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Post by Pegasus Actual on Apr 26, 2015 14:58:48 GMT -5
Looks pretty derivative of other recent big-name shooters, looks about as alienating to the classic boots-on-the-ground somewhat-realistic-setting COD fans as AW was. The trailer seemed pretty poorly put together... I mean really, "Paint it Black"?
It's not like the trailer can tell you if the game is actually fun or not, so I'll look forward to trying the beta.
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Post by Pegasus Actual on Mar 26, 2015 23:22:25 GMT -5
I personally haven't tried the molotovs, but I've learned to fear them so that implies they're pretty good. I've done mostly frags and just recently started using the gas grenades for Heist and Blood Money. Toss em all over the place, put on a gas mask and go to town. Really good. I've only been hit by a flashbang once the whole time I've played the game. Maybe it's actually decent? I don't know, seems like it could be handy for raiding a vault. I'll have to give it a try. When I got flashed it lasted a while but nobody came to kill me.
Shotguns are just too inconsistent. I don't see the point when I can just spray someone down with a K10 or P90, and still have the ability to kill at some range. What I need out of my shotguns is to know as I pull the trigger whether it's going to yield a kill or not, so I can go and deal with the next guy. And I just don't get that feeling in this game. I still need to get some unlocks though, maybe there's a way to make them work better for me. I'm far from a shotgun expert in general, and certainly not in Battlefield though.
Yeah, M16 is good. ACWR is pretty good as well if you have it from the pre-order or deluxe edition or whatever.
Sniper sidearm machine pistols are pretty good. I get flashbacks of like MW3 swapping to my FMG9 akimbos or MP9.
I'd say in general I have the most trouble being effective with the Enforcer class. I haven't tried the Battle Rifles yet, but they seem to be universally loathed.
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Post by Pegasus Actual on Mar 26, 2015 23:07:22 GMT -5
Is this what you're talking about? imgur.com/CPTyod5I vaguely recall the same guy implying a long time back that BO3 was going full-Titanfall back when AW was announced. My understanding is that he's reasonably credible and does get inside info from COD-folk. But it's all second hand information, so who knows if he's getting bullshitted or not. They'll reveal whatever they've got going in the next couple of months officially I'm sure.
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Post by Pegasus Actual on Mar 25, 2015 17:37:17 GMT -5
How is Titanfall compared to AW? Smoother. > Everything flows just right, the movement feels right, not jerky. Your pilot does exactly what you dream and imagine he should, without having to think about what button to press. > Everything is perfectly balanced, not just weapons but also the Titan vs Pilot vs Grunt love triangle. > Most importantly: the Microsoft Azure dedicated servers make everything just perfect. There is absolutely NO issues of lag whatsoever. I would rate it as the absolute best online multiplayer experience in terms of connection of all time. > The universe seems vast, the maps are a visual spectacle and perfect for the unique gameplay. The downside is there is no real in-game storyline to explain the wonderful universe, you pretty much have to read online about it. And there is very little customization or things to "work towards" and unlock. Having to complete unique challenges to prestige was a nice touch, but once you hit 10th there is very little to "work for", you just play the game for the game - which is great because it's such a fun game. I've heard issues with player population on PC. On Xbox One I have yet to see any such problems, I can find a match in under a minute on any game mode at non-peak times. So if you're on PC, don't expect to play anything but Attrition (which is the best game mode anyways). WTF. CTF is so obviously the star mode of Titanfall. Attrition is a great take on TDM, but all that parkour really shines when you have places you need to go and fast.
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Post by Pegasus Actual on Mar 25, 2015 3:16:02 GMT -5
So, you loved the beta, but it's a shit game. And you picked up the latest COD despite the fact that COD has been doing the unlock progression thing for what... 8.5 years now? Why would you spend 100 hours on a game that's not enjoyable?
As for the business cycle stuff... well, ok. But while you're voting with your wallet, the market which loves stupid unlock progression systems and +100 popping up on the screen anytime you do something remotely competent is also voting with their wallets, but good luck with your go-getter approach to making developers be not so lazy.
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Post by Pegasus Actual on Mar 24, 2015 21:22:29 GMT -5
So you want a variety of weapons so that you can use the same gun at all times on both sides? I don't really get the pricing argument. Titanfall got shit on for being multiplayer only at full price. Ok, so Hardline shows up with single and multi and still gets shit on. Is COD really that much better of a value? AW with exo-whatever co-op that nobody plays, a single-player of about the same length as Hardline, a handful more of (very small) multiplayer maps? Anyway I'm sure Hardline will be progressively more affordable over the coming months, but personally I always hate getting in on a multiplayer game late.
And yeah, the season pass thing sucks, but that's EA for ya. It'll be worth it for me, but then again I anticipate putting 200+ hours into this game easily.
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Post by Pegasus Actual on Mar 24, 2015 18:50:52 GMT -5
No rocket firing apache, no jets, no tanks etc... I've actually been taking the opportunity to really learn helicopters this game. Though if someone on the other team is dedicated, you're not going to have a fun time in the patrol/rogue chopper. If they are busting out stingers (which are pick-up items on the map now, or also available a an upgrade so you can take one out of the trunk of your car).
So, what you get as vehicles... a bunch of cars and bikes with no weapons. Though as I said there is an upgrade for cars where you can put a Stinger or an RPG in the trunk. There's the mobile command center which I guess people can kind of shoot out of, but it's mostly just a mobile spawn point. There's the armored SUV, which is that thing where I sniped the two gunners in my clip. Generally feel way too exposed gunning in that thing, would rather just hop out and not have to deal with the sluggish turret mechanics. Then you got a couple of vehicles in the turret-boat category that I can't really messed with at all. And the Counter-Attack Vehicle, which is an armored vehicle with a turret for both the driver and co-driver that is surely the most powerful ground vehicle. I'm guessing a couple of dudes who know what they're doing can wreck shit in it.
Also, I haven't put a lot of time into it, but Hotwire is a vehicle focused mode where it's basically Conquest, except the control points are vehicles you have to hop into and drive around. So you get crazy car chases, dudes hanging out of windows with grenade launchers, etc... Also the easiest mode in the game to print money. You might want to look up some Hotwire footage on YouTube and see if the gameplay appeals to you more. If you're a transport gunner in that mode you're going to have lots of juicy targets.
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Post by Pegasus Actual on Mar 24, 2015 13:35:02 GMT -5
Is it a game that potentially appeals more to a COD player? Probably. It's definitely faster paced. Does it lose the essence of Battlefield or whatever? Not really, in my opinion. Unless your BF play-style is to spawn in a tank, and play defensively as possible. It's not a good game for BF tank guy at all. If the real question is, "Will I have to run for 40 seconds to find something to do", iw5000, then I'd say no, unless you're playing Conquest on one of the handful of large maps and have absolutely no clue what you're doing. If you do get forced to spawn in your team's spawn on a large map, there's always a plethora of fast cars/bikes you can take to get back into the action anyway. Game modes like Heist and Blood Money do a great job of focusing the battle around the objective. My highlights from the first week:
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Post by Pegasus Actual on Mar 23, 2015 18:27:15 GMT -5
Unlike kb+m the look mechanics aren't consistent across games at all which makes it frustrating to go between them. I use a XIM so I can customize my aim mechanics to suit me, but when I do use a controller I think both BF and COD are pretty lacking. Titanfall feels pretty good for the most part, and it has a configurable dead zone, which is huge. But really these games should be much more configurable.
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Post by Pegasus Actual on Mar 23, 2015 14:22:54 GMT -5
If you are looking for a similar but better FPS experience than AW, look no further than... TitanfallIt is safe to say that CoD fans are more likely to enjoy Titanfall than BF, well, at least IMHO. Just the dedicated servers alone can remove a lot of frustrations you have when playing other FPS MP. Titanfall definitely is the successor to COD to some extent on a pure gameplay level. But if you like to play at a slower/more defensive pace in COD, if you're into the real-life gun porn aspect of these games, if you are into endless challenges and customization Battlefield might be more up your alley. There's so much shit to unlock and do in Hardline (which I imagine is itself less than what's in BF4) that it's overwhelming. I'm nearing the 30 hour mark for BFH Hardline, and by that point in a game I just want to have everything unlocked and available to use. The COD style repeated prestige grind isn't so bad since I figure out what the good low-level stuff is while I run that treadmill. But man, saving up 90,000 in Hardline-Dollars to unlock a gun for the helicopter, only to find out it's kind of crap anyway... Having to do unlock requirements in addition to coming up with the cash to unlock everything gives me flashbacks to Blops in a bad way. And ugh, the boosts, the stupid boosts. Now I have to enable boosts per class? For the love of god tell me there's an option to auto-boost somewhere! But anyway, there's lots of that shit in BF these days, if you're into that sort of thing.
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Post by Pegasus Actual on Mar 21, 2015 15:56:16 GMT -5
Right, and I do understand that now that I've explored a few areas like Reddit and Symthic. But I like games, and I like trying to break them down, so I'm cutting it a lot of slack and making the commitment to try a few other modes to see where the strengths are. One of the issues I have with the above is that if the majority of players you're trying to woo are TDM guys through and through, why wouldn't DICE/Visceral/Whoever do some basic market research and try to actually develop a better gamemode that addresses what are apparently obvious and uncontestable complaints? What makes you think they didn't do market research? Why do you think your complaints represent the market at large? The most consistently popular maps in these games are ridiculous fu ckfests like Nuketown, Hijacked, Operation Locker, and Operation Metro. 64 players in a small cordoned off chunk of a map sounds like the result of market research to me.
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Post by Pegasus Actual on Mar 20, 2015 17:00:32 GMT -5
The single player isn't doing much for me, but I only played the prologue and first episode. Way too much sitting around waiting for in game 'interactive' cut-scenes to stop, way too little gunning down baddies. But if you want more of a stealth game, maybe it's your thing.
As for the recent controversies about police and deadly force, I think it's a pretty silly thing to worry about in the context of a video game. Especially if you play games where you end up on the russian team and gleefully gun down US service members. It's cops and robbers for christ's sake. Just shoot people, it's not real life.
I agree that buildings can be tough to clear, and it's hard to see people. But that doesn't seem new to BF to me, the nature of the spawn system means one person can flank you and conjure an entire squad out of thin air.
As for weapon balance, meh, I think a dominant close range SMG is a good idea. Tough break to you if you want to win CQB with an AR. Shotguns feel nerfed since the beta to me, to where they're useless though.
This game is no Titanfall, but surely it's a better time than Advanced Warfare.
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Post by Pegasus Actual on Mar 20, 2015 0:08:01 GMT -5
Come on, a whole new Battlefield game dropped. What, no discussion? Am I going to have to make a Symthic account or something?
Anyway, I'm mostly liking it. Trying to learn choppers better than I have in previous games. It's been a tough process so far.
Heist is lots of fun. Conquest is kinda meh. I'm enjoying the no respawn modes.
Sharing PS4 stuff is a little more tedious than Xbox One, but here's a couple of clips.
A round of Rescue, clearly I have a future in professional CSGO with my epic skills:
YOLO final spawn in a round of Heist:
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Post by Pegasus Actual on Mar 15, 2015 20:55:01 GMT -5
Had some tennis obligations earlier. Haven't really seen wittyscorpion around though... edit: Also you're on EDT now, Dumien... wtf bro. Think of my poor brain next time.
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Post by Pegasus Actual on Mar 13, 2015 2:15:26 GMT -5
I have a funny feeling I can probably make time for a little Titanfall Sunday...
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Post by Pegasus Actual on Mar 13, 2015 2:13:40 GMT -5
I liked MW Spec Ops more than Zombies. Please point me to Spec Ops remastered change.org petition please. I would like to see if me and my like-minded brothers could break ten signatures. I'm leaning towards no.
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Post by Pegasus Actual on Mar 12, 2015 16:09:43 GMT -5
Nice, I don't know if the sorta confirmation is really new, but I guess it's pretty unambiguous. Good to hear it's their main focus. There are a couple of interesting nuggets in there though. Like how non-committal he Zampella is about a proper single-player mode. Even though I didn't hate the campaign mode for what it is... I don't think I could find a single person who would say "God damn, I can't wait for a sequel multiplayer campaign! I just hope that Graves can live up to the leadership that James MacAllan displayed!"
And the thing about maps, oh thank god! I figured they finally get it after making the map packs free for the original, but I think free maps from the get-go is really going to help.
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Post by Pegasus Actual on Mar 11, 2015 12:37:58 GMT -5
Should be free on Origin now as well. wittyscorpion maybe if you try the individual map pack you are missing?
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Post by Pegasus Actual on Mar 10, 2015 22:21:25 GMT -5
Presumably because one year anniversary of launch tomorrow? Apparently they're not free on Origin yet (unclear if they will be). Anyway, get em now, these maps are not bad at all, no sir. XBO: Season Pass360 Individual Packs: ExpeditionFrontier's EdgeIMC Rising
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Post by Pegasus Actual on Mar 10, 2015 1:52:53 GMT -5
How did you make it to March 2015 without hearing about Star Citizen? lol
Anyway, yeah, backed it for 80 bucks in June 2013. It's pretty much the game 13 year-old me always dreamed about. It still has the potential to flame out and be a disaster of course, but either way I'm happy that it's happening. It also seems to be part of a greater space sim resurgence which is great.
As for Arena Commander, I've only loaded it up a couple of times, including today but I was disappointed to find out that it doesn't support the TrackIR I just picked up natively yet. So back to DCS World and Titanfall for me for now.
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Post by Pegasus Actual on Feb 27, 2015 15:13:19 GMT -5
Gunning down civilians in that airport is so fun, because they don't nade spam, even on Veteran!
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Post by Pegasus Actual on Feb 26, 2015 1:05:58 GMT -5
Yeah, but then if anything changes, you're screwed.. Safest thing to do is just bundle cables and hide them, which anyone can do. Ehh, not anyone. It's not like I haven't tried.
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Post by Pegasus Actual on Feb 25, 2015 20:49:47 GMT -5
Yeah, but with XIM + Mixamp, you don't win at cable management, but you win at life! My setup is kind of like that but worse. More screens, more consoles, more controllers. I'd seriously pay $500 to someone who could cleanly wire my computer desk and living room TV stuff.
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Post by Pegasus Actual on Feb 25, 2015 12:36:42 GMT -5
Well then, I'm not too hard to find, though I might not be on much before the weekend. We need to get back to pinballing some fools.
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Post by Pegasus Actual on Feb 24, 2015 17:57:00 GMT -5
Still my most-played game. Hopefully the sequel has enough trinkets for people to grind to keep them around while I wallrun circles around them.
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Post by Pegasus Actual on Feb 24, 2015 0:06:33 GMT -5
Well, you were the one concerned about breaking other stuff by screwing with the simulation rate. If you only do it for calculating weapons time (which I suppose is easy), you really couldn't break timers or whatever and you'd get the more accurate results as you ramp up the simulation rate, and yes, it's only maybe a few dozen operation per simulation cycle. But the limit of your accuracy in that case is basically the same as what you'd get simply by tracking how much you went past firetime when you fire the weapon. And that's even less CPU, and cleaner to implement.
I think people are just thinking about the problem in a slightly incorrect way. The problem is not that the fire times are tied to the frame rate. They're really tied to the simulation time, which I guess in this case is directly tied to the frame time, but if you decouple simulation from frame the problem is still there. The real problem is essentially a rounding problem due to dropping the remainder. Respecting the remainder is 'perfect' in the sense that you get the most accurate fire rate possible at any given frame rate, though fire rate will jitter a little bit. Presumably that's the desired behavior. The current COD solution is 'perfect' in that it gives you a constant fire-rate at a constant frame rate.
I don't know, do other games have this problem? It's not something I really notice in game unless I'm aware and/or looking for it. I assume if something like Battlefield gets it right, and maybe I'm going out on a limb here, but they're probably doing more or less doing what I suggested whether their game logic runs in sync with the frame rate or not.
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Post by Pegasus Actual on Feb 23, 2015 23:13:17 GMT -5
^Yeah, Titanfall is the best, but it does suffer a bit from them reimplementing the same bad ideas that they did in the COD engine. or you know maybe it is possible to fix and its just hard and stupid gafferongames.com/game-physics/fix-your-timestep/it would mean fu ck all with respect to responsiveness. it would be messing with the code for how often the gun fires. they wouldnt be rewriting their whole physics engine for it. I think that if theyre even willing to fix it at this point, the main thing stopping them is the possiblity of screwing up some other random important shit by messing with timesteps. When marvel changed the server packets/sec in cod4, it screwed up some timers. Cod's changed hands and dev teams enough that i cant imagine it being an easy task to actually trudge through and check everything that it may or may not affect. I'm not sure what you're suggesting there, at best implementing some of the suggestions there just ties the fire rate jankiness to an arbitrary simulation rate. Sure the higher you crank the rate the more accurate (but hardly perfect) results, but if fire rates are really the only bug you're after, it's not a remotely sensible solution to waste all that CPU. The alternating fire rates thing is a good idea since it relies on a mechanic already demonstrated to work. Instead of changing firetime after say 3 shots, just flip it with each shot (and probably reset it with the first shot). But that's a little janky, you need two firetimes for each current firetime. It's still not immediately clear what firetimes work well to whoever is balancing the game. But really, I think a simpler solution works just fine. Every time you fire save how much time you went past the firetime and apply it to the next firetime (up to say 1 firetime, or maybe 0.5 firetimes, you don't want the engine choking for a second or two and then spit out shots at e.g. 3600rpm@60fps until it catches up). That should make any changes to firetime as meaningful as they should be at typical COD framerates. I don't think it's much of a technical challenge to fix, I think it's a combination of only a very small subset of the die-hard cod community even knowing the problem exists, the game designers being unaware enough or uncaring enough to push for a fix from their coders, who didn't even write that bit of code and don't care at all unless someone tells them they have a bug that needs fixing.
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Post by Pegasus Actual on Feb 19, 2015 8:30:36 GMT -5
Hmm, BO2 DLC maps...
Downhill - Love it Hydro - Mildly hate Mirage - Mildly hate Grind - Love it
Encore - It's ok Magma - Kill it with fire! Crap, it's made out of fire.. uhh.. kill it with ice. Studio - Pretty good Vertigo - It's ok
Cove - Pretty good Detour - Kinda sucks Rush - Love it Uplink - Sucks
Pod - Kinda sucks Takeoff - Kinda sucks Frost - It's ok Dig - Kinda sucks
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Post by Pegasus Actual on Feb 17, 2015 16:42:05 GMT -5
I've spawned on top of people in FFA.. and I mean, we both had the same spawn at the same time. That's why pro players don't spawn at the start of the game, they spawn 2 seconds into the game #gitgud
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Post by Pegasus Actual on Feb 16, 2015 21:29:26 GMT -5
For the Reflex Blade, replace it with a shove, you panic shove a guy and it knocks him into sort of a final stand animation, both players get a weapon lowered type of penalty, the guy that got shoved is locked into hipefire only and unable to get up for a second or two. As for the re-raise, say if both players have SMGs the shoving player should be ready ever so slightly faster, or maybe just have the shoved player lose 20 percent health or something. If say a guy with an LMG does the shoving, his weapon will re-ready later than an SMG shovee and he's likely to lose the fight despite having gotten the shove in. Either player can achieve a near-instant swap to a pistol sidearm, encouraging more players sinking a point into them. Laggy autoaim and pure reflex would thus be replaced by a little pistol gunskill minigame. Maybe have a pistol attachment (some kind of sick-ass holster?) that makes the swap faster and automatic in shove situations.
If you shove a guy next to a ledge maybe you get some bonus damage based on height, up to an outright kill if they fall a story (in a more traditional non-jump jet sort of COD that is). If you shove a guy from behind that knocks him prone and gives you an execution animation. They have no recourse but a teammate can interrupt the animation by shooting the shover dead before it completes. If you shove someone from behind that's peaking a window or something you get a fast head-smash execution animation that can't be canceled.
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