kalle90 wrote...
Malanek999 wrote...
If you paused between each shot the game would be incredibly slow and tedious. I don't think you should be allowed to pause to aim your powers but I don't care because you can play whichever way you like. What I am concerned about is the lack of hot keys to change weapons and the number of hotkey slots if we start at level 30 for ME3.
QFT. I can't believe someone would want to play with that kind of pauses, although it would be logical that weapon select allows you to aim the same way biotic select does.
And yet, that's exactly how I would like to play. And since it's logical that we be able to do it (as you agree), that was can't ir really annoying.
If there were no pausing in ME2 I would be asking for any, because it just wouldn't be that kind of game. But it is that kind of game, just really inconsistently implemented.
Daemonbane1 wrote...
In my opinion aiming with tactical pause only has one purpose, its a difficulty modifier. the only reason the pause is used is for when a fight is too hard in real time you have the option to freeze, look at your situation and decide how to procede.
It also changes the style of gameplay, and some people simply prefer a different sort of combat experience.
Aiming while paused can produce combat that is quite a calm and sedate experience (as opposed to the frantic action of shooter combat), and I quite like my gaming experience to be calm and sedate. It's exciting for my character, but my character is not me (my character is, of course, unaware of the pausing).
1) Using it as a primary combat method would make the game less appealing to shooter fans and decrease the overall market for the game.
Don't market it as the primary combat method. Talk about the action-shooter aspects. As mentioned, firing like this (particular with any weapon that wasn't a sniper rifle) would be fairly tedious, so people wouldn't do it.
2) In order to fire from this mode 2 different animations would be needed the real time 'dynamic' animation set (running and shooting simultaniously, ducking out of cover to shoot) and the tactical 'static' set (standing snd shooting, croucing and shooting, etc.), some animations could be used twice but mostly workload is increased.
Why would you need new animations? Just pause the existing animations. There's no need for new animations at all.
3) copyright issues. If 'planned' shooting is allowed from a this mode it closes the gap between this system and FO3's VATS system, leaving bioware open for possible law suits etc.
Given that Splinter Cell already used a feature like this, I somehow doubt that Bethesda has such an all-encompassing copyright.
Modifié par Sylvius the Mad, 02 septembre 2010 - 07:14 .