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View Poll Results: What do you think about the Gun combat so far? | |||
Perfect...Minimal movement because accuracy should be most important. | 62 | 57.94% | |
Way Too slow...I want to be able to shoot and move very fast..Twitch Gameplay FTW | 9 | 8.41% | |
Slow...Needs more movement but nothing too fast. | 25 | 23.36% | |
Slow...Needs to be exactly like Planetside 1. | 11 | 10.28% | |
Voters: 107. You may not vote on this poll |
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2012-05-21, 03:37 PM | [Ignore Me] #31 | ||
Contributor General
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The thing I am wondering about is:
will faster ttk ironically slow down the pace of the game? I mean, in ps now if you go around that corner over there there might be an enemy there, but if there is you have a fairly good chance of winning out and while first shot is important (after triple shot was removed) you can still win .... Now, with shorter ttk, first shot will be more important added to this, no 3rd person so you can't peek first. I suppose the alternative (bad outcome) is that it encourages "rush, charge, die, spawn" rinse+repeat |
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2012-05-21, 03:56 PM | [Ignore Me] #33 | ||
Contributor General
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It's funny but it's often the opposite that people complained about in PS1, ie people wouldn't push the stairways for fear of being killed.
And that is the nub of my question. Speaking for myself .... if ttk's are quicker and I suspect an enemy is around the corner I'd wait for him to expose himself first (or her). The shorter the ttk the more likely I think I'd wait. ... ... The person with patience wins, kind of thing. |
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2012-05-21, 04:08 PM | [Ignore Me] #34 | ||
Lieutenant Colonel
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The extent to which it is not appropriate to draw these conclusions from the very short, very pre-alpha footage we have been given boggles the mind almost as much as the wording of this poll.
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2012-05-21, 04:12 PM | [Ignore Me] #35 | ||
Corporal
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Agreed, it's very difficult to really judge the gunplay and gameplay and how playstyles will revolve around it from just watching it, especially when you only have people running around aimlessly shooting each other. The only sure-fire way of knowing, is to play it ourselves, and see how the mechanics feel.
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2012-05-21, 04:47 PM | [Ignore Me] #36 | |||
Major
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Lets take a player like higby or some few onthers in the team and they will not be free kill stationary target The Noobs not mooving target are people who play like thats its not a limitation of the game mechanics its a player limitation And BTW killzone 2 and 3 was a very fast pace game for those who was good at it ! Skills limitation Not game mechanics ones |
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2012-05-21, 05:06 PM | [Ignore Me] #38 | ||
Major
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Hmm, we havn't heard anything about that kind of stuff... I hope we can use flash bangs, allows an awesome squad style breaching and entering a base with flash bangs in every room. I can imagine it now. But then everyone will complain about it in some way or another.
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2012-05-21, 05:09 PM | [Ignore Me] #39 | ||
First Lieutenant
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We have actually, IIRC Higby mentioned different grenades, namedropped atleast emp (jammer), also said about maybe making some of 'em classspecific, like emp being engineer and infiltrator only.
Last edited by captainkapautz; 2012-05-21 at 05:11 PM. |
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2012-05-21, 06:01 PM | [Ignore Me] #41 | ||
Second Lieutenant
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2 other things to take into consideration,
weapon mods being the first. players will be able to increase a weapons rof if the choose to sacrifice accuracy. this being the case you will probably see many light assaults with smgs hip shooting while on the move.this will be a very effective tactic because,,, here the second, when games have cof and recoil based combat the guns cof is effected very little while moving. the skill in shooting while on the move with these features comes from controlling your recoil ,leading your target and compensating for his movements,yours, and bullet drop. once mastered people can rush ftw. but thats if you favor this style of combat. im no point man, and i dont like cqc fights so this wont be for me. but im guessing alot of the ps1 vets will pick up this tactic because it will be the closes thing to ps1 combat. |
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2012-05-21, 07:13 PM | [Ignore Me] #42 | |||
Sergeant
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Consolization of shooters decided walking and chewing gum was too much for your average xbawks gamer. And so here we are today, with people actually discussing the modern shooter like it's anything but a complete joke and using phrases for game mechanics that should be banned from video game forums such as "in real life." Honestly makes my blood boil. People have no frame of reference any more/don't remember what made shooting games fun in the first place. I find them pretty boring now on average. Not competitive at all. |
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2012-05-21, 07:44 PM | [Ignore Me] #43 | ||
Corporal
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I'm no fan of this no movement shooting business, I prefer lots of movement in combat to keep a nice flow going rather than 'stop to shoot one guy, get shot while doing it' which I imagine will happen a lot in an MMO....
Either way I don't think this will stop that gameplay style at all. PS1 awarded people who crouched and didn't move all the time, your CoF would go huge if you moved with certain guns but that stopped no-one from doing it. I don't think changing the system will stop it happening at all, but I think a system built around it would be much more fun. |
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2012-05-21, 07:51 PM | [Ignore Me] #44 | ||
Corporal
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I think it should be a lil faster. You should definately get penalized for moving while shooting. I say a slight accuracy deduction is in order.
Correct me if I'm wrong, but in the videos when the devs and TotalHalibut were sprinting, I didn't see them shooting while sprinting. So I think the this means you can't run fast and shoot at the same time. |
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2012-05-21, 08:15 PM | [Ignore Me] #45 | |||
Private
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Secondly, the games that you used to run and gun in( ie unreal tourney.. One of my favorites.. I have many though ) had weapons that lacked recoil. So with more modern shooters the shooting skill set moves from tracking a target with a lot of z axis movement to controlling you weapon. Both are challenging in their own right, but I personally prefer the newer version, weapons are more visceral an provide better player feedback when fired making them more immersive. It feels more like your firing a weapon rather then having God beams blast out of your forehead. Long story short/comment on thread theme... The changes from lower ttk to what have you don't dumb down games, they simply require different twitch styles and tactical considerations. No recoil jumpy madness vs I wanna be an armc chair soldier.... Both fun / need different approaches. Last edited by Bromaxulon; 2012-05-21 at 08:22 PM. |
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