Gonna lob The Forever Winter in, even if it is still in early access. In a future where AI are stuck conducting a war after the national leaders are long gone, directing human and cyborg (human-adjacent?) soldiers to control locations.
Gameplay is an extraction shooter that can be solo or co-op, and what load out you choose will dictate how the NPCs react to your presence.
I think bullet drop, bullet travel, and recoil patterns are a thing, but I’m usually just trying to not be stepped on by a mech or spotted by Mother Courage 😫
I tried and just couldn’t get past the combat. It just wasn’t for me. I want to give it a try again though and see if maybe i can get it to click, because i really want to appreciate it the way the fan base does
I hate games where they show the person who killed you on the map or similar.
What is the point of getting a good spot with the sniper if after one kill I get hunted down when they respawn. I need to move instantly. That’s stupid.
Yes and I an of course annoyed, but I don’t think it’s fair to reveal their spot. I already have enough advantage, because I know where they roughly are.
But usually in those games they use the sniper as a shotgun, because everything else is useless
Yes, I have. And there are better ways of doing it.
You could, in example, show a directional cone of where the shot came from on death. It tells you something, but not everything.
Planetside 2, and similar, gives you literal wall hacks for 20 seconds. I play with friends often, so when one of us dies we end up describing the player’s exact movements post-death without even thinking. That’s completely broken.
No, what’s stupid is one shot kill stupidly accurate sniper weapons in the first place.
Either way no one is happy. I think some simple solutions are:
Limit actual sniper ammo, maybe 5-10 rounds total per life.
Anything further than like 150m should require zeroing and accounting for wind even in casual games. It could be simplified/not true to life, but it should be done for balance. IRL snipers are not very viable for most things for a reason. They’re a specialist tool, not an actual alternative to an assault rifle.
No one-shot kill bodyshots from snipers.
Damage heavily reduced with increasing distance.
Accuracy heavily penalized for anything but staying still while prone.
Require a few frames of no mouse/right stick inputs to hold breath/stabilize, limiting snipers to largely static targets
For those who do like to run around with long range weapons especially in games like Battlefield, add a nice DMR. Should fire single shot semi-auto only, but have ammo and mags comparable to an assault rifle, better precision, but damage pretty much the same as an AR.
But real snipers camp (and then move if they’re smart). But that shouldn’t be contingent upon an omniscient view. It should be contingent on other people seeing where the shot came from or otherwise surveying the area. If you want realism in your game, no kill cams.
I don’t play too many fps games, but I liked that feature in COD:MW2 (yes I am old now). kept the game moving along and it was hilarious to mow people down as they tried to sneak up on you again and again
I also liked on more mil sim games that it doesn’t have that feature, you just fucking die.
tl;dr: I’ve only played games where it’s appropriate to the game style
I heard ages ago that the animation was something special and then saw it was dirt cheap on sale and grabbed it a while after that but was just never in the mood to start something that looked so frantic. Finally actually started playing it a couple days ago.
For starters, the main character’s animation work really is something special. The snappy movement, the expressive face, the terrible posture, the confrontationally ever-visible underwear.
Everything other than the visuals seems so undercooked, though. The setting is high concept but the plot is a basic “get revenge and save the girl” type deal. It’s one big map like a Metroid game but the levels are as straightforward as a level-based licensed platformer. The combat is trying to be spectacle-fightery but there is absolutely zero complexity to it. And I was just playing it last night and have already completely forgotten the music sounds like aside from, like, there’s electric guitar.
I’ll stick with it longer in hopes that the game around this extremely likable main character develops into something beyond baseline technical competence. I’ve simply never played a game that is so lovingly and expertly made in one specific regard that phones literally everything else in as hard as this seems to so far.
I’m also getting into Death Stranding 2 but it feels like there’s nothing to say about it. First game again but more of it. Weird to see Kojima making so conservative a sequel. Like with Cookie Cutter, I’m really hoping for more from this as I progress. Not to say that they’re equivalently disappointing.
I’ve been playing a couple new-to-me games lately, Plague Inc and Guntouchables.
I can see why Plague Inc is so popular. It has a bit of that “one more turn” feel to it for me, and it is interesting how you can employ different strategies to try to win. I find it to be a decent game for relaxing after a tough day of work (though it could also be frustrating when you lose).
Guntouchables I got for free when it first launched and just played it yesterday with some friends (who also got it for free). It is a fairly simple co-op rogue-lite top down shooter, but I think it is well executed, and I enjoyed the couple runs we had. I’ll probably buy the supporter pack DLC for this at some point, because I do feel it deserves that.
“I should be able to dual weild two handers, interrupt spells, cc an entire screen, do full dps at range, and heal myself to full immediately, because another class can do one of those things each”
bin.pol.social
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