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2012-07-26, 06:42 PM | [Ignore Me] #16 | |||
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2012-07-26, 07:00 PM | [Ignore Me] #17 | ||
Brigadier General
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I definitely don't mind the ADS crowd getting catered to, I just don't think PS2 is the type of game that needs to disenfranchise the hip firing crowd in the process.
Personally I think it's absurd when players are so accustomed to ADS that they use it on enemies who are 10 feet away from them, but if that's how some people want to roll, that's fine with me. But at more middle, average distance engagements, I don't want to feel like either play style is stupid or underpowered. A tiny increase in accuracy for ADS, versus the mobility and freedom of hip fire. They each should have their advantages, but at 50m it should balance out pretty evenly. Personally I enjoy playing with crosshairs off in non competitive games. I'm actually quite proficient at hitting targets based entirely on my perceptual awareness of where the center of the screen should be (sticking tape on the screen is just weak sauce). In a competitive multiplayer game I do want cross hairs (especially considering that players will just use the aforementioned tape to gain an advantage), but I'm still okay with a small accuracy penalty on hip fire. I think that the main issue here is combat engagement ranges. Battles in a lot of shooters (the original Planetside included) tend to take place at a lot shorter ranges than real guns are capable of operating at. In some games it's because they have smaller maps, in PS1's case it was because damage degradation made MA rifles pretty pathetic. Personally, I'd like to see engagements be legitimately viable at beyond 100m in PS2, where ADS and scopes will be a valuable contributor to success. But inside if that distance, it should be a play style choice. Different skills, each with the same average odds of killing each other at a median engagement range. |
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2012-07-26, 07:09 PM | [Ignore Me] #19 | |||
Brigadier General
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It seems acceptable to me from what I've seen of the videos, but only just barely. The biggest complaint I have with the hip fire accuracy currently is that the movement penalty is too great. Regaining accuracy after sprinting or after stopping in place shouldn't take much longer than going into iron sights takes. I have no problem with being unable to fire while sprinting (that or spraying bullets in an absurd COF while sprinting), but once I stop, there is no reason why it should continue to penalize me. It's shoulder fire after all, my character should be bracing the gun the moment I stop running. That, or there should be a few second delay between sprinting and being able to ADS, but that would just be retarded and annoying. |
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2012-07-26, 07:10 PM | [Ignore Me] #20 | |||
First Lieutenant
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