Will/Should Crouching make a comeback in ME3?
#1
Posté 31 janvier 2011 - 10:53
#2
Posté 31 janvier 2011 - 11:26
I'd like to see that return. I'd also like them to get the cover mechanics on par with the top tier TPSs like Uncharted 2. Vaulting cover is clunky as hell. Transitioning from cover to cover is rough too. And in any shooter you should be able to switch which shoulder you're looking over. I mean, the game is primarily a third person shooter. It should be on par with the best of them.
#3
Posté 31 janvier 2011 - 11:31
plus it just simplified things.
I agree with Capeo, definitely needs some polish.
#4
Posté 31 janvier 2011 - 11:31
something about camera angles, people where using the camera angels to crouch behind objects and take down enemies. Which was a problem because the AI would be able to hit you at all you can just sit there and shoot to your hearts contentCapeo wrote...
I never played ME1 (I only have a PS3) so can I ask what reason the devs gave for removing crouching?
I'd like to see that return. I'd also like them to get the cover mechanics on par with the top tier TPSs like Uncharted 2. Vaulting cover is clunky as hell. Transitioning from cover to cover is rough too. And in any shooter you should be able to switch which shoulder you're looking over. I mean, the game is primarily a third person shooter. It should be on par with the best of them.
#5
Posté 31 janvier 2011 - 11:33
#6
Posté 31 janvier 2011 - 11:42
Modifié par TheBoss1138, 31 janvier 2011 - 11:43 .
#7
Posté 31 janvier 2011 - 11:53
Oh and maybe even add in the ability of going prone for infiltrators?
#8
Posté 31 janvier 2011 - 11:57
I would love to see prone in ME3. I wouldn't limit it to infiltrators. Anybody with a Sniper rifle or a Machine gun would reap the benefits of having prone. Although, prone can get you killed in CQC. (which is why they should bring back long range combat)SovereignT wrote...
They should bring it back to remedy the cover issues that spark from randomly crouching behind low cover that gets you killed..
Oh and maybe even add in the ability of going prone for infiltrators?
#9
Posté 01 février 2011 - 12:01
ZachForrest wrote...
i think part of the reason they got rid was 'cause you could crouch in such a position behind cover that you could shoot enemies, but they couldn't shoot you.
Ah, well, that's more of an enemy AI problem than anything. If the enemy is taking fire in cover but not hitting back from cover it should automatically try to flank. Again, that's just some more cover based shooter polish that could definetely help ME3.
#10
Posté 01 février 2011 - 12:10
#11
Posté 01 février 2011 - 12:31
1. Go to "BIOInput.ini" part ("coalesced.ini" is actually just a collection of configuration files).
2. Add the following under [SFXGame.SFXGameModeBase] section:
Bindings=( Name="PC_Crouch", Command="set SFXPawn_Player bWantsToCrouch true | OnRelease set SFXPawn_Player bWantsToCrouch false" )
3. Add the following under [SFXGame.SFXGameModeDefault_INT] section:
LocalizedBindings=( Name="Z", Command="PC_Crouch" )
Your character should crouch now when you press and hold "z". If I remember correctly crouching wasn't working flawlessly in my playthroughs, maybe that is the reason they didn't provided key binding to do it manually.
#12
Posté 01 février 2011 - 01:25
#13
Posté 01 février 2011 - 01:27
Crouching serves no purpose in open combat; people will shoot you regardless and if you're crouching it's going to be at cover anyways. Great mechanics in ME2.
#14
Posté 01 février 2011 - 01:34
#15
Posté 01 février 2011 - 01:38
#16
Posté 01 février 2011 - 03:07
#17
Posté 01 février 2011 - 03:21
#18
Posté 01 février 2011 - 03:42
Crouch or lack there off comes into play at a premium when there is little cover to manage your squad from and largely depends on how you position your squad, cover, and your position on each battlefield. (since fights are dynamic and fluid in nature.)
A smaller presentation of yourself on these battlefields give you arguable advantages for not getting shot when there is little cover to take advantage of. How it was done in ME 1 was ideal, you hit rush you popped up and it allow you to run if cover (if you missed cover you dropped back down into crouch and your shots were always more accurate with it, just like it would be if your avatar was real.) The ground terrain and some objects always helped keep you from getting shot if you stayed low in some areas. (Especially since you have a huge target painted on you from the enemy AI's perspective! I suppose I could talk to you about suppressive fire management but that is beyond the scope of this thread!)
(Course I must admit there is probably very few here that has actually done some precision shooting or had to make combat marksmanship scores IRL.) Your shots are always going to be more accurate IRL if you shoot from a kneeling position vs a standing position.
Keep in mind if you chose to tactically 'pull' the AI into a ambush you could do so with out that pause it takes to get into or out of 'cover'. Crouch is a way to further managing how big of a target you are. (BTW with the way the friendly AI is set up right now, it's tough to 'pull' or 'scout ahead' with out them following you. . . Lets say you set up a ambush and put your team mates in cover. . . wander ahead too far and suddenly they are following you! Thus you couldn't 'lead' the enemy into your squad! ME 1 seemed a bit better at allowing you to wander a bit, but my memory is a bit fuzzy with ME 1 so I could be wrong here! Some AI polishing would remedy this!)
Maybe this is a sign of the times, but I cringe every time my avatar gets killed out there. Sometimes I suspect folks just don't care at all and just rush there way though no matter how many deaths, no matter how much story, no
matter how much is put in or left out, just to see or get to the ending. To me this is sad, since after my first play-though I went back though multiple times to fish out each line that was spoken in each of the ME games. Someone posted some statistics out there proving this point from Bioware's own studies. Dose this apply to everyone, no. . . It's just a sence I get from time to time.
Then again I and I hate to be negative, but most of you may not understand how to set up ambushes and manage firing lines from a squad leader's or company commander's point of view. And your play-style may or may not accommodate your squad mates. Still rather you agree or not, and no matter what your point of view when it comes to public safety or military . . . You still use baseline tactics that's been established for centries, long before computers were even a blip in anyone's mind.
Adding in crouch is a simple animation, given the skeleton animation methods used in modern game development. (Games these days are built using emulators for the most part and tweeking is done by programmers, grafic artists, animators (yes yes devs I know I left out a few positions depending on how you have your studio set up.) along the way. It's not like back in the day when you had to type out every line of code for how a character looked, how they acted, each and every mechanic involved, and the storyline.)
And rather you realize it or not but the cover mechanic in ME 2 is partly broken, for example if you turn around to shoot something behind you. . . Everytime you squeeze that trigger you suddenly start to take shots from anything
that's shooting at you, dispite rather you stood up or not or actually broke cover. Also if you turn about 90+ degrees left or right off of the face of the cover you will start getting shot, reguardless if your crouched or not!
One more thing, I've noticed after multiple playthoughs on ME 2. . . Your squad members do stay crouched sometimes even when there is little room behind cover! And they have issues too, since they don't seem to return fire right sometimes when crouched.
Some one tell Garrus to stop painting that huge target on my armor! Ha!
Modifié par Element_Zero, 01 février 2011 - 03:44 .
#19
Posté 01 février 2011 - 04:31
#20
Posté 01 février 2011 - 04:49
#21
Posté 01 février 2011 - 08:20
#22
Posté 01 février 2011 - 08:28
TheShogunOfHarlem wrote...
I'm of the way of thinking
that while ME2 improved some crucial aspects of Combat in ME2 from it
predecessor, it took few steps back. My first grievance was eliminating
crouch (yes I know why) and my second was limiting combat to close
quarters. There are a few others but those two bothered me the most as
far as combat goes. Is there any chance that BW will bring some ME1
elements that worked back into ME3?
How many DVDs do you want the game to take up. You could have low-res graphics and long distances like in ME1, or hi-res and shorter ranges like in ME2. Try and combine the both and you will end up with a 5 DVD game. Wouldnt phase PC owners with disk space to burn, but consoles would would be affected big time.
Capeo wrote...
I never played ME1 (I only have a PS3) so can I ask what reason the devs gave for removing crouching?
I'd like to see that return. I'd also like them to get the cover mechanics on par with the top tier TPSs like Uncharted 2. Vaulting cover is clunky as hell. Transitioning from cover to cover is rough too. And in any shooter you should be able to switch which shoulder you're looking over. I mean, the game is primarily a third person shooter. It should be on par with the best of them.
Its an RPG with shooter elements. You want something with perfect shooter mechanics, then go play a shooter.
#23
Posté 01 février 2011 - 08:33
#24
Posté 01 février 2011 - 08:37
#25
Posté 01 février 2011 - 08:38
Stupidus wrote...
ME2's combat was great besides sometimes accidentally vaulting over things and not always having enough micromanagement capabilities of your squad, and their lack of variety weapons (why does Jacob roll shotty/pistol and not AR/pistol or something?).
Crouching serves no purpose in open combat; people will shoot you regardless and if you're crouching it's going to be at cover anyways. Great mechanics in ME2.
This again...
In countless other threads and even within the first post of this thread reasons were given for why it is a usefull feature. And this feature is a standard in shooters since always.
Games are interactive. Taking away options that players have been familier with for decades (almost) is never a good move.
Seriously, at some point you can not go left and right anymore and just point at the general direction while the character automates the rest and someone will say "There is no purpose for turning left."
Lets not evolve backwards shall we?
Modifié par Vena_86, 01 février 2011 - 08:40 .





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