thurmanator692 wrote...
I always use HE on my sniper, its the only way to utilize it to full efficiency.
Exactly, that's what I'm sayin!

Golden Owl wrote...
Ship.wreck wrote...
Not necessary with the HE Shotgun 
But thanks, I noticed that 
Blah, blah, blah...my guns bigger than yours...
...
Actually, come to think of it, I did run a femShep through for hubby as a soldier in ME1 and did apply HE to her Shot Gun, but probably missed it's effectiveness as I just wasn't getting the hang of Soldier very well, spent a lot of time dying...
... I think I was really missing Infiltrators tech powers and didn't quite know how to run with out them.
As a matter of fact... my gun IS bigger than yours!

I'm the exact opposite! I can't deal with all those powers and the menus and stuff. I'm all action, I guess when your only tool is a gun every problem looks like a target

And by, "only tool" I mean, "preffered tool." And by, "every problem" I mean, "every person place and thing in your field of view." In all my playthroughs I've still never really used even the soldier powers! The only thing I do use is Unity. I personally don't even think soldiers should have any powers, that just seems like it should be a biotic exclusive thing. Except in ME2 where the "powers" were actually just special ammunitions. Like I said though, you gotta get the achievments, don't even need to complete the game, just get those achievments so you can have a Biotic who's ALSO a weapons expert!
Ice Cold J wrote...
The greatest shooting game ever would combine the shooting elements of Halo and CoD and the squad tactics of Star Wars: Republic Commando.
SWRC was an excellent game that not enough people played.
EDIT:
Tactics doesn't only exist on a squad level. Tactics go all the way down to how individuals move and even how they breathe. Granted the breathing part isn't going to factor into video games as much except in clunky sniping systems. But individual movement is VERY important for good tactics. Halo and CoD have always been run-n-gun games which is essentially the antithesis of tactics. Other games like SOCOM (old ones I haven't played 4) where you can peek and lean around cover manually WITHOUT a clunky and slow "Cover System" are far superior in terms of individual movement and shooting. Even games like Splinter Cell Double Agent where the player could switch shoulders with his weapon to negotiate different angles in different directions, had better shooting mechanics than CoD. Tactical movement is all about line of sight, you need to be able to adjust your characters stance as necessary such that as they move around any given corner their weapon and eye are lined up to the extreme side of the stance, so that as they move around the corner they can gain a line of sight to shoot enemies on the other side, and ONLY expose half of their head, a little bit of their should and the gun barrel, making them the smallest target possible. In CoD it was impossible to do that, so it was impossible to execute even the most basic forms of tactical movement like "cutting corners". You could try to, but the whole right side of your character's body would be sticking out past the corner and exposed to enemy fire before you could even get your gun barrel past that corner. That's on the good side. Going around a corner in the oposite direction you'd be exposing 75% of your silouhette as a target before you could achieve line of sight....
Anyway, I accept your basic point that the best tactical shooting game would combine both more immersive first person pov shooting and squad tactics. But the examples of fps weren't that great. The best shooting game would incorporate the lean and peek actions of old SOCOM with the switch stance ability of games like SC Double Agent and the squad tactics of games like old SOCOM and this Star Wars game that I don't know anything about (see below).
DrRedrum wrote...
I don't even know of any game that has anything close to the squad base combat of Republic Commando. What an unique game.
I've never seen this one before

The best game I've ever played in terms of tactics were the OLDER SOCOM games because of all the control you had over squad manuvers through the Orders Menu. It's a four man SEAL team that breaks down into two fireteams. The AI on your fireteam obeys a "Two man rule" and won't move or allow you to move a certain distance away, while the second fire team obeys the same rule with each other. But you have very detailed controll over what Bravo (the second fireteam) does. You can order them to move to your crosshairs, move to any of the points of intrest and/or waypoints on the maps. You can even tell them how to move there, slowly and stealthily, quickly with no regard for stealth, or at their own discression as fast as they can without being seen so like crawling through bushes where theres badguys watching, and running where no one's looking etc. You can tell them to hold fire, fire at will on any target they can, designate specific targets for takedowns, have them overwatch areas where any badguy they see pops up on your map, have them lay supressive fire on areas, deploy explosives like grenades on enemy positions that you don't have a line of sight on, deploy charges on items designated for demolition (you can actually have them place charges anywhere you actually have to figure out based on your map what you're supposed to be blowing up haha!), you can have the whole team group together and actually carry out dynamic entry (SWAT style tactics), escort hostages to points on the map, the list just goes on and on... although that was probably most of it. The AI on your fireteam is slightly more limited because he operates only within a certain range of you, but there's alot of the same stuff you can have him do too... well all of it as long as it's within that range.
Anyway, the newer SOCOMs (and from what I've heard SOCOM4 as well), severely dumbed down the orders menu system for people that didn't like actually having controll of their team, of course God forbid those guys just NOT use the orders system if they dislike it so much, so that those of us who know how to use it can enjoy.
Anwya I'm really curios to hear how this Star Wars system works (not a title I would have expected to be particularly tactical). What's up with that?
Modifié par Ship.wreck , 01 juin 2011 - 07:10 .