, I just don't like snipers since they're just inherently frustrating to play against for me cuz they outrange you and are hard to counter, or rather the method of countering them is to just not interact with their sightline which I just find unfun
another reason why this system is so good is multiplayer, if you play with randoms you have to hope they dont have a gun or at least dont shoot you on sight if they do. its really stressful being around a player who you don't know when they have a gun and you dont. if both parties have a gun its twice as stressful because you have to worry about who clicks first
extremely well edited, extremely good commentary, all around really good video. even though i don't play isle anymore (isle 9 was too much for me, lol) its combat system is one of the things that has remained unchanged since near the beginning of the game. the combat being so good is one of the reasons that it has stayed alive throughout its lifespan. although isle is not a shooter game, the simplicity of its shooting mechanics are what keep it fresh. i feel like many developers nowadays forget that, while complexity is not a bad thing, less is more
It’s really weird how I saw that EXACT “you feel a sniper scope watching you” message in a completely different game and died (not to mention this was a RP game) I’ve checked and they are made by completely different developers too
someone already commented this, but... In phantom forces the bullet DOES come out of the barrel. The crosshair is there to show how much spread there is going to be
really? but you can headglitch in the game, and I swore while I was testing the footage showed you can see the bullets hitting the pillar in front of me even though it should be hitting the wall
I think you should do a video on the oldest roblox gun system RCL, it was made in 2009 or 2010 (hard to know). One game that still uses this system in th3ltgrounds, but either than that it is mostly used in military and sci-fi games now in days.
2,400 views in 16 hours for a content creator with one and a half thousand subs is amazing, keep up the great quality videos. one day ill look at this channel and see 50k subs
I remember playing this game and I literally never saw a single other player with a gun nor enemies nor any guns for myself, I died in a cave after getting some text pop up something was watching me and assumed the game was just a horror survival.
The point of snipers is to literally not to been seen by enemies, thats why games dont give heads up display the only reason why snipers give a headsup in isle is because it will be frustrating to redo everything once you die seens isle is a 1 life game.
The point of snipers isn't to not be seen, that's just a side effect of bad game design when snipers in games don't give off enough information about their location making it incredibly oppressive and unfair to play against. Also pretty much every single shooter game does actually provide location info in some way anyways.
@FounderOfGames isn't giving information about the set snipers' location ruining the point of the sniper?, like their goal is to take perfect and well calculated shot, but fair enough because since I usually play milsim type games
@@atouhoufan607 that's why I say the purpose of snipers isn't (or at least shouldn't be) to be to just randomly instakill you out of nowhere with no counter play. Providing information is supposed to be a balancing mechanic to offset the insanely large advantage you get by outranging other types of guns
I mean like 90% of the game is a walking simulator and the people who enjoy holding one or two keys for 90% of their gameplay are playing incrementals so no wonder why its not played alot
isle is hands down the best game on roblox, the video talked lightly on this, but on the other side of this game, the exploration is very fun and beautiful, and the scenery this game has is on another level for roblox. It is very fun planning out a route, collecting items and progressing towards an ending, and trying to avoid or fight your way there. There are so many places and items in specific areas you wont be able to get to all in one run, lasting for only 6 days. Example: the squid scooter. If you dont want to test your luck of getting it from a t4 crate, you have to run to the docks after powering them, get an oxygen tank filled, go to the grand lake, and dive down at a specific spot, and once you get there, the squid scooter is placed there. not on a pedestal, just lying on the ground. Thats what i love about this game. everything feels so liminal and forgotten, and i love it. give this game a try, explore, fight, and learn.
This is probably the only good video so far on isle shooting mechanics Breadian didn't seem to talk about it. Skit Gaming went over it rather superficially (although he was reviewing isle itself, i can understand him). and Marui lacked a little more detail or something. Good job👍
I am someone who plays a bunch of roblox shooters and this video on isle is rlly good trying to get a badge on isle was such a pain that it took me and a friend hours to beat it like 2 years ago bc of the turrets (now there are just zombies and no turrets) the game is fun with friends but if yk how to prefectly do every ending go solo
When ever a game has a weight but no unit stated always assume 1 unit = the current weight of the creator (or main director) of the game. This is the Miyazaki method of measurement pioneered from the Souls series
i had to check the sub count to make sure that this was infact a channel with over 1000 subscribers. great video over all, reminds me of lazy purple a bit.
bro forgot one of the most important aspect of isle guns aim time short range weapons typically have a shorter aim time then long range weapons you can use this to quickly rush down enemies who have a longer aim time really simple concept but it can be what gets you out of a bad position as most of the short range weapons inflict stun which will prevent your enemy from being able to fire again against the specialist (minigun merc) you can hide behind a wall, use a gun that stuns like a revolver and you’ll win because the specialist takes a long time to aim and he wont have a chance to fire because of the stun
0:48 this isle game reminds me of an old roblox game i used to play called island, heard it got a sequel but i checked and it flopped sadly, it was based off forest (aka sons of the forest)
a couple comments isle's combat feels like a full real time strategy game with like set up times and etc along with the ability to actually dodge like in some strategy games also with the tc2 ping part you mentioned i have been playing since 2019 and live in canada but i got hit with a perma ban due to having a lag spike while working on a godot project also good video
The mercenaries are funny. While there are 2 teams of mercenaries, the first are definitely avoidable in a way, as they will randomly search areas every day, and then mark a spot as base camp that they will return to every night, beta squad [arrives after the death of alpha] constantly and always knows the position of the players. And forces you to always be on the run. The alpha squad also “communicates” in a way, if they spot you they will send a message through chat which the other ai will see, and head over to fight you. If you have access to the radio you can see this in action. Messages such as: “Check your six!”, “check the foliage!”, Target [*wokspace name of humanoid*] spotted!”. So they only chase a player down if they are spotted, and they can loose your trail. And unfortunately lastly, the introduction of the beta squad often sends newbies into a problem. Dealing with the new enemies: ghost, specialist, firebug, Operator, and the Demolitionist. Offer a new and more difficult / annoying challenge. As they each have their own “specialty” as did the previous Mercs. Operator: annoying little drone. Ghost: holds a revolver side arm and can become invisible. Will re-appear behind the player. Specialist: a very armored foe who carries a Gatling gun, good luck with that guy. Firebug: easiest of the other mercs, wields a flamethrower. Demolitionist: perhaps the most annoying of the mercs, he fires grenades in arcs like artillery. Which can get behind cover.
Your videos compared to the amount of subscribers you have is just shocking. I was expecting to see you have at least 500k or so subscribers. You will definitely make it big someday, even if it isn't by the way of roblox. you have a huge amount of talent. Don't stop
Small correction: Turns out bullets in Phantom Forces (the FPS at 2:47) do in fact come out of the barrel of the gun except for in ADS, I will never financially recover from this mistake
Well, Atleast you tried :D
*boowomp*
i nearly wrote a whole artical about this mistake you made
Duefuly so (Loved the video cant wait for more)
@@coinpofferdon't worry like 4 ppl already did that lmao
5:00 The amount of dread that message gives you when you have no idea where the sniper could be is enormous.
Just use esp goggles or drone
What if? You cant?
I'd probably just panic and find some rock to hide behind, then get shot and killed because I hid in the wrong angle
Toilet
One downside of Isle's combat is that it feels very sluggish. It also takes away a lot of other skills that can be much more engaging, like manual target tracking, situational awareness for direct line-of-sight, positioning being trivial due to how easy it is to blindfire, etc. which can be pretty unfun if you prefer more skill-reliant mechanics.
Though, then again, Isle is a story/exploration game, and not a high-skill fighting game, so it's not supposed to appeal to every demographic.
I think the Isle's combat system does exactly what it needs to do- it gives players a way to fight while not detracting the other aspects of the game. I think it would be a lot less interesting if the game's combat mechanics played more like Call of Duty.
Isles combat system gives a feeling of a real time shooter and a turn based strategy game which keeps you on your tip toes everywhere you go.
Yeah I kind of prefer self-reliant mechanics but I hate how they ruin the sniper they could’ve at least make the message for everything else but now that makes the sniper pretty much useless by solving a problem they have ruined another how do you solve the sniper problem actually I don’t know I seen a whole TH-cam video talking about it but still
resumed: isle combat system is for nerds.
@@TlMEL0RDThe sniper shines within open areas, and the fact that you can unequip it to avoid firing until you think you can land the shot means you can lock down certain areas if you really want to.
I love how you used Phantom Forces as an example for bullets coming out of the center of the camera rather than the gun model, when in fact that's what happens in Phantom Forces, which is why headglitching works at all. BRUH.
Can you rephase
@@unsuspecting-uranium235* basically, in some games, the bullets shoot from the players view, instead of the barrel of the gun. this guy said this is what happens in Phantom Forces, buts it’s not, the bullets go from the barrel.
@@unsuspecting-uranium235 what sans said
@@WaldoWheresRealyeah I've added this as a correction in the pinned comment so no need to worry guys
Actually, for Phantom Forces, I noticed that the bullets actually DO come out of the barrel, since one day I realize that by spamming a revolver my bullets weren't going forward, instead since the recoil made the gun look up and I was spamming it, the ceiling was getting shot, so I did another test, so while running, you gun is to the side and if you start firing, the bullets will actually shoot sideways until your gun is fully aiming forward, another test, the remington shotgun inspect anim put it to the side, so I got around a corner and did it and I COULD SHOOT AROUND LEFT CORNER LOL, but this tech seems useless and unkown
Yea, it's fun to mess with the weapon positioning when shooting sometimes, though i only got a kill by inspecting a weapon once
Isle could just technically count as a "second-person game", due to how every interaction and most of the information is displayed in strings on the bottom of your screen, with mainly the second-person pronoun ("You") being used.
ok so
@@dripfrogfym "ok so"
@@hhhhhh-zz2fw try to see it
Quick aside, phantom force is the example you use for bullets not coming out of the physical gun model actually does have both come out of the physical gun model, but only during hipfire, fun fact.
Great vid, but my only grip is that the game you used for the "face is where shots come from" (Phantom Forces) is one where that's entirely false... Unless you specifically force your gun model into a wall to then go to the face-shoot sorta deal.
Other than that, amazing vid! Really liking the analysis and editing
Edit: also, ADS also makes shots go from your face
Thanks, I've added this as a correction in the pinned comment
This is video quality i can only dream of creating
Ah yes seems like something an unskilled player would say
Oh so thats where the item isylum guns came from
A true gem in my recommended, I hardly ever get recommended isle video these days but this is a masterpiece
I appreciate the kind words
The person that had the idea to make combat the most stressful point-and-click game ever could reinvent the lightbulb if he wanted to
Super great video with great editing and commentary too definitely going to watch the other stuff you make
what
technically the cash grab game also known as criminality does do stuff really well, combat wise. Snipers have glints that expose them, the BFG has the biggest and the scout has the smallest one
7:26 ey it's me
Great analysis on one of the most unique combat systems not only on Roblox, but possibly the entire gaming universe as a whole!
I feel like the main issue with isle is that if you try and come in as a new player it's really hard to find loot on the map and search around and it gets quite annoying because they just throw you in with no tutorial and expect you to learn somehow
More like you can't even find players, I never ever got a full isle lobby, so never cared about pvp
isle was supposed to be an exploration game of trial and failure, every time you start a run you figure things out, see what works and what doesn't. that used to be the charm of the game, until the community got a wiki that anybody can learn about all secrets and item stashes, and the developers kind of focused more towards making challenge for the experienced, instead of newer players, it's kind of sad now that people who plays the game blind wont catch up with those who simply use wikis, or have informations told by experienced players
however for anybody who's still new to the game, if you have patience, it's okay to learn things on your own, sometimes getting things right and sometimes not, that's apart of the process in learning the game,or at least it used to be
just use brain and learn lol
@@enzard_glitch I agree, I think that Isle can be pretty harsh for new players and should include more features that point players on how to do certain endings + in general just more tips
bro fucking sucks to suck i guess
it's not a hard game, just use your IQ and learn
game's meant to be focused on trial and error, there's a reason why the island lets you freeroam instead of sticking to a linear path
it's not even hard to find loot, just go to any building at all
I self trained myself in isle to a point where I called myself the 2nd best isle combat user ( I was able to defeat pro players so I thought I was good but it turns out it was just that kids were the only ones that played the game )
hey i love isle too!! some love for badorkbee!! my only issue with the isle gun system is that the aim times are a bit hefty for some guns, but i get it for balancing reasons. another novelty of the isle gun system is badorkbees ability to have modularity to adding new systems. it’s incredibly simple and thus very easy to add onto it. most gun systems that are well made have one sample gun which is duplicated, renamed, and configured at the start of the game to fit a gun model and gun configuration/setting. if you want to make really unique guns with a lot of special things that are exotic to the gun model or animations, you have to add a ton of conditions in the configuration.
it’s pretty crazy, it’s almost stupid, but i love it. they balance the guns perfectly. teamwork is incredibly useful, shown by the mercenary air working together, if you’re dodging one of them, the other will spray or snipe you down. they also somewhat balance different tier guns, most of them can somewhat compete with each other if you’re smart. they also balance these things called “artifacts” which are superpowers. artifacts can give you health boosts, wallhacks, and half aim time. it’s an incredibly fun idea. the game uses these artifacts AS super powers (duh) but the combat system allows players regardless of skill to be able to be incredibly strong with the artifacts, where as other games, console or mobile players could never use their tools just as good as the pc players. i love isle and i hope you all too, thanks for reading.
This video sums up the greatness of isle combat perfectly...
It's a shame you didn't make a joke about the badorkbee "Free for All" gamenight endings (those sniper duels that take 30 minutes)
I've never actually been in a bardorkbee gamenight, I just never have time
One of the best fixes for snipers in my opinion is to add glint to the scope so when your aiming down sights it alerts people of you location due to the sun shining off the scope and reflecting at the target
and this combat isn’t even for a shooter game, but was built into a *horror* game!
Really nice video, loved the editing style, usually I would let stuff like this play in the background while I do or play something but I decided to stick around and watch it because of the editing.
This is a great video showing players how fun isle can be once you get the ropes.
- Mercenary Communications, Frogman
Removing aim from the equation is something I've considered doing in my own games, and having a live example to study is really neat.
what games
@@dripfrog I've got tons of ideas bouncing around in my head, but something I've been meaning to experiment with is an FPS where instead of a crosshair, you have an "aim cone" that your gun autoaims within. Thus, close-range guns can be defined by having a wide aim cone but high spread at longer ranges. The idea would be to take some of the emphasis away from twitchy flick shots and make it more about positioning and ambushing your opponent.
incredible video, I've been waiting for some time for more isle videos of this kind, the editing is also epic. 🔥🔥
Commenting for the algorithm, you're welcome
yessir
yessir
Well it worked, got recommended this
Yess sir
Yessir
The funny part about the whole frustration with snipers (and camping) is that the exact reason why they're annoying is because (especially in games with larger maps) people play snipers the way that snipers would actually operate in real life. If you're a sniper, the enemy is SUPPOSED to not know your position or even be aware of your presence until you fire, after which you should reposition to avoid compromising your position. Obviously this isn't fun in a game, but snipers are by definition, unfair. That's why they're so terrifying in real life.
It's the same with camping. It's annoying when the enemy denies you an area or holds a chokepoint instead of moving looking for kills. But really, that's a valid tactic in real life.
How the heck is your editing so godly?
selling your soul to the devil (Davinci Resolve) does wonders for your editing
@@GamesFoundationYT fuck, I use that too but my editing is still worse than yours, mind teaching me some tricks?
@@cyanationyt i search up a bunch of stuff in youtube and mess around in davinci and with enough practice you'll get good editing
@@GamesFoundationYT sounds... good
The editing is absolutely flawless and it’s surprising it’s a small channel
i love how item asylum also added this with the getaway free island, referencing isle lol
Bro seems like the type of person that founds games
I would never
5:15 dude you just described what one of the main roles of a sniper is, the first one is to be able to shoot from long range and the second one is to literally shoot someone without them noticing you
yeah, I just don't like snipers since they're just inherently frustrating to play against for me cuz they outrange you and are hard to counter, or rather the method of countering them is to just not interact with their sightline which I just find unfun
another reason why this system is so good is multiplayer, if you play with randoms you have to hope they dont have a gun or at least dont shoot you on sight if they do. its really stressful being around a player who you don't know when they have a gun and you dont. if both parties have a gun its twice as stressful because you have to worry about who clicks first
no
Nice video man, the intro was flawless in my opinion, I liked the commentary and editing style 10/10 video
Thank you random video that appeared in my reccomended feed, now this is probably my new game that i will spend like 100 hours in
the fact that its a lore, horror game aswell, is insane
extremely well edited, extremely good commentary, all around really good video. even though i don't play isle anymore (isle 9 was too much for me, lol) its combat system is one of the things that has remained unchanged since near the beginning of the game. the combat being so good is one of the reasons that it has stayed alive throughout its lifespan. although isle is not a shooter game, the simplicity of its shooting mechanics are what keep it fresh. i feel like many developers nowadays forget that, while complexity is not a bad thing, less is more
i like how you used tc2 gameplay in the background
besides that, very well made video, deserves a sub 👍
Wow, I learned so much! The editing and pacing was on point! 👌
it took him 3 months
epic video!! you also need more attention!! this is very underrated
FUNNY ISLAND GAME HAS THE BEST COMBAT SYSTEM??? THATS CRAZY
Crazy!
so true far from popular famous isle speedru nerr
It’s really weird how I saw that EXACT “you feel a sniper scope watching you” message in a completely different game and died (not to mention this was a RP game) I’ve checked and they are made by completely different developers too
this guy is underrated also "Your character then will proceed to turn on aimbot" is such a good line lol
holy shit the editing on this video is freaking amazing 😭🔥
I might actually get into Isle, as I randomly stumbled upon this video and found it familiar because of a reference to it in a different game I play.
"The mercs are unavoidable"
Bro I've never even encountered them yet and I've tried to look for them purposfully.
Idk if my luck is great or horrible.
0:14 am glad you paid attention to oh sir the insult simulator. underrated game
Isle is my favorite Roblox game of all time,you did a incredible job at explaing the combat of the game,amazing video keep It UP!
Amazing editing, amazing explanation, and it’s one of my FAVORITE games which isn’t popular enough. 10/10 video, you should have way more subs.
someone already commented this, but... In phantom forces the bullet DOES come out of the barrel. The crosshair is there to show how much spread there is going to be
really? but you can headglitch in the game, and I swore while I was testing the footage showed you can see the bullets hitting the pillar in front of me even though it should be hitting the wall
there's penetration in the bullets, hence the "headglitch"@@GamesFoundationYT
@@geese573 hmm I'm gonna have to look into it
Ok Ive made a pinned comment with a correction now
I think you should do a video on the oldest roblox gun system RCL, it was made in 2009 or 2010 (hard to know). One game that still uses this system in th3ltgrounds, but either than that it is mostly used in military and sci-fi games now in days.
Turned based shooter goes crazy
2,400 views in 16 hours for a content creator with one and a half thousand subs is amazing, keep up the great quality videos. one day ill look at this channel and see 50k subs
Maaan your editing is SUPREME, very surprised you only have sub 2K subscribers. Can't wait to see the day where you hit 100K
you just convinced me to play isle :D i used to never want to play it because i thought i wouldnt like it, but this sounds fun!
Nice to see that someone making content on isle
I remember playing this game and I literally never saw a single other player with a gun nor enemies nor any guns for myself, I died in a cave after getting some text pop up something was watching me and assumed the game was just a horror survival.
L, go to facility next time
So what I'm hearing is Isle is the story of The Forest and the gameplay of XCOM in real time.
no 💀
But like u have the right idea kind of, like 15% of the way there
The point of snipers is to literally not to been seen by enemies, thats why games dont give heads up display the only reason why snipers give a headsup in isle is because it will be frustrating to redo everything once you die seens isle is a 1 life game.
The point of snipers isn't to not be seen, that's just a side effect of bad game design when snipers in games don't give off enough information about their location making it incredibly oppressive and unfair to play against. Also pretty much every single shooter game does actually provide location info in some way anyways.
@FounderOfGames isn't giving information about the set snipers' location ruining the point of the sniper?, like their goal is to take perfect and well calculated shot, but fair enough because since I usually play milsim type games
@@atouhoufan607 that's why I say the purpose of snipers isn't (or at least shouldn't be) to be to just randomly instakill you out of nowhere with no counter play. Providing information is supposed to be a balancing mechanic to offset the insanely large advantage you get by outranging other types of guns
Bullets coming out of the barell is zctually quite common in roblox games with guns especially the more "ameutuer" games
Isle is essentially just a huge sophisticated RTS game that has no turn based combat
Wasn’t expecting Isle of all games since you know it’s a horror game
I’m literally the fisherman for isle..
Dont know what to write, but i need to write something because this video is awesome
Very nice commentary on isle's combat mechanic
thanks paleo, I like your animations
I really love the way you edited to present an explanation of the combat system, great video overall! Will certainly take inspiration
i havent played isle in around a year but this video was the best video i ever watched explaining isle
Basically Noobs vs Dummies as Engineer class
(Isle is very peak and didn't deserved to be ignored this bad)
I mean like 90% of the game is a walking simulator and the people who enjoy holding one or two keys for 90% of their gameplay are playing incrementals so no wonder why its not played alot
i love that people are finally talking about isle
Oh man i just love outsmarting other players, i once killed a guy with 300 hp with just a revolver, ammo and a squid scooter
Good to see that people still play this underrated masterpiece. My computer can't handle :P
Such an amazing video, keep up the good work!!!!
Ues
@@SunkenCrystalUes
@@SunkenCrystal omg hi sunken!!!!
@@farfrompopular omg hi far!!!!
isle is hands down the best game on roblox, the video talked lightly on this, but on the other side of this game, the exploration is very fun and beautiful, and the scenery this game has is on another level for roblox. It is very fun planning out a route, collecting items and progressing towards an ending, and trying to avoid or fight your way there. There are so many places and items in specific areas you wont be able to get to all in one run, lasting for only 6 days. Example: the squid scooter. If you dont want to test your luck of getting it from a t4 crate, you have to run to the docks after powering them, get an oxygen tank filled, go to the grand lake, and dive down at a specific spot, and once you get there, the squid scooter is placed there. not on a pedestal, just lying on the ground. Thats what i love about this game. everything feels so liminal and forgotten, and i love it. give this game a try, explore, fight, and learn.
A gun works by a bullet chamber being fired by lighting a gunpowder mechanism- oh shit I’m taking about a musket or flintlock
This is probably the only good video so far on isle shooting mechanics
Breadian didn't seem to talk about it.
Skit Gaming went over it rather superficially (although he was reviewing isle itself, i can understand him).
and Marui lacked a little more detail or something.
Good job👍
no
Reminder that this games items were so good, they had to get an item just for one of these items in item asylum
1:39 TC2?????
I am someone who plays a bunch of roblox shooters and this video on isle is rlly good
trying to get a badge on isle was such a pain that it took me and a friend hours to beat it like 2 years ago bc of the turrets (now there are just zombies and no turrets)
the game is fun with friends but if yk how to prefectly do every ending go solo
When ever a game has a weight but no unit stated always assume 1 unit = the current weight of the creator (or main director) of the game.
This is the Miyazaki method of measurement pioneered from the Souls series
This is very interesting, I have never heard of this lmao
i had to check the sub count to make sure that this was infact a channel with over 1000 subscribers. great video over all, reminds me of lazy purple a bit.
i LOVE isle and i would never expect for you to do a vid on it
"in more realistic shooters" *bullets firing 90 degrees out of rifle*
so that's where many item asylum weapons come from
Commenting for the algorithm, you’re welcome.
bro forgot one of the most important aspect of isle guns
aim time
short range weapons typically have a shorter aim time then long range weapons
you can use this to quickly rush down enemies who have a longer aim time
really simple concept but it can be what gets you out of a bad position as most of the short range weapons inflict stun which will prevent your enemy from being able to fire again
against the specialist (minigun merc)
you can hide behind a wall, use a gun that stuns like a revolver and you’ll win because the specialist takes a long time to aim and he wont have a chance to fire because of the stun
0:48 this isle game reminds me of an old roblox game i used to play called island, heard it got a sequel but i checked and it flopped sadly, it was based off forest (aka sons of the forest)
I mean, you CAN "Aim" with sniper rifles by middle clicking, but that really extends your maximum range.
a couple comments
isle's combat feels like a full real time strategy game with like set up times and etc along with the ability to actually dodge like in some strategy games
also with the tc2 ping part you mentioned i have been playing since 2019 and live in canada but i got hit with a perma ban due to having a lag spike while working on a godot project
also good video
So this is where those OP guns from item asylum comes from
literaly comes from the camera
(me shooting in phantom forces at the window and the bullet goes into the outside of the window aka the wall)
the "Your Jordans are completely fake!" felt personal.
Yo this guy is super underrated
amazingly edited, very underrated channel aeiou
Sounds like a strategy game more than a shooter- im in
This video is really well made!
More people have gotta see this, man
Amazing video, its nice seeing more stuff about isle.
2:40
delta sight, angled grip, muzzle break
hey wait are you using *that* meta setup
close but not quite
Im also commenting for the algorithm
You got quality content dude
Keep cooking🗣🔥🔥🔥
The mercenaries are funny. While there are 2 teams of mercenaries, the first are definitely avoidable in a way, as they will randomly search areas every day, and then mark a spot as base camp that they will return to every night, beta squad [arrives after the death of alpha] constantly and always knows the position of the players. And forces you to always be on the run. The alpha squad also “communicates” in a way, if they spot you they will send a message through chat which the other ai will see, and head over to fight you. If you have access to the radio you can see this in action. Messages such as: “Check your six!”, “check the foliage!”, Target [*wokspace name of humanoid*] spotted!”. So they only chase a player down if they are spotted, and they can loose your trail. And unfortunately lastly, the introduction of the beta squad often sends newbies into a problem. Dealing with the new enemies: ghost, specialist, firebug, Operator, and the Demolitionist. Offer a new and more difficult / annoying challenge. As they each have their own “specialty” as did the previous Mercs. Operator: annoying little drone. Ghost: holds a revolver side arm and can become invisible. Will re-appear behind the player. Specialist: a very armored foe who carries a Gatling gun, good luck with that guy. Firebug: easiest of the other mercs, wields a flamethrower. Demolitionist: perhaps the most annoying of the mercs, he fires grenades in arcs like artillery. Which can get behind cover.
nice waste of time
Your videos compared to the amount of subscribers you have is just shocking. I was expecting to see you have at least 500k or so subscribers. You will definitely make it big someday, even if it isn't by the way of roblox. you have a huge amount of talent. Don't stop