Auto-Aim: Bioware's Insult to Gamers...
#51
Posté 13 février 2010 - 01:23
#52
Posté 13 février 2010 - 01:31
Mr.Kusy wrote...
Skilled Seeker wrote...
Thats why if you want to be a hardcore gamer stick to PCs. Consoles are for kids (I went there!)
Now there's not rurning back. And yeah... hardcore gamers should stuck to PCs... for the next 5 years, when the piracy scale will get big enough for developers to dump our platform compleatly.
You mean like five years before now? And five years before that?
#53
Posté 13 février 2010 - 01:39
jacksmedula1 wrote...
Mr.Kusy wrote...
Skilled Seeker wrote...
Thats why if you want to be a hardcore gamer stick to PCs. Consoles are for kids (I went there!)
Now there's not rurning back. And yeah... hardcore gamers should stuck to PCs... for the next 5 years, when the piracy scale will get big enough for developers to dump our platform compleatly.
Yep, there's the rub. Even though the PC is the superior gaming platform; someday, the big name devs are going to abandon the PC. It's happening already. Let's face it; DAO and ME/ME2 should have been PC titles ported to console, not the other way around.
While ME1 was truly a crappy port (from my experience any way), PC versions of DA:O and ME2 have turned out to be much better experiences for me than the 360 versions. Seems to me they were actually developed to be multi-platform releases, not ported from the console versions.
People can continue to prognosticate the death of PC gaming and spread FUD about piracy, but I just don't see it. The truth of the matter as I see it is that as long a there is a sufficient market for PC games to support their development, they will continue to be made.
.02
#54
Posté 13 février 2010 - 01:41
Makoto SFG wrote...
Xbox.
Well, theres your problem right there!
#55
Posté 13 février 2010 - 01:44
#56
Posté 13 février 2010 - 01:46
Makoto SFG wrote...
EA = Ridiculous
also...
EA = The decline of Bioware
-----
EA usurps genuine awesome talent and craps out mediocrity. It is a money-hungry bloodthirsty powerhouse in an industry already bigger than Hollywood, and it doesn't give TWO ****ING ****s about ART in gaming. All it ****ing cares about is SELLING as many green and black jewel-cases as possible. **** you Electronic Arts.
Just be glad that it wasn't activision that bought them. It could be a lot worse. If you want to talk about a publisher who doesn't give a crap, that would be activision.
#57
Posté 13 février 2010 - 02:01
We have five systems:
1) Zoom-snap - When you zoom in, the camera moves towards your current target.
2) Bullet magnetism - if you were going to miss by a very small margin, we help you out. (a pretty tiny amount)
3) Friction - when you are over a target, your stick moves slower with slightly more control
4) Adhesion - as you and an enemy turn, it makes it easier to hold the same position
5) Aim-point-preservation - when you pop out of cover, we try to keep your aim point stay where you want it
I wrote most of the systems except #1. They're all tuned pretty low but all together they make a difference and make you able to turn faster and maneuver smoothly.
I'd love to hear specific criticisms of the systems, things I can fix.
Modifié par Thomas_R_Roy, 13 février 2010 - 02:02 .
#58
Posté 13 février 2010 - 02:02
#59
Posté 13 février 2010 - 02:03
#60
Posté 13 février 2010 - 02:04
Thomas_R_Roy wrote...
Every modern XBox shooter has some form of aim-assist. People will swear they don't exist or they have them turned off, but most games don't let you. Halo 1,2,3, CoD, Gears of War 1,2, Resident Evil 5, Borderlands, ShadowRun...etc etc etc
We have five systems:
1) Zoom-snap - When you zoom in, the camera moves towards your current target.
2) Bullet magnetism - if you were going to miss by a very small margin, we help you out. (a pretty tiny amount)
3) Friction - when you are over a target, your stick moves slower with slightly more control
4) Adhesion - as you and an enemy turn, it makes it easier to hold the same position
5) Aim-point-preservation - when you pop out of cover, we try to keep your aim point stay where you want it
I wrote most of the systems except #1. They're all tuned pretty low but all together they make a difference and make you able to turn faster and maneuver smoothly.
I'd love to hear specific criticisms of the systems, things I can fix.
I like you, then! #1 is the only one that's annoying. If I have a headshot lined with a sniper rifle and go to zoom in and shoot, the camera will jump around to either in front of him or onto his body or to another enemy and it's pretty annoying. It doesn't happen all the time, though, otherwise I would really hate my Infiltrator.
#61
Posté 13 février 2010 - 02:05
Thomas_R_Roy wrote...
Every modern XBox shooter has some form of aim-assist. People will swear they don't exist or they have them turned off, but most games don't let you. Halo 1,2,3, CoD, Gears of War 1,2, Resident Evil 5, Borderlands, ShadowRun...etc etc etc
We have five systems:
1) Zoom-snap - When you zoom in, the camera moves towards your current target.
2) Bullet magnetism - if you were going to miss by a very small margin, we help you out. (a pretty tiny amount)
3) Friction - when you are over a target, your stick moves slower with slightly more control
4) Adhesion - as you and an enemy turn, it makes it easier to hold the same position
5) Aim-point-preservation - when you pop out of cover, we try to keep your aim point stay where you want it
I wrote most of the systems except #1. They're all tuned pretty low but all together they make a difference and make you able to turn faster and maneuver smoothly.
I'd love to hear specific criticisms of the systems, things I can fix.
Thread pwned.
I was going to say all console games have aim assist.
#62
Posté 13 février 2010 - 02:06
Thomas_R_Roy wrote...
Every modern XBox shooter has some form of aim-assist. People will swear they don't exist or they have them turned off, but most games don't let you. Halo 1,2,3, CoD, Gears of War 1,2, Resident Evil 5, Borderlands, ShadowRun...etc etc etc
We have five systems:
1) Zoom-snap - When you zoom in, the camera moves towards your current target.
2) Bullet magnetism - if you were going to miss by a very small margin, we help you out. (a pretty tiny amount)
3) Friction - when you are over a target, your stick moves slower with slightly more control
4) Adhesion - as you and an enemy turn, it makes it easier to hold the same position
5) Aim-point-preservation - when you pop out of cover, we try to keep your aim point stay where you want it
I wrote most of the systems except #1. They're all tuned pretty low but all together they make a difference and make you able to turn faster and maneuver smoothly.
I'd love to hear specific criticisms of the systems, things I can fix.
Well, I haven't had any problems with them at all... and #3 seems pretty ingenious to me. The problem some people seem to have (which i have had happen once or twice while playing MW2, but not ME2) is that occasionally an enemy will pop into your field of view and pull your reticle away from your original target. Its annoying, but its rare enough for me that i haven't seen it in 2 playthroughs.
Modifié par Guaritor, 13 février 2010 - 02:07 .
#63
Posté 13 février 2010 - 02:06
#64
Posté 13 février 2010 - 03:08
Thomas_R_Roy wrote...
Every modern XBox shooter has some form of aim-assist. People will swear they don't exist or they have them turned off, but most games don't let you. Halo 1,2,3, CoD, Gears of War 1,2, Resident Evil 5, Borderlands, ShadowRun...etc etc etc
We have five systems:
1) Zoom-snap - When you zoom in, the camera moves towards your current target.
2) Bullet magnetism - if you were going to miss by a very small margin, we help you out. (a pretty tiny amount)
3) Friction - when you are over a target, your stick moves slower with slightly more control
4) Adhesion - as you and an enemy turn, it makes it easier to hold the same position
5) Aim-point-preservation - when you pop out of cover, we try to keep your aim point stay where you want it
I wrote most of the systems except #1. They're all tuned pretty low but all together they make a difference and make you able to turn faster and maneuver smoothly.
I'd love to hear specific criticisms of the systems, things I can fix.
these were turned off for the PC version, yes?
#65
Posté 13 février 2010 - 03:16
Specifics when criticizing help a whole lot. otherwise you just seem like you're raging.
#66
Posté 13 février 2010 - 03:25
#67
Posté 13 février 2010 - 03:34
Thomas_R_Roy wrote...
Every modern XBox shooter has some form of aim-assist. People will swear they don't exist or they have them turned off, but most games don't let you. Halo 1,2,3, CoD, Gears of War 1,2, Resident Evil 5, Borderlands, ShadowRun...etc etc etc
We have five systems:
1) Zoom-snap - When you zoom in, the camera moves towards your current target.
2) Bullet magnetism - if you were going to miss by a very small margin, we help you out. (a pretty tiny amount)
3) Friction - when you are over a target, your stick moves slower with slightly more control
4) Adhesion - as you and an enemy turn, it makes it easier to hold the same position
5) Aim-point-preservation - when you pop out of cover, we try to keep your aim point stay where you want it
I wrote most of the systems except #1. They're all tuned pretty low but all together they make a difference and make you able to turn faster and maneuver smoothly.
I'd love to hear specific criticisms of the systems, things I can fix.
Thank you for your response Thomas. You are right that the systems are tuned very low, it almost feels transparent. Other than #1, I did not even know the other four existed
#68
Posté 13 février 2010 - 03:37
#69
Posté 13 février 2010 - 03:41
#70
Posté 13 février 2010 - 03:42
The rest of those are all really nice ideas that have 0 chance to mess up a gamer's aim. Zoom-snap, however, can, occasionally, pull you away from what you're aiming at and toward another enemy, or toward a body part you don't want to hit.
It can also cause slight problems with hitting a moving target as it's hard to lead if your targetting reticule is snapping to him.
#71
Posté 13 février 2010 - 03:54
Then I realized there was no autoaim on PC
Then the consolers, fans of the easy button, complained about the game being too streamlined
Then I chuckled and wrote this message and left the thread
#72
Posté 13 février 2010 - 03:55
When sniping it will automatically put your aimer on the target even if he is behind cover. This means that if you try and put your cross hairs as the corner to get him when he pops out, the game will automatically aim you at the box or wall or w/e. Its a minor issue but can be annoying at some times.
#73
Posté 13 février 2010 - 03:58
Ex: Im crouched behind a crate aiming to the left, instead of popping out to the left to shoot I stand up aim over the shoulder to the right and aim....really disorienting. Didnt happen too often, and apart from that, it was really great system I think.
I enjoyed the gunplay so much this time around, it felt really real and I love it so much I hope they release a sort of arena dlc for ME2 so I can blast things with my uber completionist shep while waiting for more DLC
#74
Posté 13 février 2010 - 03:59
1 is the one that is annoying because often times it zooms you to what wasn't your target. If I have a headshot lined up, many times it snaps it completely out of focus halfway to something else that was not the intended target so you are temporarily disoriented trying to find out where your target just went and why all of a sudden it looks like you are about to die.Thomas_R_Roy wrote...
Every modern XBox shooter has some form of aim-assist. People will swear they don't exist or they have them turned off, but most games don't let you. Halo 1,2,3, CoD, Gears of War 1,2, Resident Evil 5, Borderlands, ShadowRun...etc etc etc
We have five systems:
1) Zoom-snap - When you zoom in, the camera moves towards your current target.
2) Bullet magnetism - if you were going to miss by a very small margin, we help you out. (a pretty tiny amount)
3) Friction - when you are over a target, your stick moves slower with slightly more control
4) Adhesion - as you and an enemy turn, it makes it easier to hold the same position
5) Aim-point-preservation - when you pop out of cover, we try to keep your aim point stay where you want it
I wrote most of the systems except #1. They're all tuned pretty low but all together they make a difference and make you able to turn faster and maneuver smoothly.
I'd love to hear specific criticisms of the systems, things I can fix.
#75
Posté 13 février 2010 - 03:59
1 is the one that is annoying because often times it zooms you to what wasn't your target. If I have a headshot lined up, many times it snaps it completely out of focus halfway to something else that was not the intended target so you are temporarily disoriented trying to find out where your target just went and why all of a sudden it looks like you are about to die.Thomas_R_Roy wrote...
Every modern XBox shooter has some form of aim-assist. People will swear they don't exist or they have them turned off, but most games don't let you. Halo 1,2,3, CoD, Gears of War 1,2, Resident Evil 5, Borderlands, ShadowRun...etc etc etc
We have five systems:
1) Zoom-snap - When you zoom in, the camera moves towards your current target.
2) Bullet magnetism - if you were going to miss by a very small margin, we help you out. (a pretty tiny amount)
3) Friction - when you are over a target, your stick moves slower with slightly more control
4) Adhesion - as you and an enemy turn, it makes it easier to hold the same position
5) Aim-point-preservation - when you pop out of cover, we try to keep your aim point stay where you want it
I wrote most of the systems except #1. They're all tuned pretty low but all together they make a difference and make you able to turn faster and maneuver smoothly.
I'd love to hear specific criticisms of the systems, things I can fix.




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