sinosleep wrote...
Pretty much. The way I see it I can't be entirely certain that the first time a move was canceled out of to lead to a combo in a fight game it was intentional. But what I can be sure of is that in all these years since the discovery of animation canceling not once have I seen a sequel remove them across the board like they would with any other bug. In fact, I've actually seen specific cancels either added or removed from game to game (Street Fighter 4 to Super Street Fighter 4 saw several characters either lose or gain a way to cancel into a super combo) in order to balance it. All the while these cancels have remained officially undocumented while being added or removed for balance purposes. Seems rather strange if they weren't in any way intended right?
I will stop responding to these ridiculous comparisons between a fighting game genre and a TPS. Fighting games have all sorts of nonsense in them. Like in street fighter you can wall jump off thin air if it happens to be at the end of the screen. Comparing mass effect with them is borderline stupidity.
sinosleep wrote...
There are some people that seem to be implying Bioware is simply trying to put a positive spin on a negative problem but to me that flies in the face of when they've admitted X thing is a bug or X thing is overpowered. They patched the shield bubble in Dragon Age, they patched the old 360 squad points glitch. They've admitted to the stasis bug, talked about charge and fortification not getting full benefit from research due to balancing and taken wildly different stances on different issues with the game. I'm of the opinion that if they were in the business of spin they would do it more often than they have.
They obviously didnt patch out the reload bug because they were of the opinion it didnt unbalance the game. People found it fun and it made claymore a weapon worth choosing.
sinosleep wrote..
The reload trick came out because they decided to bring it up. Not cause someone else figured it out first and they complained. Not to cover up a bug. Christina Norman brought it up of her own volition and since it applies to every weapon, on every class, and seems perfectly patchable since it's a part of the original code and not dlc specific I'm of the opinion that either it's intentional or it's at the very least an accepted part of gameplay. Which given my love of fighting games isn't that hard for me to believe.
She brought it up because it was a fact. It was a fault with their reload system that didn't need fixing. No one in the dev team would have come up with the "brilliant" idea of shooting sideways out of a gun. Its just an acceptable part of gameplay, it simply couldn't have been intentional because then they wouldn't have made the animation look so retarded while reload tricking.
OniGanon wrote...
The stats do say that the GPS has a minimum refire time on 1s on the UNcharged shots, but has a ROF of 178RPM (decidedly faster than 1 shot per sec). So the ability to very quickly follow a charged or partially charged shot with an uncharged shot could very well be intended (and only situationally useful).
I believe the 178RPM fire was to facilitate quick reload. They couldve reduced the fire rate to 60 RPM, but that would mean a 1 second delay between a shot and reload. Bugs like quick refire after melee is just a side effect. How can performing a melee action speed up the firerate of any weapon. That makes no sense.
Modifié par swn32, 20 septembre 2010 - 06:00 .