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Shepards weapon drawn running/walking stance.


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#26
Tachai03

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Now that I think about it: you bring up a good point. I agree with this notion. While it isn't necessarily an important thing to fix, it would make the game look more natural, fluid and just a lot better than the stiff, "I'm gunna shoot'cha!" pose 24/7.

#27
battleroyale565

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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.

#28
kyg_20X6

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I hope they fix running around the Normandy too. Always looked weird when Shepard would start staring down at his feet while running.

#29
The Spamming Troll

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Da Mecca wrote...

Nab20 wrote...

Yeah the part where we see Anderson running with his gun was pretty funny.





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He looked so retarded.

I almost expected to start making jet noises.

"WOOOOSH! NYYYYAAARRRRRN"


ha thats pretty funny,

#30
CC-Tron

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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
SKiLLYWiLLY2

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To be honest I really dislike the pointing the gun in the air look. I'm the first one to agree that realism and video games don't mix but something like that still looks bad and "cliche" if you want to use that word.

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
Destroy Raiden_

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I don't have much of a problem with the pose they chose for him/her holding the gun I have a problem with said gun being drawn 24/7. I would rather dictate when my gun is drawn or holstered like we could in ME.

#33
KiraTsukasa

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In real life, military troops will move like that when they are in combat situations. Having the weapon ready to aim and fire versus having to move the weapon to a position where it is ready to aim and fire can mean life or death in that split second.

#34
onelifecrisis

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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
ptys

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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.

Yeah, it should be lowered slightly no constantly pointed in every direction Shepard looks.

#36
Guest_lightsnow13_*

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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
thompsonaf

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There's more than just on/off combat poses.

Idle: The weapon is held in a relaxed position.
Used mainly when there is not possibility of danger.

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Posted Image

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.

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

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Posted Image

Modifié par thompsonaf, 16 juin 2011 - 04:45 .


#38
atheelogos

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Agreed it does look pretty bad. They should keep the gun down and bring it up when you aim.

#39
SKiLLYWiLLY2

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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.

Modifié par SKiLLYWiLLY2, 16 juin 2011 - 07:47 .


#40
Chuvvy

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I've been bring this up since ME2, glad to see people agree. Hopefully they'll make a new animation but if this is in their press demo I think we might be stuck with it. Here's hoping they at least got rid of the stupid crab walk you do while your in cover.

#41
JedTed

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Agreed! The current weapon holding animation looks really silly. I kinda got used to it since it's in both games but it'd be nice if they could fix it in ME3.

Could need some engine tweaks to make it happen which would likely delay the game even further so chances are it won't.

#42
azerSheppard

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Nab20 wrote...

Yeah the part where we see Anderson running with his gun was pretty funny.





Posted Image

What Sheppard is doing is standard military stuff, during open combat you don't lower your gun, instead aim at the place you look.
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
SKiLLYWiLLY2

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Surely it just needs some work from the animators? And I sure hope the current animations aren't final. So, if they're not, they will be changed regardless. Someone should tweet the lead animator or whoever regarding low ready when in a combat situation and high ready when actually aiming/zooming.

Either that or at least a change to what the current animations look like.

#44
Exicuren

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azerSheppard wrote...

Nab20 wrote...

Yeah the part where we see Anderson running with his gun was pretty funny.





Posted Image

What Sheppard is doing is standard military stuff, during open combat you don't lower your gun, instead aim at the place you look.
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
Akaranz

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I support this thread aswell

#46
MarqueAZ

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See, this is why I loved you all, something about the Earth footage was driving me crazy and you just nailed it. :)

#47
DaewaNya

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I'm more concerned about the fact we can't switch shoulder. That's really something in need !!!

#48
ptys

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It's Sci-Fi so it doesn't have to be ultra realistic military proceedure, you don't see Captain Kirk or Han Solo pointing their guns in every possible dirction. Shoot from the hip like Nathan Drake ; )

#49
Bnol

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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
maxguevera

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Bnol 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.

www.gametrailers.com/video/e3-2011-mass-effect/714903
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. :wizard: I'm not too fussed about what they change the animation too, just so long as it helps immerse the player more in the combat and other gameplay situations.

Modifié par maxguevera, 16 juin 2011 - 01:41 .