Shepards weapon drawn running/walking stance.
#26
Posté 16 juin 2011 - 02:01
#27
Posté 16 juin 2011 - 02:52
#28
Posté 16 juin 2011 - 03:08
#29
Posté 16 juin 2011 - 03:11
Da Mecca wrote...
Nab20 wrote...
Yeah the part where we see Anderson running with his gun was pretty funny.
He looked so retarded.
I almost expected to start making jet noises.
"WOOOOSH! NYYYYAAARRRRRN"
ha thats pretty funny,
#30
Posté 16 juin 2011 - 03:17
Warkupo wrote...
I thought it was a little goofy looking in ME2 as well. Not really a big deal for me, though.
Edit: The most jarring thing for me were parts where you put your weapon away and suddenly Shepard turns with a lot of 'draft'.
It's been goofy looking since ME 1.
#31
Posté 16 juin 2011 - 03:20
I think they should leave the walking/aiming (not sure what the button is on consoles - on the PC it's simply right mouse button) animations as they are in ME2. However, the jogging animations are too stiff and need to look more dynamic and fluid. Basically, more body parts need to move. Currently, it almost looks like the entire upper body from the waist up is in a fixed position and only the legs move.
#32
Posté 16 juin 2011 - 03:26
#33
Posté 16 juin 2011 - 03:26
#34
Posté 16 juin 2011 - 03:32
ifander wrote...
Actually it more realistic the way it is now, it's how soldiers are trained to behave in combat situations. The idea is to be able to fire with no delay if an enemy shows up. You pretty much always have your weapon trained in the direction you're looking.
ifander wrote...
I'm just saying what I was trained to do when I was in the army. In a combat situation (Shep and Anderson may be fleeing but it's still a combat situation) you always keep your weapon pointed in the direction you're looking. At the very least in a slightly lowered posture. You want to be able to fire as soon as you see an enemy.
Anderson has some stiff animations but he's doing it right.
What s/he said.
#35
Posté 16 juin 2011 - 03:42
Yeah, it should be lowered slightly no constantly pointed in every direction Shepard looks.battleroyale565 wrote...
Ideally they should be running with their weapons at the low-ready, ie lowered enough so it's not distracting them as they move but ready to snap into position when the need arises. Anderson's animation is rather amusing though.
#36
Guest_lightsnow13_*
Posté 16 juin 2011 - 04:14
Guest_lightsnow13_*
maxguevera wrote...
I love the zoom mechanic though so maybe pressing right trigger would fire loose rounds, then left to zoom and point.
What does this even mean? I agree with your first point but...left trigger DOES zoom. And why waste bullets with right trigger when not pointing?...I'm confused...
#37
Posté 16 juin 2011 - 04:44
Idle: The weapon is held in a relaxed position.
Used mainly when there is not possibility of danger.


Low ready: The weapon is held in a low position ready to go if danger appears.
Used mainly when there is danger close but no immediate threats / also a good position when sprinting.

High ready: The weapon is held in a high position ready to be aimed in at first contact.
Used mainly upon enemy contact.

Modifié par thompsonaf, 16 juin 2011 - 04:45 .
#38
Posté 16 juin 2011 - 07:38
#39
Posté 16 juin 2011 - 07:46
Low ready during general combat (whenever there are enemies around) to high ready when zooming/aiming would probably be the best solution though. If animated well, it would look very good I think.
Modifié par SKiLLYWiLLY2, 16 juin 2011 - 07:47 .
#40
Posté 16 juin 2011 - 07:53
#41
Posté 16 juin 2011 - 08:24
Could need some engine tweaks to make it happen which would likely delay the game even further so chances are it won't.
#42
Posté 16 juin 2011 - 08:35
What Sheppard is doing is standard military stuff, during open combat you don't lower your gun, instead aim at the place you look.Nab20 wrote...
Yeah the part where we see Anderson running with his gun was pretty funny.
Aproaching hostiles during open combat is often done whilst aiming, unless you are running from cover to cover, whilst an allie performs coverfire, or atleast that what i remember from my army days.
#43
Posté 16 juin 2011 - 08:36
Either that or at least a change to what the current animations look like.
#44
Posté 16 juin 2011 - 08:47
azerSheppard wrote...
What Sheppard is doing is standard military stuff, during open combat you don't lower your gun, instead aim at the place you look.Nab20 wrote...
Yeah the part where we see Anderson running with his gun was pretty funny.
Aproaching hostiles during open combat is often done whilst aiming, unless you are running from cover to cover, whilst an allie performs coverfire, or atleast that what i remember from my army days.
I totally agree with besides let remind ourselves that it was a demo, and it appeared that it was an early stage demo, with the stance I see that Leon´s stance looks more natural, but it does because he was a cop, in the game that stance was the one that the PD taught him, in Shepard's case he is a military soldier and the situation he's in that moment is not that relaxed so that stance is reglamentary.
#45
Posté 16 juin 2011 - 09:11
#46
Posté 16 juin 2011 - 09:13
#47
Posté 16 juin 2011 - 09:42
#48
Posté 16 juin 2011 - 09:58
#49
Posté 16 juin 2011 - 10:12
SKiLLYWiLLY2 wrote...
I agree the low ready stance would look much better. The high ready stance currently being used just looks too unnatural and awkwardly stiff. It could work but like I said before, it needs to be livened up more.
Low ready during general combat (whenever there are enemies around) to high ready when zooming/aiming would probably be the best solution though. If animated well, it would look very good I think.
Not sure how much you gain from this level of detail quite honestly. The animations won't be quite as good as some of the current/immediate future shooters because they aren't spending the money there. You also have to have animations that work well for all the various races. Although they all have humanoid bodies, you don't know how that low-ready stance would look like on a Krogan or a Turian with the larger chest. Also, you can fire without aiming/zooming and having that additional animation up would probably look odd if it didn't delay fire, and I am not sure that a lot of people would want that delayed fire just so the animation/stance can look a bit more natural.
#50
Posté 16 juin 2011 - 01:24
www.gametrailers.com/video/e3-2011-mass-effect/714903Bnol wrote...
SKiLLYWiLLY2 wrote...
I agree the low ready stance would look much better. The high ready stance currently being used just looks too unnatural and awkwardly stiff. It could work but like I said before, it needs to be livened up more.
Low ready during general combat (whenever there are enemies around) to high ready when zooming/aiming would probably be the best solution though. If animated well, it would look very good I think.
Not sure how much you gain from this level of detail quite honestly. The animations won't be quite as good as some of the current/immediate future shooters because they aren't spending the money there. You also have to have animations that work well for all the various races. Although they all have humanoid bodies, you don't know how that low-ready stance would look like on a Krogan or a Turian with the larger chest. Also, you can fire without aiming/zooming and having that additional animation up would probably look odd if it didn't delay fire, and I am not sure that a lot of people would want that delayed fire just so the animation/stance can look a bit more natural.
I don't think it's a cost thing as Casey Hudson has repeatedly said they are making it a more accessable shooter with harder hitting weapons, combat rolls, stealth etc. It's just about the level of polish on the final product that the developer might have missed because they have so much on their plate. We want it to reach it's full potential as a timeless classic and these little things add up.
Modifié par maxguevera, 16 juin 2011 - 01:41 .





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