Its not, because some people would be that good without it. Its a classic case of dumbing down. We dont think you can cope so we will cope for you. It demotes the idea of being good. Also, auto aim isnt for snipersrsvp42 said:I apologize in advance if this has been addressed already, but why is there so much contempt for these shooter game mechanics?
Auto-aim: Basically it adds a little extra precision to console FPSs, right? Because the all-superior mouse and keyboard aren't the standard control scheme for a console? So what's the problem? Sure, if it's magnetizing everyone's reticles into instant headshots, there's a problem, but the latest instance of it for me has been Halo: Reach and I'm not really any better at headshots because of it. Controllers lack precision in some ways. Also EVERYONE has it, so it's a level playing field. A wash.
Because its always dont the same way, and its wasnt that inventive the first time? Look I have this MASSIVE gun that can level a small city MWAHAHA.....Damn he hide behind a wall!Cover systems: It's a pretty logical type of mechanic, correct? We would take cover where we could, blind fire, all those things. I agree that if it turns every fight into a long-range game of whack-a-mole or you have an overly magnetic back it's bad, but a "cover system" isn't the problem, it's the way it's implemented. Obviously, this is more of a TPS mechanic, but I still see a lot of commentary on it.
Health regen remove the risk of playing. Its makes it MUCH easier. Oh no my frontal assault has failed, you know what Ill do, Ill hide behind a wall for 3 seconds and its like it never happenedHealth regeneration: Also, shield regeneration. Ultimately, how a game balances the difficulty of making a kill is a choice of the designers. What matters is balance. Health regeneration is only a problem if it makes getting kills unreasonably hard when weighed against the other demands of the game. I like it. It means that finding cover can be a viable way to survive a fight and puts emphasis on efficient attacks. Especially good for a game with special weapons to grab. Then again, another game with quicker deaths and faster respawns can be fun too (TF2?). It's all about how it works for the game.
Feel free to add your own gripes about shooter game mechanics, defend those that come under fire, or ignore the entire post if this has been done to death.
I find that hard to believe considering that a large amount of enemies (Scions, Harbinger, YMIR Mechs, Praetorians, FENRIS Mechs, every biotic, Varren, Krogan, Husks, Geth Hunters and numerous bosses) either knock you out of cover constantly or flank/fly over your cover, or both. Actually on Insanity it feels like the only group of mooks that don't flank around you are The Collectors. Also, some enemies do have health/shield regeneration and can even bring it back faster than you can without the right abilities.Atmos Duality said:Mass Effect 2 directly demonstrates this; I was able to clear it on the highest difficulty without a hitch.
This is right on. I really should have said "aim assist" in the first post, but alas. The problem with a controller when it comes to aiming is that the sensitivity needed to make a decent turn isn't suited for making small adjustments. Any system that gets around that is a good thing. So yes, in Halo: Reach, when your reticle is on an enemy, the look sensitivity goes down a bit to make aiming a little easier. I think Bioshock did something similar, where look sensitivity was different for making a turn than it was for aiming within a current field of view.DazBurger said:I like the Halo version of Auto-aim... Or in its case, Aim-assist.
It lowers your sensitivity a bit when aiming at someone, making it easier to make a accurate shot.
I just don't agree with that. Yes, a keyboard and mouse offers a certain kind of precision that can be great for FPSs, but the controller is a simpler, more ergonomic input method for sitting on a couch. It also doesn't require extensive key-mapping to be optimized. Two people playing Xbox have the exact same control setup at their disposal, while PCs encourage more customization, but ultimately a greater imbalance I would think. Each has its virtues, but that still doesn't solve the problem of how to improve the console FPS experience with a controller. Effective aim assist is a great way to do that.Glademaster said:Auto aim is complete and utter shit. It is basically trying to cover up a flaw in the system. The fact that auto aim even exists or needs to exist proves the point that consoles should include keyboard and mouse support. You're actually giving people a watered down aimbot hack and that is all it is.
The only enemy out of that lot that consistently gave me trouble was Geth Prime, and only because of his endlessly respawning floating drones that could break your cover.Fire Daemon said:I find that hard to believe considering that a large amount of enemies (Scions, Harbinger, YMIR Mechs, Praetorians, FENRIS Mechs, every biotic, Varren, Krogan, Husks, Geth Hunters and numerous bosses) either knock you out of cover constantly or flank/fly over your cover, or both. Actually on Insanity it feels like the only group of mooks that don't flank around you are The Collectors. Also, some enemies do have health/shield regeneration and can even bring it back faster than you can without the right abilities.
It's true that a large amount of ME2 is spent hiding behind cover and regenerating, but there are also plenty of opportunities on Insanity difficulty for this to not be enough to survive.
I never played it on Casual so I didn't know that there was health regen on that difficulty. Also, as far as the regen armour mods go, it was a choice between that, more shields, more health, damage resistance and others so I had the option to throw health regen out the window (which I did). Also, I never played as a Soldier and whether or not your team mates regen health is besides the point. The fact of the matter is, you could pretty much choose to have health regen and if you ignore it entirely, Mass Effect 1 has one of the best health systems I can think of.Altorin said:If you were shit, then you'd play on Casual where health DOES regen.Chech said:I think that aim-assists is vital in any console FPS. It makes up for a lack of precision of the controller as for Halo: Reach, I have noticed very little impact from aim-assist on the multilayer game. Also, correct me if I'm wrong here, but I don't believe that the sniper or beam rifles have aim-assist (if they do, it is not as predominant). I personally think that the guys at Bungie have made the aim assist in Halo: Reach spot on. Just enough to give you a helping hand but not enough to allow any ham handed troll to get a head shot with a DMR half way across the map.
As for cover systems.... Well, in GOW, it got tiresome very quickly. Rainbow Six: Vegas 1 + 2 however; the system in that was very good because I found that you never spent too long in monotonous whack a mole fights and that it was far more intense than games such as GOW. Same goes for Mass Effect 1 + 2. There are more plenty more gunfights in the second game but they never felt too repetitive. It was only on my 3rd play-through on Insanity that I started to get bored but that was only because the fights dragged on so long and I spent 3/4 of my time waiting for regen....
Now, health regen is something that really grates me. I have no issue with shield regen as in Mass Effect 1 or Halo: Reach. That being said, what does annoy me about the shield in Reach is that it accounts for about 4/5 of your health. However... I think that in multilayer, this works perfectly well. Now, as for Mass Effect 1, they got the balance between health and shield just right. Your shield recharged, your health didn't. It meant that you had to plan ahead and that you couldn't go wasting medi-gel willy nilly and it also meant that if you were shit, you would die a hell of a lot more often. That is way it's suppose to be.
and between medical armor mods (basically the best mods in the end game) and soldier/shock trooper/krogan battlemaster talents, there was plenty of health regen to go around.
I can see how medkits or similar items would be good in single player, but health regen rarely means that "no one has to be careful or think out a fight a bit more." You'll still get your ass handed to you if you don't plan properly or aim with skill. In multiplayer, it's the difference between letting people play the game or spend time looking for medkits or getting killed more often. And if the game is generous with medkits, then there might as well be health regen because what's the difference between running to cover to press the medkit button or running to cover to get some health back naturally? In the end, it's a question of how it's all balanced. If there's a health regen system that means getting back to 100% in two seconds, then it's broken. Otherwise, the only real argument is how it affects player immersion, but I feel like players have accepted stranger things than that.Snotnarok said:Autoaim aside I feel all of this stuff has over-saturated the market and needs to be watered down with some different gameplay mechanics. You know MEDKITS that sinful thing that was cast out of FPSs so no one has to be careful or think out a fight a bit more?
You get your ass kicked you just hide behind a wall. It's a fine gameplay mechanic when it isn't in EVERY shooter made. The only few games that deviated from this are Bad Company 2 (you had to rely more on medkits to regen), Section 8 (shields that lose effectiveness) and Metal Gear 4
I replayed F.E.A.R. and it's expansions recently and it was really refreshing to know that your fuck-ups were limited. They were generous with medkits but you were never sure when you'd see another and the enemies REALLY chewed you up. It was a nice breath of fresh air to not be regening health
Expanding on that, too many shooters rely on them as pretty much their only mechanics. Include cover in your game by all means, but don't rely on it to carry the game.Kollega said:Why the hate for cover systems and health regeneration? Overuse. That's it. They are used too much in current generation of shooters, and of course many instances are implemented poorly due to Sturgeon's Law
Now see that's where your wrong, with single player there's been several medkit systems that were all interesting. In FEAR you could hold up to ten medkits that healed 60 or so HP, you could use them whenever you want and it was really something different. Or Red Faction 2 where you just held up to 3 med kits at a time, in multiplayer people would drop healthkits when they died.rsvp42 said:I can see how medkits or similar items would be good in single player, but health regen rarely means that "no one has to be careful or think out a fight a bit more." You'll still get your ass handed to you if you don't plan properly or aim with skill. In multiplayer, it's the difference between letting people play the game or spend time looking for medkits or getting killed more often. And if the game is generous with medkits, then there might as well be health regen because what's the difference between running to cover to press the medkit button or running to cover to get some health back naturally? In the end, it's a question of how it's all balanced. If there's a health regen system that means getting back to 100% in two seconds, then it's broken. Otherwise, the only real argument is how it affects player immersion, but I feel like players have accepted stranger things than that.Snotnarok said:Autoaim aside I feel all of this stuff has over-saturated the market and needs to be watered down with some different gameplay mechanics. You know MEDKITS that sinful thing that was cast out of FPSs so no one has to be careful or think out a fight a bit more?
You get your ass kicked you just hide behind a wall. It's a fine gameplay mechanic when it isn't in EVERY shooter made. The only few games that deviated from this are Bad Company 2 (you had to rely more on medkits to regen), Section 8 (shields that lose effectiveness) and Metal Gear 4
I replayed F.E.A.R. and it's expansions recently and it was really refreshing to know that your fuck-ups were limited. They were generous with medkits but you were never sure when you'd see another and the enemies REALLY chewed you up. It was a nice breath of fresh air to not be regening health
By "Real" do you mean MoH?Meestor Pickle said:The "real" CoD's allowed for leaning
Aim Assist and Auto Aim are too different things. Aim Assist is what you have in Halo Auto aim is what you have in current Call of Dutys on Consoles and recent one on PC. Auto Aim aims for you and is basically a watered down aim bot which is a hack while aim assist helps to cover a flaw in the system without creating an imbalance. You seem to have the two mixed up.rsvp42 said:I just don't agree with that. Yes, a keyboard and mouse offers a certain kind of precision that can be great for FPSs, but the controller is a simpler, more ergonomic input method for sitting on a couch. It also doesn't require extensive key-mapping to be optimized. Two people playing Xbox have the exact same control setup at their disposal, while PCs encourage more customization, but ultimately a greater imbalance I would think. Each has its virtues, but that still doesn't solve the problem of how to improve the console FPS experience with a controller. Effective aim assist is a great way to do that.
Haha! No, I meant back when it was United Offense and number 2, while 4 was really good it just wasn't the same, and it's just my view that number 6 didn't live up to the series.Corporal Bill said:By "Real" do you mean MoH?Meestor Pickle said:The "real" CoD's allowed for leaning