Souplex said:
I find it vastly preferable to "Squishy" shooters where it's all about who gets the drop on who rather than who can win a sustained fight.
Plus having reasonable amounts of health makes melee a viable option, and melee is always more fun.
The fact that as a top-of-the-line super-cyborg you were too squishy to survive if you were spotted was a big part of what ruined Deus Ex: Human Revolution.
The term is "Full clip shooters" as in it takes a full clip to drop an enemy.
Luminous_Umbra said:
I disagree immensely, for several reasons.
1. If being dropped in one hit is true for you and enemies, it becomes a contest of who sees who first most of the time. and if it's true of only enemies, then it's a snooze fest unless you're fighting such a huge glut of enemies that killing them in one shot doesn't matter as much.
2. It reduces variance in weapons. Splash damage amount doesn't matter if any hit kills instantly, poison-like status ailments (and others) are pointless, and so on.
3. Continuing from the previous point, it makes weapons duller in general. Whereas a game might have slower, but more powerful weapons and faster, but weaker weapons, those go away when everything kills in one hit. Then it's just a question of what's faster, has bigger shots, etc. There's far less opportunity for differing weapons and the thought of what weapon would be best.
4. As others have said, bosses. Because if you want a challenging boss that gets downed in one hit, your options are limited and frequently irritating. (Like a boss that's very hard to hit)
5. As others have said, it removes quite a bit of strategy.
The overall point is that while there are plenty of games where bullet sponge enemies are done poorly, the opposite done right is basically non-existent, because of how much is lost from doing so.
pretty much both of these sum up my opinion (not that I think melee is always more fun, but I think it does add to the strategy, something you need to consider in enemies and/or if you run out at the last clip whether it's worth charging in for a melee or finding cover.)
OT: I've played years of twitch/small health shooters amongst friends and classmates, and *even* with myself doing well, I didn't like it, there wasn't as much strategy involved and gun consideration wasn't as big of a deal since it was twitch based and *pretty much* who saw who first.
This is also a problem online, you might beat two people in a battle, and then instantly get dropped from someone else who just spawned by you or saw the gunfire on their mini-map, you get no time for a rebuttal at all even if they hit you in the foot/leg with the shot.
Some of my most cherished memories are in the heat battles with someone else, strafing between cover and knowing when to shoot and when to hold back so I could catch them off guard or if I needed to retreat for a moment to reload/use explosives/etc...
Also depending on the game, it can be a decision "do I keep running knowing this grenade/c4/claymore is gonna take a piece of my health out and I can flank the opponent, or do I roll/dodge backwards and re-evaluate?" vs "oh, no health at all to start with? looks like I died from rando-bomb #5"
now on the flipside, having TOO much health (this is mp only that I'm referring to) can also be troublesome and lead to just a giant clusterfuck, so I do think there is a nice balance to consider, especially depending on if you have control of your characters health/shield/etc customization beforehand.