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2012-08-05, 03:32 PM | [Ignore Me] #61 | ||
Corporal
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I have fond memories of Planetside, what I don't have fond memories is the way the guns handled. It always felt(feels, I reactivated for the weekend) kind of messy, you pick up a weapon and it's hard to get a good idea of how to handle things. CoD and Battlefield do a good job of giving you feedback in my opinion.
The problem I believe is the damage resistance because of regular ammo versus armor piercing. The developers had to have a balance in them and the result is your gun can feel like a pee-shooter. I also believe what they labelled as short-medium-long range wasn't very good. Last night I was using the Pulsarand of course it's been a very long time since I last used it, however when I was engaging people it just felt confused and muddled, and I think the blend of range and armor resist actually is what made it feel sloppy. When I end up having to stop and think of how I am engaging instead of doing it innately, then something is a miss with the mechanics. I am not pro but I've been playing FPS's since Doom and the reason why that game and many like it (Quake, CS, etc) today are still played it's because you pick up and play it. This probably sounds confusing but I am sure many understand that "feel" you get from a FPS and to me there was always disconnect with PS. Not that I didn't eventually pick up on things over time but I preferred using MAX or vehicles because they always felt much more matured and fluid. |
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2012-08-05, 04:13 PM | [Ignore Me] #62 | |||
Sergeant
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How about following your own advice and learn to play with people that actually know to aim with their AR or sniper? Nah actually, most people are engineer so it will be a smaw to the face. Fake power ain't going to save you against really powerful weapon. |
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2012-08-05, 04:27 PM | [Ignore Me] #64 | |||
First Sergeant
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The .50 cal has the advantage of being extremely accurate over long range. Even with the screen shake, it's not overdone to the point where you can't aim So you don't want exposed MGs to have any sort of simulation of recoil, fine What of tank MGs/wall turrets? All I want is for the guns and weapons in this game to feel good, and I can't find a single aspect in BF3 that doesn't feel good Last edited by SturmovikDrakon; 2012-08-05 at 04:50 PM. |
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2012-08-05, 04:54 PM | [Ignore Me] #65 | |||||
Sergeant
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If over the top screen shacking is the effect PS2 use to give impression of power, I will feel sad for the sound and the effect of the gun itself. And mostly the sound since it is the first I check on most guns. |
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2012-08-05, 05:02 PM | [Ignore Me] #66 | |||
First Sergeant
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2012-08-05, 05:26 PM | [Ignore Me] #69 | ||
Sergeant
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No one said anything about copying any game.
For all we know they could have had shitty gun-play because one or two elements were off. They dusted off BF3 and CoD and said to themselves, why don't we use "this" mechanic or something like it to make our guns have a little more umph. How it digs into their shoulder, how the gun should shake, if it should do this, that, the other. They never once said. "Yo, I liked the AK-47 in CoD so i'm going to make the Cycler act like it, no one will ever know!" Grow up. The games don't suck, hundreds of millions of players over the years. between both games. They're doing something right. Does that mean I want cookie-cutter guns? **** no. What that does mean, is that I want innovation with a familiar feel so the end result isn't SOE failing to deliver the game we all want to be the same, and different. |
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2012-08-05, 08:04 PM | [Ignore Me] #70 | |||
Corporal
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Last edited by brighthand; 2012-08-05 at 08:30 PM. |
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2012-08-05, 08:14 PM | [Ignore Me] #71 | |||
Sergeant Major
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2012-08-05, 08:44 PM | [Ignore Me] #72 | ||
Private
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I don't know about anyone else here, but CoD's shooting mechanics both look and feel artificial to me. They feel too fast and light, due to the speed and crispness of the animations. Everything moves too quickly and too precisely to feel natural or satisfying. It's all too twitchy. The weapons may have appropriate recoil, but speed and precision of the ADS animation and the transition between having the weapon down while sprinting to having it up to shoot are just too fast and precise, ruining any feel of weight or heft that the recoil gave the impression of. You can't handle a 3-7 pound weapon without experiencing some inertial or centripetal pull when hefting it around like that. No one can handle a gun and move it in a perfectly straight line or a perfect spline curve; there's always some amount of additional motion on the other axes'.
I hope there's time taken to add smaller animations to make the gun play feel more realistic and weighty, and less artificial than CoD and some other triple-A shooters out there. |
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2012-08-05, 08:52 PM | [Ignore Me] #74 | |||
Private
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As has been argued pretty much already, CoD isn't an automatic marker of bad game design (and will people please seperate modern CoD from the classic CoD ffs, since CoD4 the game has been a completely different, and worse, experience). If anything, wanting to learn from CoD in terms of the heft and 'feel' of weapons is a smart idea, through both classic and modern series the designers have struck a solid balance between sound quality, responsiveness, and the glass smooth nature of the animations. It's probably one of the few areas where CoD has been consistantly superior to the Battlefield series (especially in BC2 and 3 there have been jarring between animation and sound on some guns that have made them very unresponsive and glitchy (an-94 in 3 especially in release iteration), largely due to BF pushing sound quality so hard.
Where there would be a red flag, is if PS2 emulated modern CoD's hit dynamics (lack of recoil, limited inaccuracy while moving at pace, very low ttk) but as of now there is no evidence of this. As is, your making a mountain out of a mole hill.
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2012-08-05, 10:37 PM | [Ignore Me] #75 | |||
Private
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Honestly interested: Where do you draw the distinction between a weapon's feel and its mechanics? To me, they're very closely related, if not inseparable. |
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