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greenmedic88 said:
Squilliam said:
BILL COSBY!!! said:
I'm sorry but I really think CoD4 is overrated. The gameplay doesn't have enough depth to really take that much skill. Something a truly engaging online shooter must have. It's only addictive because of the RPG like experience system. People basically stand still when aiming down sights and there is very little health. The more health a person has the longer the fire fight and therefore the more consistent a person's aim must be. At the same time the person has to strafe well to make themselves a harder target. Get the idea?And if anyone wants my perspective here's a list of the shooters (and I only play shooters) I've played over the years.:
Doom, 2 , ultimate, Final, 3
Quake, 2, 3 arena, 4
Halo: CE , 2, 3
Half life 1, 2 ep.1, ep.2
Ratchet and Clank 1, 2, 3, future
Resistance 1, 2
Gears 1
Medal of Honor
Call of Duty 2, 4

BTW my first game was Doom which I started playing when I was 5.
The bottom line is Call of Duty is completely overrated and really only entertains people new to the online shooter realm.

Errr all popular shooters are "noob" if you think about it.

The typical fps:

  • Firefights in enclosed spaces usually 20-50m at maximum up to 100m at most.
  • Players never miss where they aim their first shot, recoil is always predictable.
  • Sniping is easy, when it reality hitting a moving target is extremely hard.
  • Body-shots under-rated, they still kill in one shot if you aim well in reality.

 

That's because all FPS games fall under the same predictable rules. Predictable being the key word.

If they weren't so consistent, it would only frustrate most players who rarely want the most "realistic" experience a computer game could hope to provide. Just as long as it projects the illusion through appearance and responsiveness, most will be satisfied.

No FPS game I've played takes into account wind, bullet drift or bullet drop, deflection, etc. Most don't even take into account the basics of bullet velocity as most games tend to have bullets impact immediately after the "shoot" animation plays.

Source engine games like Half Life 2 are notorious for this where bullets literally travel faster than the speed of light (instantaneous impact regardless of distance).

Head shots are overemphasized and rarely ever seen in real life. In reality they actually have a lower rate of fatality because the head moves more than the body, bullets are more likely to glance off the cranium (or more likely the helmet) without a good biting angle (optimal being perpendicular to the surface being fired upon).

All real training is based upon the principal of aiming center of mass, but because video game rules favor the former so heavily, most gamers are oblivious of this.

But since it's already been established in video game rules, the basics of "head shots rule over everything else" and "sniper rifle beats everything else" are virtually ubiquitous.

 

 

 

 

 

I downloaded R1's demo and it's guns were driving me crazy - everything shoots some kind of slow-moving projectile....even the human weapon's bullets were moving waaayy too slow, and you could easily the bullets fly off. The result was what looked like a really stupid-looking laser show. I especially hate the Chirmera Bullseye - guns like that encourage braindead spray'n'pray playstyles. I recently bought UT3 and it has the same damn prob - too many guns that shoot slow-moving easy-to-dodge projectiles.

For anyone with R2 that knows what I'm talking about, have things changed at all? I thought the R1 demo was pretty bad. If the whole feel to the game hasn't changed I'll be really dissapointed with R2, which sucks cause I was looking foward to it.

This actually reminds me of a vid I saw for Killzone 2. They described the game with what they call "Hollywood Realism" - it's obviously a science-fiction'ish game, but they purposley avoided making anything that shoots lasers.....I love it.

 



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