This ad gets a 6 out of 10. Good for a couple of chuckles but not doesn't contain the lol factor of the MLB tv ads
This ad gets a 6 out of 10. Good for a couple of chuckles but not doesn't contain the lol factor of the MLB tv ads
eeww,someone has to eat that muffin
who is kevin butler,is he famous in america for tv or something
nightsurge said: ^Good gosh, people. For crying out loud how many times do I have to say I was NOT saying MAG had kill cam? And the TDM stuff may have been from the closed beta then. The stuff about invisible walls or whatnot was from someone talking about an IGN preview or something. |
I know what you are talking about with the latency. MW2 also does things like someone is shooting you as you're running around a building and then the bullets still register when you are clearly behind the building as if you were still standing there so you get killed. I'm sure there is a little bit of that in MAG but I don't even notice it, also MAG is a more open field game and slightly slower paced and it takes a little more shots to kill someone which dilutes the effect of bullet latency if there even is any, certainly not nearly on the levels of MW2. Infact it's one of the reasons why I stopped playing MW2 because the latency and the hit detection is just terrible. MAG seems to have both things down pretty well.
Also as for the invisible walls, the only thing I can think of is that each side gets a "base" where their primary respawn is (they also have bunkers, armored vehicles and paratroopers that are unlockable/detroyable) But in these bases if you try to go close to the other teams base it will say "there is an enemy mind field ahead please return to the battle" or something like that. I am not sure yet if you die or if it is an invisible wall as I have not tried to keep going as far as I could, but this is so that people can't spawn kill in bases and it also maintains the sense of "sides." Also the "bases" are far enough from the objective points that there would be no real advantage to going into the other teams base besides to spawn kill, but with so many people on an army that wouldn't last long anyways.
As for the battles themselves, yes theoretically all 128 players from a single side could all meet up in the same area to work on the same objective. Not sure if technically it can be accomplished showing all players on the screen at the same time, but it is possible in theory. As for doing "damage," that is accomplished by setting some sort of "charges" so 1 person or the whole team in one area would do the same amount of damage. Ofcourse the more people the better you can defend the charge but the rate of damage will be the same. This is one of the techniques they use to keep the different squads focused on their own tasks and maintain some order to the battle, though when certain areas need help the leaders can set an objective to help other squad's objectives if they are having trouble.
The maps are infact designed to be broken down into smaller separate battles, then merged together to make a bigger battle. But they are not restricting in your freedom to roam the whole battle field. It's pretty much set up as if the attacking side is attacking on three fronts and after they get the outer layer of objectives done they will meet in the center to destroy the defending army's facility. It's not the base they are destroying as the "base" with the respawning is separate and slightly behind the facility in which you have to destroy.
Cobretti2 said: imagine 256 player free for all. everyone would be getting killed in seconds by 100s of guys a tonce haha. |
That is usually what you see in real war, so it would prove to be real interesting. You would then entrust that commanding officers understand the semblance of strategy. This upper level has a chance to prove to be a real interesting console RTS if done right, and THAT piques my interest.
I have experienced no lag what so ever in MAG when I played the beta and I play on wireless.
Also whenever I shot my gun I saw each shot fired. My guess is that your friends didn't play the game at all.
iPhone = Great gaming device. Don't agree? Who cares, because you're wrong.
Currently playing:
Final Fantasy VI (iOS), Final Fantasy: Record Keeper (iOS) & Dragon Quest V (iOS)
richardhutnik said:
That is usually what you see in real war, so it would prove to be real interesting. You would then entrust that commanding officers understand the semblance of strategy. This upper level has a chance to prove to be a real interesting console RTS if done right, and THAT piques my interest. |
What'll be interesting is when or if they put in more support for clans with things like matches and tournaments. I understand why they wouldn't want a team comprising of an entire clan in a public game, but with the game requiring teamwork, I think it'd be stupid to not have support for clans that want to fight against other clans.
RVDondaPC said:
I know what you are talking about with the latency. MW2 also does things like someone is shooting you as you're running around a building and then the bullets still register when you are clearly behind the building as if you were still standing there so you get killed. I'm sure there is a little bit of that in MAG but I don't even notice it, also MAG is a more open field game and slightly slower paced and it takes a little more shots to kill someone which dilutes the effect of bullet latency if there even is any, certainly not nearly on the levels of MW2. Infact it's one of the reasons why I stopped playing MW2 because the latency and the hit detection is just terrible. MAG seems to have both things down pretty well. Also as for the invisible walls, the only thing I can think of is that each side gets a "base" where their primary respawn is (they also have bunkers, armored vehicles and paratroopers that are unlockable/detroyable) But in these bases if you try to go close to the other teams base it will say "there is an enemy mind field ahead please return to the battle" or something like that. I am not sure yet if you die or if it is an invisible wall as I have not tried to keep going as far as I could, but this is so that people can't spawn kill in bases and it also maintains the sense of "sides." Also the "bases" are far enough from the objective points that there would be no real advantage to going into the other teams base besides to spawn kill, but with so many people on an army that wouldn't last long anyways. As for the battles themselves, yes theoretically all 128 players from a single side could all meet up in the same area to work on the same objective. Not sure if technically it can be accomplished showing all players on the screen at the same time, but it is possible in theory. As for doing "damage," that is accomplished by setting some sort of "charges" so 1 person or the whole team in one area would do the same amount of damage. Ofcourse the more people the better you can defend the charge but the rate of damage will be the same. This is one of the techniques they use to keep the different squads focused on their own tasks and maintain some order to the battle, though when certain areas need help the leaders can set an objective to help other squad's objectives if they are having trouble. The maps are infact designed to be broken down into smaller separate battles, then merged together to make a bigger battle. But they are not restricting in your freedom to roam the whole battle field. It's pretty much set up as if the attacking side is attacking on three fronts and after they get the outer layer of objectives done they will meet in the center to destroy the defending army's facility. It's not the base they are destroying as the "base" with the respawning is separate and slightly behind the facility in which you have to destroy. |
Yes, there is that slight effect in MAG as well. It didn't frustrate me nowhere near as much as it did in Call of Duty 4 (especially with all the friggen perks like martyrdom).
If I recall, the invisible walls comment from the IGN preview was that the previewer saw a spot where he/she thought would be a good place to snipe, but couldn't get there because it was outside the edge of the map. Hence, the invisible walls comment.
IllegalPaladin said:
What'll be interesting is when or if they put in more support for clans with things like matches and tournaments. I understand why they wouldn't want a team comprising of an entire clan in a public game, but with the game requiring teamwork, I think it'd be stupid to not have support for clans that want to fight against other clans. |
Supporting clans is a good idea. You do want to do that, so you can manage things. I could see that, if not done right, someone from one clan will infiltrate another team and act as a sabatour. However, that could also prove to be interesting.