Initial Gut Feedback


(.FROST.) #181

And I only want to play a “subgenre” FPS, just to make that clear. But I’d be very happy if my inputs would create the outputs I’m expecting. Everything else…,please do whatever you like, I’m with you. But for now, either I’m stuck in “quicksand”, when trying to dodge, or I’m floating across the map like I’m on skates. Trying to cut corners ends more often than not with running at this very corner. And being trapped in a reloading cycle is a step backwards imho, since being able to interrupt animations was one of the big things in BRINK.


(INF3RN0) #182

[QUOTE=zenstar;412570]To a point. Players with better tactics and better team play should always beat a less organised team.
A team game should not be won because there’s some ultra-godly aimbot-skilled pcp-pumped lone wolf on their team. He should be able to carry a couple of slackers maybe, but if he lone wolfs into a 2 man kill-team who are working together they should put him down even if their skills are average.

I like to think of myself as an average player. My k/d is usually about 0.5. Add in assists and my ka/d is about 1. My win/loss is usually around 50/50 (for a well populated game that has been balanced ofc). The one thing that turns me off MP is if a single player in a team game takes and holds the entire other team. Even if he’s getting me another win - the game sucks. The best games are the ones where you win in the last 10 seconds of the match. The games where the teams flip-flop pole position back and forth throughout the game.

If you need to be an elite, godly no-scope sniper to play then say goodbye to a massive chunk of your audience.[/QUOTE]

Sure, but what people like Toka always fail to realize is that the players who are viewed as being “pro-aimers” are just as equally clever and strategical. I rarely see someone with great aim just running head on into a group of enemies and surviving in any game. There’s a lot of thinking involved with higher skilled players, where in their actions are meant to maximize their chances of achieving success. In most 1v1s they tend to prevail simply because the sum of the actions has to output the most damage the fast enough. At a certain point it stops becoming an issue of strategy/smarts and instead one of enabling the disabled/lazy gamer. Quake games were hugely more difficult in the aim department than ET, but I’d use rapha vs strenx as an example of how smarts beat aim. Either way you still have to achieve a level of mastery in both departments to be successful and there’s a ton of discrediting by certain forum parties on the subject of skilled players just being ‘dumb reflex aimers’. It’s simply a naive excuse for self-indulgence, and honestly I find it to be a huge distraction from real issues/discussion.


(tokamak) #183

I don’t doubt that. But that also means that these genius masterminds don’t constantly need to be able to fight and dance themselves out of hairy situations.


(INF3RN0) #184

Their opponents have to be pretty terrible for that to occur. Most times the huge kill streaks are the result of flanks, cleaning up low hp players, advantageous positioning, crossfires, etc. If someone sneaks up behind me they better use it to their advantage, but if they can’t follow up that’s their fault. Less forum game and more real game please.


(.FROST.) #185

Simple fact, very skilled fps players will own in every fps, there’s no way to outwit them. The only thing that will happen is, that when a game is nerfed in that direction such players will leave the game sooner or later(forever) and the not so skilled guys, wich stay with the game, will get the impression, that they are boss, just because they have a compareable high XP and kill count compared to the utter newbs wich stray in occassionally. But really, I can’t imagine a real FPS wizard who would suck at a fps game, only because it’s designed for outwiting; can’t see that.


(gee666) #186

Ok time to throw in my tuppence

Initially confusing, with the hud giving me a vague idea where to go I often ended up running into dead ends or was shot while paying more attention to the map, the feedback on hits was not distinct enough and feel it needs beefed up, after a while i got used to this so perhaps it’s more the unfamiliarity. The weapons feel nice once you get used to the hip fire, though the smg’s are quite powerful.
The maps are nice with a good mix of choke points, versatility and open areas, though the rolling spawn idea is quite disorientating and for some one unfamiliar with the map can lead to you running the wrong way.
miss strafing
Now the good stuff
The one on ones are great, the maps can lead to some nice cat and mouse stuff
The objectives are nicely spaced and the few games i played were close bar 1
the classes i feel are good though the crossover in terms of game play style is perhaps a bit too close
it feels like wolfenstine ET more so than brink (to me)
the movement speed is just about right (again to me)
feel that there is good scope for the game play to evolve

will come back with more once i’ve played more