I don't like health pickups or weapon pickups in online games either but pickups can work in some games as it works in Warhawk decently (but not great) and I would think TF2 as well since it seems like a good game from what I've heard and read about it. Health systems like Metal Gear Online and MAG are how it should be done IMO.Geo Da Sponge said:Where as in multiplayer games with a health meter (eg. TF2) I can just run round a corner and pick up a medkit, possibly healing me completely instantly. I can even do this while in combat, even by accident. But in a game with regenerating health if someone evades you for long enough for their health to regenerate then they've probably escaped you anyway. And even then, your health will have regenerated too, so it's not like they have an unfair advantage.
No it doesn't. It's acceptable to use health regen to keep the pacing of a single player experience because the devs are creating a very specific experience for the player whereas online the players are creating the experience. It's just lazy for the devs to use health regen to try to make their competitive multiplayer to have a certain pacing to it.Geo Da Sponge said:Same logic goes for multiplayer games.I can live with it in single player as Vanquish is the best shooter this gen and it has health regen. Health regen can keep a game moving at a fast pace since you don't have to find medkits or heal.
Not every game allows for cooking grenades. And, not having a button for grenades, not having a button to switch to your secondary, and not having a button to knife frees up more buttons on the controller to implement other gameplay mechanics. Why use 3 buttons for those things when you just need to use 1 button?Geo Da Sponge said:Yes, but in order for the grenade to be effective face to face you'd have to cook it before throwing it, which would take 3-4 seconds longer and would make you very vulnerable. Or at least, that's how it is implemented in well balanced games. And I've never seen a game developer purposefully make it more complicated to switch weapons in the name of balance. Switching to grenades in games where they're a seperate weapon is never harder than tapping 'Q' or one of the number keys.The problem with 1 button nade tossing in a shooter is that fact that when you throw a nade, you should be in a vulnerable situation while you throw it. It's just that it breaks gameplay, not that it breaks realism. You can literally push the grenade button and be shooting within a second. Every good, balanced game makes you more vulnerable while you are executing a stronger attack than executing a weaker attack. Every fighting game (whether realistic or completely over-the-top) makes heavy attacks more risky than light attacks. In Uncharted 2 online, you can toss a nade just as you are losing the gunfight to kill your opponent when you should've lost because you can throw it while shooting. If you had to switch from your gun to your nades, that wouldn't be possible.