Debriefing > Impressions & Feedback
So far what I think and what needs to be touched on
Entropy-Soldier:
As VC said, it's about knowing how effective each weapon is depending on circumstance and using it properly in that circumstance. It takes me only a 3-5 seconds to kill an unarmored player with weapons like the PP7 because i make sure to hit the head rather than just dumping a bucket of bullets all over them. With stronger weapons like the AR33 and P90, you can just spam head level and win every time; with most you need to be on target.
Our weapon selection is varied enough without it being intrusive. Perfect dark, for instance, had a lot of weapons no-one(or often just one person) wanted to use because of how gimmicky they managed to be. Sure, it's interesting to have a game with mostly farsights...but the weapon is pretty much avoided because of how annoying it is to be killed by someone sitting on the facility toilet when you're in the lab hallway. Sure, some weapons are essentially upgraded versions of other weapons, but it allows for variety and set balance. GE:S does not allow players to choose their loadout or even start with a powerful weapon in most cases; if all of the weapons were equal in power there wouldn't be much incentive to seek a better out after spawning.
Flash2011:
I just played another couple of games and I can't get over how I feel about the aiming.
The aiming bothers me because I feel that it's fairly inaccurate when zoomed in. I also hate that since you can quick reload that at most times it's just easier to unload your gun on someone and just keep reloading.
An example of this was that I was about 2 feet from someone with a Klobb aimed on their head and it took me like 5 seconds to kill him.
P.S. Moonraker is bull, 1 shot headshots. People were using that gun and it was just wrecking everyone. Shotguns feel really weak, the auto-shotgun doesn't seem all that auto when compared to the regular shotgun.
Have you guys toyed with the idea of a radar that doesn't always show where players are?
Proxie:
The Klobb is known for its horrible accuracy so it will miss the target in close combat, better off switching to the Hunting Knife honestly. The shotguns will shred you up close.
killermonkey:
I want to play with you. Killermonkey1313
coolDisguise:
--- Quote from: Flash2011 on July 26, 2011, 05:05:49 pm ---P.S. Moonraker is bull, 1 shot headshots. People were using that gun and it was just wrecking everyone. Shotguns feel really weak, the auto-shotgun doesn't seem all that auto when compared to the regular shotgun.
Have you guys toyed with the idea of a radar that doesn't always show where players are?
--- End quote ---
Well, I think youd say that about Quake III's railgun as well, but it is balanced. Unfortunately it isn't as powerful as before. ;-)
Concerning shotguns: they both can deal some good damage, but it's rather for close quarters, but that's just how shotguns are by definition.
The radar thing is a server setting. You can set it to: disable radar, show only team, show all. Yet it's a strategic element when it's enabled. You see from where people move to you and you can nade-shot them coming around a corner if you time it right.
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