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PSU: We have made some performance optimizations
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2012-06-24, 05:50 AM | [Ignore Me] #301 | |||
Staff Sergeant
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2012-06-24, 05:51 AM | [Ignore Me] #302 | ||
Corporal
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He seems like a good guy with a good head on his shoulders, and I agree with his video sentiment on the guns in CS:GO.
If I had one complaint with what I saw at E3 (other than TTK), its that the guns looked a little floaty and detached compared to what they should be. NC guns in particular felt like there was a detachment from the kick you'd get on the screen (which was almost null) and the cone of fire where the shots were landing. I don't know about you guys, I'd rather have a gun that bucks and takes skill to control the muzzle climb but generally puts shots where the cross hair is at the time rather than a VS style pew pew gun with zero kick, zero muzzle climb but its cone of fire couldn't hit a Winnebago at 30 yards when sighted in. Both do the same thing in the greater scheme of things for balance (ie fast fire = tough to hit a target), but one actually feels like a Gauss Rifle in your hands. Whisenhunt gets that, and I'm glad he's on as a senior dev for the weapon fine tuning |
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2012-06-24, 08:04 AM | [Ignore Me] #303 | ||
Private
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When you guys say "tweak the gunplay", do you mean adjusting stuff like the amount of kick of gun in either of the four directions (up/down left/right), the speed at which the cone of fire expands during continued full auto fire, reload speed, time to kill, etc?
Also, please tell me that we can switch between single/burst and full auto fire on weapons where it would be appropiate. |
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2012-06-24, 08:32 AM | [Ignore Me] #304 | |||
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***********************official bittervet********************* stand tall, fight bold, wear blue and gold! Last edited by Shogun; 2012-06-24 at 08:34 AM. |
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2012-06-24, 09:08 AM | [Ignore Me] #305 | |||
Private
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2012-06-24, 10:40 AM | [Ignore Me] #309 | |||
Second Lieutenant
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Either that, or get me a server with less than 10 ping so people can't exploit latency with that bullshit and call it "skill" /rant Oh well, I guess I can kiss Immersion goodbye. I fuckin love that dude, why do all of the big bad developers hate him so? Last edited by Otleaz; 2012-06-24 at 10:50 AM. |
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2012-06-24, 11:02 AM | [Ignore Me] #310 | ||
Staff Sergeant
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Oh my goodness, he says he want a feature in a sequel to a game that was in the original, and that without it he believes there isn't as high a skill ceiling!
*coughsancsgunnersfortanksttkcough* Seriously, he already said he's not turning this into CS, so why should his opinions on CS matter here? His experience with what makes a weapon sound and feel good and play well are what he was hired for, right? |
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2012-06-24, 11:10 AM | [Ignore Me] #311 | |||
Second Lieutenant
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You ever think about that, HUH? |
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2012-06-24, 11:34 AM | [Ignore Me] #313 | |||
Sergeant
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Bf3's suppression mechanic, accuracy penalty for a second after you stop sprinting, major accuracy penalties with most weapons while moving and even worse when jumping, are other flashing examples of bad mechanics put there to lower the skillcap of the game so even worse than average players can have a good time at the expenses of good players who can't excel because the game itself limits them. Took bf3 mainly as an example since that kind of feel seems what they were going for with ps2. And i really hope Jimmy saves their game in that regard because he doesn't (rightfully so) like bf3's gunplay.
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Last edited by AzK; 2012-06-24 at 11:39 AM. |
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2012-06-24, 11:45 AM | [Ignore Me] #314 | |||
Private
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I watched Jimmy’s video comparing the feel of the weapons in CS 1.6 vs. GO and I concluded two things: I don’t like either game’s implementation and I don’t agree with Jimmy’s personal preference of how guns should feel (CS 1.6). In 1.6, your screen will start shaking if you continue to fire a weapon in full auto. I agree with Jimmy that it feels natural and the subsequent spray of bullets also makes sense especially since the spray tends to follow the direction of the screen jerking. The problem is that I personally HATE games that shake my screen constantly. As an older gamer, I find it LITERALLY AND PHYSICALLY NAUSIATING. I simply cannot play those games. In CS GO, the weapon fire he showed in that video does indeed look bad. The screen no longer shakes (which I like) but the cross hairs remain tight and there is wild spraying with no visual feedback whatsoever other than the impact points and that would only be visible in close quarters with a solid wall like he used. In PS1, your screen did NOT shake (my preference) but the interface provided good feedback that your shots were starting to spray via an expanding CoF reticle. An expanded CoF would have minimal impact at point blank range but at MA distances, it made all the difference. PS1 encouraged firing in bursts to be effective. So I guess I’ll just add this to the growing list of changes being made to my favorite video game (of all time and across all genres) that are starting to make me believe that this sequel is just not for me. |
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2012-06-24, 11:52 AM | [Ignore Me] #315 | ||
Private
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In my opinion CS and CSS was crap in regards of weapon mechanics, starting from the RayTrace "ballistics"(frankly, abscence of those) handling and ending with ingame superiority based on exploit usage (bunny-hopping, fast reloads, e.t.c.) instead of tactics and teamplay. Sure, it was fun and had it's time, but hell, thank god PS2 will be different in mechanics and I hope Jim sees that too.
Last edited by WiFiN; 2012-06-24 at 11:56 AM. |
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