Gameplay that makes no sence

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Phoenixmgs_v1legacy

Muse of Fate
Sep 1, 2010
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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.
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:
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.
Same logic goes for multiplayer games.
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:
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.
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.
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?
 

Netrigan

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Sep 29, 2010
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As a single player, I like the grenade button. Until the grenade button, I always found grenades to be a bit on the useless side. Being a situational weapon, it's really not worth switching to it, throwing it, then switching back. Anything that makes the interface easier to use is a good thing in my book.

But I wouldn't have a problem if they added a reasonably lengthy animation to it, so you are vulnerable while you're tossing the grenade. Lower your weapon, toss it, raise the weapon again. A lot of games just seem to have you magically shoot grenades out of your chest.
 

SPARTAN-117

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Aug 29, 2009
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AnAngryMoose said:
SPARTAN-117 said:
AnAngryMoose said:
Vehicle sections and boss fights in Gears of War 2. That tank segment is almost impossible on Hardcore mode without playing co-op and having excellent coordination. Also, bossfights in it make no sense because it's a cover-based shooter. It doesn't feel natural. (See: Raam, Skourge and the Giant Locust Sea Monster)

Oh, and I almost forgot the part were you chase Skourge on a bunch of Reapers. That was bullshit. At least killing the mutated Brumak with the Hammer of Dawn prior to that was awesome.
ok so being chased by the leader of a sect of warrior monks in the army of a genocidal subterranean alien species riding a giant flying monster with huge guns strapped to it, while trying to escape on a slightly smaller flying monster with guns strapped to it is bullshit
but flying around in a helicopter using a target locator to fire a sattelite mounted orbital laser at a giant mutated monster, causing it to explode and sinking an entire city into a network of tunnels spanning the entire planet and thus flooding said tunnels is perfectly normal?
how the fuck does ANY of this make sense?
I never said they made sense as in it being in, or out, of place. It makes no sense from a gameplay standpoint that a cover-based shooter would include boss fights which you would expect to find in a different genre.
meh i cant complain about epic trying to inject some variety into a game where you spend most of your time popping in and out from behind chest high walls and shooting stuff
 

AnAngryMoose

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Nov 12, 2009
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SPARTAN-117 said:
AnAngryMoose said:
SPARTAN-117 said:
AnAngryMoose said:
Vehicle sections and boss fights in Gears of War 2. That tank segment is almost impossible on Hardcore mode without playing co-op and having excellent coordination. Also, bossfights in it make no sense because it's a cover-based shooter. It doesn't feel natural. (See: Raam, Skourge and the Giant Locust Sea Monster)

Oh, and I almost forgot the part were you chase Skourge on a bunch of Reapers. That was bullshit. At least killing the mutated Brumak with the Hammer of Dawn prior to that was awesome.
ok so being chased by the leader of a sect of warrior monks in the army of a genocidal subterranean alien species riding a giant flying monster with huge guns strapped to it, while trying to escape on a slightly smaller flying monster with guns strapped to it is bullshit
but flying around in a helicopter using a target locator to fire a sattelite mounted orbital laser at a giant mutated monster, causing it to explode and sinking an entire city into a network of tunnels spanning the entire planet and thus flooding said tunnels is perfectly normal?
how the fuck does ANY of this make sense?
I never said they made sense as in it being in, or out, of place. It makes no sense from a gameplay standpoint that a cover-based shooter would include boss fights which you would expect to find in a different genre.
meh i cant complain about epic trying to inject some variety into a game where you spend most of your time popping in and out from behind chest high walls and shooting stuff
I do agree that the innovation was nice and I absolutely loved the concept, it just doesn't feel right. Like I loved the with sea monster right until you have to throw grenades into it's mouth. I also didn't mind the fight with Skourge. It was pretty cool, but repetitive.