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GUERILLA

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Everything posted by GUERILLA

  1. you have to use your imagination more than that movement is applied differently in "shooter" combat but the depth of control is still superior with a button and endpoint cover system Cover snapping is a learned skill and has been screwed up a lot because of limited camera Traverse and limited control schemes once they learn to not stop any of your controls while you're snapped into cover it will be perfect remember some of the coolest features we've ever experienced in video gaming were largely accidental in nature Splinter cell proved that a cover system is extraordinary useful and in stealth, ghost recon proved it was extraordinary important in stealth/shooters and gears proved it was extraordinary important in Straight Shooters One of the best features of a run system based on a button is the ability to pulse your runs like a football player it would be possible to duplicate this on the stick but you would only run while it was depressed and then stop running when it was released this is possible but it takes away from your movement ability too much because now you're pressing downward so feathering the stick is difficult or impossible Give me the ghost recon FS character or a gears characters especially and i could run rings the around assassins creed guy Literally I spent the vast majority of my gaming time playing the ghost recon series exclusively and its extraordinary apparent when you go from future Soldier to Wildlands and break point as your characters tactical maneuverability is RADICALLY less versatile Putting run on the stick gives you far less control depth than the separate button ESPECIALLY with the endpoint marker/buttons system Its an abandoned control scheme that WAS the pinnacle of character control Video game developers FAIL
  2. Yeah, mechanized combat is different but thin kind of control a separate run button independent of the stick provides is a control scheme that just cant be duplicated One can effectively use the run function as a "glance" in addition to simply running and by "pulsing" your dashes you create a much more realistic type of evasion Holding a button down to sprint and releasing it to slow is simply far more interactive than a stick click that gives you a generic dash where you cant stop and start for crap A cardio gauge is something that would really add to the realism The camera tightening and shake is also a very immersive and realistic depiction
  3. one of the most critical aspects of combat is what the Japanese call "KUZUSHI" Its CRITICAL in all non mechanical (no gun) combat IE close quarters KUZUSHI literally means the unbalacning of your opponent this can take many forms... 1 shoves (like Spartan kick and football block/shoulder thrust) 2 trips 3 lifting (slams) 4 tilts .... (tipping an opponant @ their COG) 5 towing... (draging or pulling) This is a terribly underutilized combat mechanic in videogame history the original game that mastered this principle was Street Fighter 2 in that it allows you to intersperse grappling and striking techniques seamlessly The K1 kickboxing series of video games also had a version of this and frankly executed even better yet lacked the dramatic slams and throws unfortunately what a shame they never made a muay thai game with stadium style slam counters!!! The only problem in most of the OG fighters was the mysterious knockdown trope that broke rhythm that was otherwise well represented That weird system where an opponent would be knocked flat on their back and only be available for a single "free hit" before they sprang to their feet seemingly unaffected by their momentary comatose state That and the "air juggle" should have been put down quick but the game mechanic was literally awesome and people loved it... they could have just done that with a character on their feet too wobbled to stop the combo Its the secondary attack mechanic of the grapple / throw (KUZUSHI) that makes it such an important aspect to add in your fighting mechanics I hope in the future video game designers get better at interspersing KUZUSHI into the contest It is a uniquely useful and very Dynamic type of attack that changes the typical video game fighting contest and maintains a more realistic game rythm especially in your hand-to-hand Fighters but it should be included in literally every game including shooters Spartan kicking or hockey sticking your opponent and then taking aim after they go flying backwards would be a extremely popular and very realistic aspect of Close Quarters combat The generic melee attack is just too much of a trope Give us more options and secondary attacks that utilize throws, trips, slams, tows and lifts and especially shoves They all have diff applications
  4. I'm real excited about Ghost of tsushima but I'm concerned about the control being too herky-jerky...too RPG... ESPECIALLY the apparent lack of a cover swap system slaved to a button but solely Reliant on the "stickclick" (R3) a much less "versatile" system! the greatest control of a 3rd person character was already achieved in history but for some crazy reason I'll never understand they seem to have abandoned this system Ghost recon future soldier's competitive multiplayer is literally a masterpiece of character control The way you can run into cover and bounced around corners is simply phenomenal...the series had experimented with sliding and rolling into prone systems that are literally at their Pinnacle in this title but the biggest breakthrough they made was the use of the Run button..NOT A STICK!!!! There's a phenomenal technique you could use 2 Sprint while looking laterally you had to pick a cover swap endpoint just beyond your Target and just as you ran for that endpoint you would switch your left thumb over to your look stick and aim your weapon just as you breached their cover...AWESOME!!!! just like a tactical flanking assault..."cutting the pie" This system has not been duplicated or replicated as far as I know Gears of War had a good version Splinter Cell did it well .... but without a doubt the absolute Pinnacle of character control was experienced in Ghost Recon Future Soldier competitive multiplayer The only thing worse than a r3 run is freaking "autopan" or "mandatory camera assist" That super annoying garbage where your look is automatically adjusted to your direction of movement so you have to constantly feather the look stick to fight the camera in order to keep an eye on your target a la GTA UBI... you have a masterpiece in GRFS Its a gears ape but even better because of the cover swap and prone slide/roll AN ABONDENED MASTERPIECE !!!! I admit Im kinda behind the times Gears GRFS spec ops the line was almost there who else used this awesome system?
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