Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Like the drink, Only not spelled the same
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
|
Thread Tools | Search this Thread | Display Modes |
2011-08-01, 05:39 AM | [Ignore Me] #31 | ||
Captain
|
I kinda went into this on another thread, but..
Anyone have dev answers on Cone of Fire mechanics? I am hopeing that CoF is confirmed out of the game. PS1 CoF was irritating.. to put it politely. I can easily understand the use of randomized trajectories that a CoF system would use if a person was firing from the hip. Although if they are scoped or using the iron sights it would be logical that the person's movement would slow down to a walk, but the bullets should still go where the crosshairs/sights are pointing. Weapon sway for movement and weapon 'jumping' for recoil are just as skill demanding as a Cone of Fire. What is more important though is that Sway and Recoil are not or at least far less random. Last edited by Kran De Loy; 2011-08-01 at 05:40 AM. |
||
|
2011-08-01, 09:30 AM | [Ignore Me] #34 | |||||
Sergeant
|
They could have fixed it by making dodging cost stamina or side movement being slower than normal forward movement. Discourage people from using side way / strafing motion because it comes with a disadvantage would have been the way to reduce it from being exploited. Dodging in front of countless of itchy trigger fingered allies at your back is yet another good reason to make dodging less popular. The countless amount of times I've seen and shot at my allies as the jumped/dodged in to my/the line of fire. I can only hope that PS2 will deal correctly with these problems and that they are found and reported during beta. |
|||||
|
2011-08-01, 10:00 AM | [Ignore Me] #35 | |||
Major General
|
..... |
|||
|
2011-08-01, 10:35 AM | [Ignore Me] #36 | |||
Contributor Major
|
|
|||
|
2011-08-01, 12:21 PM | [Ignore Me] #38 | ||
Registered User
|
Moving is one, the a+d statement is another. Hitting someone inside a wall/staircase/box/roof is sort of hard. Currently I feel someone with better mechanics (read: better at warping but with mediocre aim) is rewarded more then someone with a good aim.
|
||
|
2011-08-01, 12:30 PM | [Ignore Me] #39 | |||
Staff Sergeant
|
Not to mention its just a logical fallacy to begin with to even tacitly infer that sci-fi oriented games can somehow have fun realism... Last edited by Sovereign; 2011-08-01 at 12:31 PM. |
|||
|
2011-08-01, 12:47 PM | [Ignore Me] #40 | |||
Private
|
|
|||
|
2011-08-01, 01:42 PM | [Ignore Me] #41 | |||
First Lieutenant
|
If you have nothing important to say, shut up in the future rather then trying to be clever when you aren't. Just saying. Last edited by Effective; 2011-08-01 at 01:46 PM. |
|||
|
2011-08-01, 02:01 PM | [Ignore Me] #43 | ||
First Lieutenant
|
It is slightly irritating that people are trying to come up with overly creative yet unnecessary solutions to a problem that very likely won't exist in PS2.
If I remember reading correctly, with the hybrid client/server side model, all in-game physics (like movement), will be handled by the server? Can't be 100% sure, but I think that pretty much handles any ridiculous warping issues. People should stop trying to turn this into an ultra realistic shooter that no one will play because it won't be fun. Last edited by Effective; 2011-08-01 at 02:04 PM. |
||
|
2011-08-01, 02:13 PM | [Ignore Me] #44 | |||
Contributor Major
|
|
|||
|
|
Bookmarks |
|
|