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2012-06-07, 03:13 AM | [Ignore Me] #1 | ||
Staff Sergeant
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The weight and sound design on many of the classes/weapons feel too light/weak in my opinion. MAX unit animations and weapons come across very weighty and grounded, really enjoy the perspective of the max unit so far through the stream. All the other classes so far really move around their weapons a ton, sound effects are much weaker, and general animations just seem a little too chaotic. I could see a infiltrator being very agile with his weapons and equipment since he's basically in a skin tight outfit. But for a heavy or light assault to be juking and jiving with heavy equipment is a little unbelievable. Jetpack would help for lift but it still is a full size adult coming down, need some momentum to continue through I feel to really sell the device he's wearing.
None of it is final, but it is clear you guys made a effort to make the MAX feel weighty and powerful. I'm just curious why other classes couldn't feel like their carrying 20 to 30 pound weapons + another 50 pounds of power armor. Some pistols seem heavier just through animations and sound design than some of these assault rifles that are being used. I stress that I love the MAX animations and sound design, I assume they went in last based on TBs max videos and completion timeframe. I hate COD in its current form, largely due to the ridiculous animation speeds and just general speed. Watching someone play COD is like watching some real world infantry sped up to such a degree that it is comical rather than believable. No beauty in the actions on screen, they're just filler to notify the player when he is reloading or sprinting. Best example of this is a tr with a drum magazine, he releases the clip like it has the same weight of a standard clip but they just wait for time to pass rather than having the gun get into a position that assists the insertion of a large drum magazine. MAX looks and feels fantastic, get those assault rifles feeling weighty and it will be awesome! Bonus Discussion - Turret Rotation Speed/Responsiveness There are pretty much two schools of thought with turrets, the mouse maintains the same speed/feel as infantry aim. Or you could make the turrets feel like you're interfacing through a x-axis/y-axis that maintains some mechanical limitations on rotation speed/feel. How do you like turrets to feel in your games? |
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2012-06-07, 03:30 AM | [Ignore Me] #4 | ||
Staff Sergeant
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heavy being armor/jetpacks, engineers have a backpack but not really as hectic in the shots I saw. I'm targeting the weapon movements around 14 min into part 1 of day 1 with a light assault player playing the class correctly. Little more weapon movement then I feel would be there with a weapon. I really enjoyed Killzone 2 and 3's animation and weight behind their weapon designs. Less COD, more Killzone for weight and feel.
Last edited by Notser; 2012-06-07 at 03:32 AM. |
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2012-06-07, 04:04 AM | [Ignore Me] #6 | ||
Private
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What I'm curious about is the supposed faction-specific weapon handling that the PC Gamer magazine talked about. The TR weapons do have larger magazines and shoot faster, so that seems correct. I thought NC weapons were supposed to have terrible recoil if not fired in bursts, but that didn't seem to be the case. The NC players were holding down the trigger and emptying the magazine just as much as the TR players, and if anything it seemed like the best strategy for winning a gunfight.
I have no real comment on the VS weapons, as they weren't shown in the stream that much. The PC Gamer chart confused me for the VS anyway, as it said they would have high recoil all around. Seems like laser weapons should produce less recoil, not more. I guess there's always a chance that PC Gamer got it backwards, or just plain had no idea what they were talking about too. |
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2012-06-07, 04:32 AM | [Ignore Me] #8 | |||
First Lieutenant
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