Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Batteries not included.
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
Thread Tools | Search this Thread | Display Modes |
2012-03-07, 07:33 AM | [Ignore Me] #1 | ||
Major
|
In all the footage it just looked terrible like the sensitivity and mouse acceleration were way up and everything was so jerky because of how fast it was. Then when firing there was barely any kick back or recoil and it all just felt very weak and the sound effects sounded pretty poor.
To me shooting in an FPS is the most important, I could let Planetside off because of the time it came out, however I cannot do that now we've been spoiled with such amazing online FPS games over the years. It needs to feel strong and satisfying like Counter-Strike, TF2, Quake, Unreal Tournament and even RAGE got the shooting at least spot on. I've always hated Battlefield games and there is one simple reason that even if you turn mouse DPI all the way down the guns just feel so weak and floaty. I want turning to be slow, steady, smooth and accurate and I want the shooting to feel like it has a lot of grunt. Here is the best example I could find of how satisfying the shooting is in CS, I know it's CS:GO but it shows perfectly. Yet when you watch Planetside 2 it just looks so weak and floaty. I know sound effects on the guns done right makes weapons feel more powerful and Planetside 2's footage wasn't a direct feed where the CS video was. However the sound effects didn't sound good, though as they said they're working on them hopefully they'll fix them for release. The other really bad thing is it looks like you randomly die in Planetside 2, there seems to be no effects like you get slowed down when you get hit or any indication on the UI. That again makes the actual bullets feel like they have no stopping power. I know this is in the early stages but it needs to be improved! Last edited by EVILoHOMER; 2012-03-07 at 07:36 AM. |
||
|
2012-03-07, 07:35 AM | [Ignore Me] #2 | ||
Colonel
|
Huge reason is cos we didnt have proper sounds cos it was a camera recording the sound and all that.
Anything looks weak and floaty when you cant hear the true firing sounds. Mute the CS video and it wont feel powerful either
__________________
Last edited by Coreldan; 2012-03-07 at 07:36 AM. |
||
|
2012-03-07, 07:40 AM | [Ignore Me] #3 | ||
Second Lieutenant
|
I guess you're a bit right on the lack of kickback, but keep in mind higgles was wielding a not-so-powerful SMG here. I myself thought the reticule was pretty damn big, especially when on the move.
__________________
>( 666th Devil Dogs )< Alpha Tester: Tribes: Ascend Modder: Mount & Blade: Warband Player: Garry'sMod, Arma 2, Air Buccaneers Lover: Planetside NC Brig. General ಠ_ರೃ |
||
|
2012-03-07, 07:41 AM | [Ignore Me] #4 | ||
First Lieutenant
|
Things like sound effects and how shooting feels aren't really top priority when you're finishing an alpha build. Most alphas have all kinds of placeholder sounds, effects and even textures or models, that's why I'm kind of surprised they showed any gameplay at all.
I wouldn't be too worried about it, I'm sure there's still big changes in store between now and beta, and definitely between now and release. I know I'll be paying close attention to sound and weapon effects in beta, especially for the VS who might have a tendency to get girly 'pew pew' weapons that just don't feel substantial when fired. |
||
|
2012-03-07, 07:45 AM | [Ignore Me] #5 | |||
Colonel
|
Which made me wonder, cos most of the people who killed him vere using either Cycler ARV or Cycler Carbine. What happened to the full size "normal" weapons as in just Gauss and Cycler? Also the amount of recoil cant be judged without playing yourself. Recoil is extremely easy to combat. And since he was actually playing, not showing off the recoil, he naturally would compensate appropriately.
__________________
Last edited by Coreldan; 2012-03-07 at 07:46 AM. |
|||
|
2012-03-07, 09:23 AM | [Ignore Me] #6 | ||
First Lieutenant
|
I doubt you can deduce the entire aspect of Planetside 2's FPS combat from some recorded footage of one class, one weapon, one sight being played by a distracted dev trying to give a show to the press and talk at the same time.
|
||
|
2012-03-07, 09:32 AM | [Ignore Me] #7 | ||
Sergeant
|
First off: Alpha
Second: Since it is in alpha, they are missing loads of animations. There's no animation between having the gun at hip and running. It just pops in. I'm sure tweaking recoil animation is pretty far down on the list. |
||
|
2012-03-07, 09:53 AM | [Ignore Me] #8 | ||
Higgles even said that they had a bunch of placeholder sounds and effects.
I did think it felt a bit floaty at times, but it's not something to be terribly concerned with at this point. Lots of things to be done.
__________________
All opinions are not equal. Some are a very great deal more robust, sophisticated and well supported in logic and argument than others. |
|||
|
2012-03-07, 10:04 AM | [Ignore Me] #13 | |||
Colonel
|
Don't see what bunny hopping has to do with that. I personally prefer realistic damage models, I don't play a single game with realistic damage model (read, low TTK) where bunny hopping was viable. The TTK is still arcade as fuck, though, judging from the video. We are not talking 1-2 twitch shots there.
__________________
|
|||
|
2012-03-07, 10:07 AM | [Ignore Me] #14 | ||
Lieutenant Colonel
|
Looks like they are going for the COD or battlefield.
When they should have copy pastad ET:QW, PS1, or other tactical, team based, games. Yes its my opinion. I enjoy sustained fights, and shoot outs. You are right though, i need to see how it feels. I may be exaggerating, its slightly arcade. |
||
|
|
Bookmarks |
|
|