Ironic Pirate said:
Yes, Uncharted doesn't have perfect controls. However, what you proposed turns them from "Near Perfect" to "Absolutely Horrible". And for every single point you've made in this debate, you used MGO as your example. "Well, it works in MGO, so clearly it should work in every game". You seem to want Uncharted to be MGO with jumping, except that that rather blatantly isn't anything like Uncharted.
If the grenade explodes before it's supposed to, that means they cooked it. The entire time they were cooking it was time they were vulnerable and you could be shooting them. Also, by that logic, sneaking up on people should be banned, because there was no way they could of avoided it and it wasn't their fault for dying.
I really don't understand your argument. Grenades in Uncharted have a small blast radius, and low damage. You don't start with very many. They glow and beep when thrown, and if the person takes the time to aim then they're vulnerable. You have a roll button, which rolls you outside the blast radius with ease. Unless they actually gave you health there could not be a way to have a shittier grenade, and yet it's necessary to butcher the control scheme to nerf them?
I use MGO as an example because it does so many things right, and it does do things wrong as well like leveling skills is poorly done and the netcode is bad. MGO has deep player customization options that barely any shooters have. Brink focused on player customization and you can't even play as a female, in MGO you can and MGO did that 3 years ago. Player customization doesn't effect gameplay, and it's something most shooters should have. The SOP system in MGO where teammates can link up and share skills while being able to see exactly where all your teammates are is a great way to encourage and allow for teamwork. No other game has "borrowed" that mechanic like how every game borrowed perks from COD. MGO has a mode called Survival where you join or create a team and battle other teams in various game modes and maps on DEDICATED SERVERS during select times so you can battle the top teams in the community without having to go to a place like GameBattles and set up a match. Survival would be a mode that would be great in any online competitive game (shooter or non-shooter) and it doesn't change up gameplay in anyway. Also, without dedicated servers, no match in any game is fair as you always have a player (the player host) playing with a 0 ping, that's incredibly unfair to all the other players.
I said in a few posts earlier that a weapon cycle system probably wouldn't work if the shooter had more than 3 weapons to switch to. So, in shooters where you don't have the normal primary, secondary, and grenade setup, weapon cycling would be a bad idea so just because it works in MGO doesn't mean it works with every game. I just think you never played a game with a good weapon cycle system (MGO and MAG do) or you just never gave it enough time to get used to it. Some things just take some time to get used to. The 1st time I played a FPS on a dual stick controller, I hated it, it's not that the controls were bad, I just wasn't used to them. MGO and Uncharted play extremely differently and slightly changing the control scheme doesn't make them the same game. I'm not demanding that Uncharted add in the ability to put enemies to sleep, make headshots one-hit kills, and a lot of other things that are in MGO because those are the things that make MGO MGO. Another thing I think almost all online games should have is a lobby/room system instead of just matchmaking (which I hate); a lobby/room system doesn't change gameplay in anyway. MGO has both game rooms and matchmaking, why can't other games?
I should be able to switch to my secondary as I'm moving. Having triangle alone change from primary to secondary and vice verse would accomplish that and so would using a weapon cycle system. They both accomplish the same thing, and I bet you'd be fine with triangle switching your primary and secondary.
I don't think you can cook grenades in Uncharted. If you can, then I take back my complaint.
You don't need to take time and aim grenades in Uncharted; you either position the camera correctly and tap L2 or you throw a grenade while aiming with a gun (which shouldn't be allowed in an online multiplayer environment). I'm not trying to nerf the grenade, you just shouldn't be able to throw a nade as you are losing a gunfight or while aiming a gun. I think the grenade blast radius is too small (it is really small) and needs a bit of an increase. I, myself, get too many cheap grenade kills as I am about to die.
SovietPanda said:
2)What game mechanics are you suggesting we create to utilise this now freed up shoulder button, i'll gladly cycle to my grenades in every game if L1 is a jetpack in every game.
3)isnt your point about having a no win in a gunfight redundant because each firefight is only a 5 second part of the match... noone wins till the timers up, if you get a kill and die at the same time thats fair, you overcommitted you died but atleast you took the other sucker out too
EDIT: on a serious note maybe you should have a look at brink... 1button grenade toss and unlimited supply however there is a significant cooldown period so yea you can toss one out in a pinch but you better not want to do it again too soon. Also i know the regening health side of this argument has been dropped but brink also gets that right in my opinion an reading this thread just the way you want it, regen only fills the main bar, however class upgrades, medic buffs and health command posts owned by your team can add extra segments you get shot almost to death and duck for cover and you heal but say goodbye to your extra health
2) I'm not a game designer or developer, obviously, so coming up with new game mechanics isn't something I'm good at. Even game developers aren't that good are coming up with new cool mechanics IMO as not many new games excite me because of the lack of new mechanics. In MGO, you can aim in 1st-person mode and lean left and right to avoid bullets and correct your aim. FPS leaning is something every FPS should have but none of them do. You can grab enemies in MGO to put them to sleep, scan them (and expose their whole team), use them as a shield, plant C4 on them, etc. I think adding close-quarters combat to more shooters would be a good idea. It's just simple logic that if you have more buttons available, you can allow the player more actions in-game.
3) If you are in a gunfight and you realize you are losing and going to die, you shouldn't be able to chuck a nade at the player at the last second and get the kill; either the health shouldn't be so great to enable that or you shouldn't be able to throw a nade as you are shooting (Uncharted has both of those traits). If two people see each other and one decides to nade while the other decides to shoot, that's fine. You shouldn't be able to do both.
Brink looks interesting to me but I'm still playing MGO weekly and I would also like to get into MAG. I read that nades are one-hit kills in Brink, which I think is a great thing. I say give players more nades while making them not kill in one-hit, it does work great in MGO. Of course, that wouldn't work in a realistic shooter but I see reason why nades need to kill in one-hit in non-realistic shooters, they still would preform the same function.