For more information on melee combat and its systems, please check out the commentary video below.

Hydra’s Classroom features A plethora of weapons, including firearms and close-quarters melee weapons fit for combat specialist Tamaki Mido.

The weapons you see are just A small part of the weapons that appear in this title.
Including the ones that are currently being adjusted, we are planning (ideally) to have about 50 types of firearms eventually.

The guns of “Hydra’s Classroom” aren’t just guns.

Starting with the state-of-the-art assault rifle recently deployed by the Self-Defense Forces, the sale price of real guns exceeded $8,000 at auction thanks to the long-black-haired actor who did allot of shooting in A movie as A legendary killer.

It would be A problem to use the manufacturer’s logo as it is, so I tried engraving “SHOUTOU TACTICAL INNOVATIONS” on that gun, which is famous in the movie, along with the Hydra mark, indicating that it was custom made by Shotohoku High School’s engineering department.

In this title you will find assault rifles and handguns used by SOCOM and Navy SEALs, the latest Israeli bullpup rifles featuring A futuristic form, legendary Czech masterpiece handguns, government offices capable of 3-round bursts and full auto shooting.

Exclusive Italian handguns, state-of-the-art German-made assault rifles used by special forces in various countries, and other weapons that I feel “worth appearing” and “I want to use in the game”.

If A submachine gun with overwhelming firepower can kill enemies at any distance, there is no need to carry A variety of weapons.
No matter how many weapons there are, if the difference between them is only due to numerical performance, the player will only choose the strongest weapon.

In “Hydra’s Classroom”, I have made various efforts to make it as fun to use A wide variety of weapons as it is to enhance one of your favorite weapons. It means that there are “types” of power bonuses and attenuations due to The exhilarating feeling of firing A submachine gun at close range, and the strategic nature of targeting long-range enemies with assault rifles and sniper rifles.

Decay typeDamage Bonus at Appropriate distanceDecay rate per distanceAppropriate distance rangeTypical gun type
HyperlimitedExtremely largeExtremely largeExtremely narrowSubmachine gun
LimitedLargeLargeNarrowSubmachine gun
Handgun
AverageMediumMediumWideAssault rifle
Handgun
shotgun
WideNo bonusSmallExtremely wideAssault rifle
sniper rifle

*Actual bullets have an average energy of 0.69Kgm just before they hit the ground, even for a 22LR, and 2.49Kgm for a 223 Remington. I decided to adopt such A “decay rate”.

Also, even with the same assault rifle, there are differences such as submachine guns and marksman rifles, so you can enjoy choosing the gun that suits your mission and play style.

If you rescue A engineering students and ask them to remodel your weapons, you will be able to handle guns with different properties such as decay rate even with the same weapon.
For example, even with the same type 89, the range and attenuation rate of CQB (close combat specialized) specifications that can be manufactured by remodeling are greatly different.

Respect A masterpiece TPS work that I love so much
After A lot of painstaking work, I implemented this reload system.

When reloading, the lower right gauge moves.
If you often press the reload button again and stop the gauge in the success zone, the fast reload will succeed.
Also, if you stop the gauge in A narrow zone in the success zone, it will be A perfect reload, and the power of shooting bullets for the reload will be doubled.

However if you stop the gauge outside the success zone, your gun will jam as a penalty and take extra time to reload.

It is up to the player to decide whether to reload quickly in an emergency, or to reload safely without trying to aggressively reload.

Also, I plan to change the ease of aggressive reloading depending on the gun and attachment.

This is completely my personal opinion, but I really don’t like the hack-and-slash inventory management element of gun games.
I love both The Division and Outriders TPS games, but I’m not very good at organizing things, so I get sick of having an inventory full of weapons.

Also, even if you get a gun that you like, you will feel uneasy if you get a gun that you don’t really like and that has better performance than it. Besides, if you add randomness to the performance of the guns, the original characteristics of each gun will be diluted.

However, I love “hack and slash” games where you can defeat enemies, clear missions, and get exciting rare items. I think it’s one of the very attractive elements that makes you want to clear the missions and maps over and over again.

Therefore, in “Hydra’s Classroom”, by adding randomness to the performance of the attachments that can be obtained, we are thinking of balancing the fun of hacking and slashing with the joy of enhancing your favorite gun.

This is an example of an attachment that has been through trial and error.
I plan to make it A little more complex and expandable than the original idea, but you will be able to apply each correction and acquire special skills like this.

Laser sights, flash lights, and suppressors (silencers) are also included in the attachments.
Since they will be important elements that affect game balance, we are putting off designing them for now, but we will try to make them fun to use in game play.

Also, unlike FPS games, TPS games do not have the visual advantage of having a holosight or dot sight, so we are still trying to find ways to make them more attractive.

“Hydra’s Classroom” supports both mouse/keyboard and gamepad, but we are aiming for comfortable play with gamepad.

This is something I implemented A while ago, but I invested in A very advanced aim assist system module, so now I have more precise control.

In addition, it is now possible to devise aim assist when using A mouse.

Therefore, instead of changing this aim assist in the option setting, I would like to have it as A feature for each gun.

In other words, “This gun has high firepower but strong recoil and weak aim assist, so it’s difficult to handle”, or “This gun doesn’t have outstanding performance, but the aim assist balance suits me”. By doing so, I think it will create the fun of choosing your favorite weapon that suits your skin.

Also, I would like to be able to fine-tune the attachment.

In recent years, the armies of various countries, where battles have increased in urban areas, have introduced many CQB specifications, that is, rifles that are specialized for close combat by shortening the stock and barrel, making them as compact as possible.

For Tamaki Mido, A master of CQC (close quarters combat), ease of handling is more important than the gun’s catalog specs.

Some of these easy-to-handle assault rifles and small submachine guns have advantages other than using firearms, such as increasing the maximum number of gauges required for melee attacks and speeding up the cooldown of gauge recovery. I have.
In addition, some attachments can also have synergistic effects.

And, guns that can be equipped with bayonets have various benefits, such as A special action called bayonet charge, and automatic stealth kills when A critical attack hits an enemy within A certain range. We are aiming for A work where the performance of the weapons is not “just A difference in numbers”, but where you can enjoy the fun of handling various guns.

When I go out to eat with someone who is not picky about food, I am often disappointed.
It’s usually A fashionable shop, but it’s not delicious for the price.

Third-person shooter games are, as the name suggests, mainly about shooting with A gun, but they are often disappointing to play.

Gun lineup, firing sound, muzzle flash, shell ejection, slide action.
It’s designed by someone who doesn’t care about that, so it doesn’t feel like it’s been shot.

With this work, I want to clear up all my personal confusion.

So far, we have released many videos of this work, but to be honest, we have not been able to brush up on those parts yet.

Since there are so many guns to appear, I want to thoroughly create the different firing sounds and reload actions for each of them, so I haven’t really started on it yet.
(I have already implemented the logic to finely change the expressions and performance of each gun.)

However, I will definitely deliver a wonderful finished product.
Among the works I’ve played recently, the one that I was satisfied with as A player with gun firing sounds and effects as “Call of Duty Modern Warfare 2”.

In Hydra’s classroom, we intend to provide that standard as the minimum line.
Please stay tuned.