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FI_FlimFlam
01-18-2006, 07:05 PM
After the first night of playing I have decided to post my impression of the game so far. Aside from the horrible decision regarding the lack of dedicated server which I have already discussed in other threads here are my other impressions of the game. I made a separate thread since I dind't want it to get lost in the stickied thread which is getting clogged up with alot of "it's not good" comments without anything to back them up. The game has it's good points and bad points. Right now if I had to make a decision based on the demo, I wouldn't purchase it and here is why.

First the visuals are pretty good. I cranked up everything and it's definitely not bad looking. The Terrorists definitely could look better but hey fit in with the style of the other character models of the game. A little less cartoony would have been my preference. The Rainbow models look quite good. Especially in multiplayer. I am so thankful that they took the time to act on the feed back from the community.

I love some of the environmental effects. Such as being able to shoot out the glass cars and how it shatters and then breaks. Nice touch RSE. The HDR works well if you have a card that can handle it. The weapon models are nicely rendered.

The new scope options are very nice. The red dot scope is nifty.

The new visual mode/motion sensing scanner or whatever is interesting. Unfortunately it was never really necessary to use it. Either I knew exactly where a terrorist was going to be or in Adver it was going too fast to use (more on that in a bit).

Movement Speed is a mixed bag. The walk when scoped seemed really nice. The walk when not scoped seemed a bit slow however. The run speed seems like you are Carl Lewis in the 100m Dash. I really think the run speed needs to be turned down a notch or 3. Also if you are really running, I think the weapon bob/swing should be much more accentuated. It's almost like you are moving at a really fast walk or light jog judging by the swing but are actually moving like a rocket. Also when you get injured it does not seem to affect your movement speed at all. This also contributes to the "arcade feel" of the game.

Not sure what to think about the accuracy of the weapons. The ability to run full tilt stop and shoot accurately in a spit second seems to be carried over from the console. I found very little bullet spread for movement (or reticule bloom) when you stop running and zoom/scope at the same time - you have insta-closed rets practically. They may have removed running while scoped, however, with the insta-ret closure while zoomed it's not that far off from it. Zoomed/scoped ret bonus that was in RvS seems present here as well. Headshots are very easy even without a scope.

Recoil seems very inconsequential. The weapon moves very slightly and you do not have to contol it. You can point the weapon at the wall, then lift the mouse off the desk and hold down the primary fire button and you will see what I mean. You no longer have to compensate at all for the recoil. You will have a nice tight grouping on the wall. Again adding to the "arcade feel" of the game.

Sounds. They seem decent to me. The footsteps weren't overpowering. What was completely obnoxious to me was the music in multiplayer. It was so completely overbearing and drowned out all other environmental sounds making it difficult if not impossible to listen for someone sneaking up on you. Addittionaly it was so loud that it also made listening to voice coms nearly impossible unless someone was screaming or had their mic output higher than normal. I ended up having to set the music volume to zero but had to shut down the server inorder to restart the game to kill the music even though it would change on the next map change - which it didn't.

AI. Team AI seems much improved they stack better, clear rooms better. But will still get caught staring at a tango occasionally and not react. Enemy AI in the demo is, to put it kindly, not that good. They do try to utilize cover but often will not get behind cover completely. Sometimes they will just sit there waiting for you to move up beside them and pull out your pistol to their noggin and pull the trigger. Still I would say they are better than RvS AI. If they get more difficult in later missions that will be a good thing.

Between round lobby. I have to say I hate this. It's clunky and you get so very little information about the previous round or how you performed. The chat feature just seems so very dated. Having to hit enter before typing your message is very annoying as well. Why not just have it operate like an IM client. And why are there 2 lobbies between rounds? This is bad design choice because of the continue button which I'll explain later.

Server browser - is one of the mose anemic I have ever seen. Very little information is available to the player the filters aren't much better. No friends or favorites that I found. The RvS one was much better at least with being able to get server details. Here's hoping for a join from ASE or Xfire ability.

In regards to single player, Kungfu_CIA said it best in that you are in a rat maze being funneled down the same path over and over with the AI in the exact same places every time. (COOP is the same - BTW). After playing the game through several times, with different weapons I'm bored already.

There is no specing you teammates after you die - this is true for both COOP and Adver as well. This was a bad decision on the dev's part IMO. It was probably a design hold over from the PS2 version to cut down on the network traffic from specing on someone. I could be wrong but it was not a smart thing to do for the PC version. After you die, if there is no respawn, you have to wait and look at nothing until the round is over. The longer the wait the more likely they will leave the server - that is besides just being annoying. Besides the console network bandwith consideration, I can see another potential reason they overlooked this. With respawn it isn't necessary to have a specatator mode. I think they probably anticipated everyone to use respawn.

COOP since it's eactly the same as the single player, is quess what, exactly the same except with different people. The AI is in the same place everytime. Due to the linear nature of sub-level/load-section/micro-level, you will quickly tire of crossing the same path over and over again. Anyone else here thought 2 minutes of loading time was wasted to move your team across 15 meters of courtyard to get to another - you guessed it again - load point. If coop is going to be plagued with this type of gameplay it is not going to take hold. Look at Close Combat:First to Fight. It was exactly the same style hold your hand linear gameplay. It grew stale very quickly.

The damage model on the coop, even on the "challenge" difficulty leaves alot to be desired. On one play with a teamate, I was shot no less than 5 times only to lose 2 bars of health. This only reinforces the "arcade feel" for me. Sometimes when shooting single shot, I would put upwards of 8 to 10 rounds in a terrorists before they would die. It was intersting to see how many shots to the torso a terrorist would take before going down after I started to notice this - especailly these ones in the demo that don't have body armor. You may be able to make 1 shot kills, however the damage you and the enemy can take has been dramatically increased. In adver it seems a bit better but you seem to be able to take a lot more damage than in previous installments of the Rainbow 6 series. You can make it out of 1 or 2 CQB encounters and still walk away even after being shot. You will also still be able to move at full speed and you rets do not seem to be affected either.

Adver has alot of features and I haven't explored them all. Definitely, it is much faster and easier to play than previous installments. You do not need to control you weapon as much as you did in RvS due to the lack of recoil. The running speed makes the game feel like SWAT4 on steriods but much easier. Those who played on the "high speed" SWAT4 servers will know what I mean. Not only the speed but the ret properties and the damage model and you start to see what I mean.

Respawn makes the game play much more arcade and fast paced. There is no incentive to play cautiously as a result. The ones who rush and are fastest on the zoom and trigger are the ones rewarded most. That is why I prefer no-respawn and how it forces the player to slow down and pick his spots for defense and assaulting. However the map is not as conducive for slower play as it is for rushing and moving around. It is a box with lots of openings to be flanked from the side or behind. That is why it is better to keep moving on it. Also the spawns seem to be very close and at the beginning of the map you can encounter someone in less than 4 seconds if they both go through the shower area. One match this became the de facto stand off at the beginning of every round.

Now lets get into the nuts and bolts of hosting. The server setup is about as lacking in capability as I dare I say the SWAT4 beta! Actually I think the S4 beta had more options that admins could control. There are no restriction kits - why? Also were are the round control timers. Such as time between rounds and start of the next? Unfortunately, in their wisdom RSE decided to MAKE the host actually click on the continue button after a round has ended before going to the pre-round lobby. Not only is this redundant (having 2 lobby sessions between rounds) but it forces the host to be infront of the computer all the time the server is up. You absolutely cannot make a dummy slot for hosting that doesn't play and leave the server up. Otherwise it will never rotate between rounds. Not a wise choice. I believe it is a direct hold over from the console code in that it mimics essentially the multiplayer interface where the host IS infront of the game all the time the server is running. Why they didn't take note of this I do not understand.

IMO this is a much of a console game on a PC. It's design and operation is prevalant throught out - from gameplay to the server setup and admin. A little has been changed, the graphics have been enhanced and are very nice when you turn up the options. However it just cannot escape it's original pedigree and the platform is was originally designed upon. I think if the game is modded it can have some potential if UBI and RSE open up thing for the community to tinker with however the OTB (Out of the Box) game is lacking that Rainbow Six feel.

FI_FlimFlam
01-18-2006, 07:05 PM
After the first night of playing I have decided to post my impression of the game so far. Aside from the horrible decision regarding the lack of dedicated server which I have already discussed in other threads here are my other impressions of the game. I made a separate thread since I dind't want it to get lost in the stickied thread which is getting clogged up with alot of "it's not good" comments without anything to back them up. The game has it's good points and bad points. Right now if I had to make a decision based on the demo, I wouldn't purchase it and here is why.

First the visuals are pretty good. I cranked up everything and it's definitely not bad looking. The Terrorists definitely could look better but hey fit in with the style of the other character models of the game. A little less cartoony would have been my preference. The Rainbow models look quite good. Especially in multiplayer. I am so thankful that they took the time to act on the feed back from the community.

I love some of the environmental effects. Such as being able to shoot out the glass cars and how it shatters and then breaks. Nice touch RSE. The HDR works well if you have a card that can handle it. The weapon models are nicely rendered.

The new scope options are very nice. The red dot scope is nifty.

The new visual mode/motion sensing scanner or whatever is interesting. Unfortunately it was never really necessary to use it. Either I knew exactly where a terrorist was going to be or in Adver it was going too fast to use (more on that in a bit).

Movement Speed is a mixed bag. The walk when scoped seemed really nice. The walk when not scoped seemed a bit slow however. The run speed seems like you are Carl Lewis in the 100m Dash. I really think the run speed needs to be turned down a notch or 3. Also if you are really running, I think the weapon bob/swing should be much more accentuated. It's almost like you are moving at a really fast walk or light jog judging by the swing but are actually moving like a rocket. Also when you get injured it does not seem to affect your movement speed at all. This also contributes to the "arcade feel" of the game.

Not sure what to think about the accuracy of the weapons. The ability to run full tilt stop and shoot accurately in a spit second seems to be carried over from the console. I found very little bullet spread for movement (or reticule bloom) when you stop running and zoom/scope at the same time - you have insta-closed rets practically. They may have removed running while scoped, however, with the insta-ret closure while zoomed it's not that far off from it. Zoomed/scoped ret bonus that was in RvS seems present here as well. Headshots are very easy even without a scope.

Recoil seems very inconsequential. The weapon moves very slightly and you do not have to contol it. You can point the weapon at the wall, then lift the mouse off the desk and hold down the primary fire button and you will see what I mean. You no longer have to compensate at all for the recoil. You will have a nice tight grouping on the wall. Again adding to the "arcade feel" of the game.

Sounds. They seem decent to me. The footsteps weren't overpowering. What was completely obnoxious to me was the music in multiplayer. It was so completely overbearing and drowned out all other environmental sounds making it difficult if not impossible to listen for someone sneaking up on you. Addittionaly it was so loud that it also made listening to voice coms nearly impossible unless someone was screaming or had their mic output higher than normal. I ended up having to set the music volume to zero but had to shut down the server inorder to restart the game to kill the music even though it would change on the next map change - which it didn't.

AI. Team AI seems much improved they stack better, clear rooms better. But will still get caught staring at a tango occasionally and not react. Enemy AI in the demo is, to put it kindly, not that good. They do try to utilize cover but often will not get behind cover completely. Sometimes they will just sit there waiting for you to move up beside them and pull out your pistol to their noggin and pull the trigger. Still I would say they are better than RvS AI. If they get more difficult in later missions that will be a good thing.

Between round lobby. I have to say I hate this. It's clunky and you get so very little information about the previous round or how you performed. The chat feature just seems so very dated. Having to hit enter before typing your message is very annoying as well. Why not just have it operate like an IM client. And why are there 2 lobbies between rounds? This is bad design choice because of the continue button which I'll explain later.

Server browser - is one of the mose anemic I have ever seen. Very little information is available to the player the filters aren't much better. No friends or favorites that I found. The RvS one was much better at least with being able to get server details. Here's hoping for a join from ASE or Xfire ability.

In regards to single player, Kungfu_CIA said it best in that you are in a rat maze being funneled down the same path over and over with the AI in the exact same places every time. (COOP is the same - BTW). After playing the game through several times, with different weapons I'm bored already.

There is no specing you teammates after you die - this is true for both COOP and Adver as well. This was a bad decision on the dev's part IMO. It was probably a design hold over from the PS2 version to cut down on the network traffic from specing on someone. I could be wrong but it was not a smart thing to do for the PC version. After you die, if there is no respawn, you have to wait and look at nothing until the round is over. The longer the wait the more likely they will leave the server - that is besides just being annoying. Besides the console network bandwith consideration, I can see another potential reason they overlooked this. With respawn it isn't necessary to have a specatator mode. I think they probably anticipated everyone to use respawn.

COOP since it's eactly the same as the single player, is quess what, exactly the same except with different people. The AI is in the same place everytime. Due to the linear nature of sub-level/load-section/micro-level, you will quickly tire of crossing the same path over and over again. Anyone else here thought 2 minutes of loading time was wasted to move your team across 15 meters of courtyard to get to another - you guessed it again - load point. If coop is going to be plagued with this type of gameplay it is not going to take hold. Look at Close Combat:First to Fight. It was exactly the same style hold your hand linear gameplay. It grew stale very quickly.

The damage model on the coop, even on the "challenge" difficulty leaves alot to be desired. On one play with a teamate, I was shot no less than 5 times only to lose 2 bars of health. This only reinforces the "arcade feel" for me. Sometimes when shooting single shot, I would put upwards of 8 to 10 rounds in a terrorists before they would die. It was intersting to see how many shots to the torso a terrorist would take before going down after I started to notice this - especailly these ones in the demo that don't have body armor. You may be able to make 1 shot kills, however the damage you and the enemy can take has been dramatically increased. In adver it seems a bit better but you seem to be able to take a lot more damage than in previous installments of the Rainbow 6 series. You can make it out of 1 or 2 CQB encounters and still walk away even after being shot. You will also still be able to move at full speed and you rets do not seem to be affected either.

Adver has alot of features and I haven't explored them all. Definitely, it is much faster and easier to play than previous installments. You do not need to control you weapon as much as you did in RvS due to the lack of recoil. The running speed makes the game feel like SWAT4 on steriods but much easier. Those who played on the "high speed" SWAT4 servers will know what I mean. Not only the speed but the ret properties and the damage model and you start to see what I mean.

Respawn makes the game play much more arcade and fast paced. There is no incentive to play cautiously as a result. The ones who rush and are fastest on the zoom and trigger are the ones rewarded most. That is why I prefer no-respawn and how it forces the player to slow down and pick his spots for defense and assaulting. However the map is not as conducive for slower play as it is for rushing and moving around. It is a box with lots of openings to be flanked from the side or behind. That is why it is better to keep moving on it. Also the spawns seem to be very close and at the beginning of the map you can encounter someone in less than 4 seconds if they both go through the shower area. One match this became the de facto stand off at the beginning of every round.

Now lets get into the nuts and bolts of hosting. The server setup is about as lacking in capability as I dare I say the SWAT4 beta! Actually I think the S4 beta had more options that admins could control. There are no restriction kits - why? Also were are the round control timers. Such as time between rounds and start of the next? Unfortunately, in their wisdom RSE decided to MAKE the host actually click on the continue button after a round has ended before going to the pre-round lobby. Not only is this redundant (having 2 lobby sessions between rounds) but it forces the host to be infront of the computer all the time the server is up. You absolutely cannot make a dummy slot for hosting that doesn't play and leave the server up. Otherwise it will never rotate between rounds. Not a wise choice. I believe it is a direct hold over from the console code in that it mimics essentially the multiplayer interface where the host IS infront of the game all the time the server is running. Why they didn't take note of this I do not understand.

IMO this is a much of a console game on a PC. It's design and operation is prevalant throught out - from gameplay to the server setup and admin. A little has been changed, the graphics have been enhanced and are very nice when you turn up the options. However it just cannot escape it's original pedigree and the platform is was originally designed upon. I think if the game is modded it can have some potential if UBI and RSE open up thing for the community to tinker with however the OTB (Out of the Box) game is lacking that Rainbow Six feel.

Yen Lo
01-18-2006, 07:18 PM
nice post, the only thing that I really like is the Night vision grey, rather than the green like it used to be.
For me itll depend on the editor, how manageable it is, and how far it go. I want smaller more focused maps, more like earlier in the series. I had tonnes of fun in just the top floors of a skyscraper.

FI_FlimFlam
01-18-2006, 07:26 PM
I agree the night vision is a nice touch.

And I would like smaller coop maps. However it doesn't get much smaller than the "make it across the courtyard" micro-map in the COOP.

I just felt like superman running around every corner and rushing up to the tangos not haveing to worry about being silent and if they would notice me. I just had to round a corner scoped, pop a head shot or 3. Then move forward to the next script trigger to make more tangos come out. Rinse repeat rinse repeat. Not much differnce from the console versions of Rainbow Six. It definitely is a departure from what we are used to.

KungFu_CIA
01-18-2006, 07:27 PM
Very good read.

It was well thought out and organized. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

I agree with all of the points and I want to bring over something from another thread because it is relevant to your assessment as well:

The basic "feel" of a game is what is called the "X" factor. The X Factor is what distinguishes one game from another, good or bad.

The "X" factor of this game (demo) isn't a consistent one and feels like a mix-mash of other titles.

-The run speed is way too fast
-The walk speed is way too slow

-The big one people are trying to put their finger on is there is no "recoil shake" like in RvS and other games.

That is, the spreading reticules now replace the camera shaking/moving up when you fire like in RvS.

While I thought it was highly over-exaggerated in RvS... At least it didn't feel static when you fired a weapon (regardless if first person weapon on or off) which is exactly why the weapons in LD don't have any character, or diffrence from one gun to another except how fast or slow the rets expand and contract.

This was one of the bad things about the original R6 and RS that has made it to the 21st Century, unfortunately.

-Another aspect that feels off is this is in fact a modified GR engine and therefore, it is designed more for long range combat than CQB.

I may be grasping with this point, but if you think about it, LD actually feels similar to SoAF (also the GR engine) and that game had just a very "off" feeling as well and I think this is probably why.

And speaking of engines...

The environments themselves aren't that dynamic in they are very sparsely populated and lack decorative features, ambient sounds and interactive physics objects... So this makes the levels feel empty and lifeless in every sense of the word... No doubt another hold-over from the limited specs of the console.

Basically, this game lacks any distinctive character in its current form which would make it an R6 game, or just a unique game in its own right.

On a positive note, I think the game has potential because it is a modified GR engine which is very mod-friendly...

But at the same time, I think the lack of any real "X" Factor is going to kill this game regardless of any mods that are released because it doesn't even do the basics very well, unfortunately http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif

TNT-EQ2
01-18-2006, 07:43 PM
I would have to say it was a very good read as well.

I do not hold out much hope as ya'all apparently do as far as modding and map making.

I got the feel from the Dev Discussion that Map Making and Modding tools for LD are as much a priority for UBI as a Linux Server port was for RVS...

Mainly no priority whatsoever...

SODsniper

FI_FlimFlam
01-18-2006, 07:47 PM
given the reception it has received so far, I have got to wonder what the exec's at UBI are thinking right now. And wonder how that is going to affect how they are going to support the game after release.

NUTZ_J98
01-18-2006, 07:47 PM
First impressions of a dangerous mind(Long time killa!)

Interface:

Well you load up and first thing you notice is you have to learn how to make your way around. It dont take long except for when you are waiting 5 minutes in a server for one guy to die so round will start over. You realize you cant find a way out. OK just hit escape... hit escape...!!! OK so that didnt work. Well wait a minute I think it finally noticed that someone was using it and wanted to hit escape. By this time I have slammed the button too many times in the last 4 minutes and the game "locks up". REBOOT...
Overall interface looks good but quite different to almost of an extreme. Just give the demo time to respond to anything you want it to do.

Graphics:

Amazing, oh wait that was an intro. The graphics do pretty good however they kind of scare you away from changing any video options other than resolution by labeling the other options "Advanced". The game isnt a Battlefield 2... yet anyway. We have a ways to go but I have no problems with a small lack in graphics for the multiplayer side anyway. Keeps the lag down so I can hit something. Most of it looks good. Moderate lighting and kinda repetative texturing but overall NICE.

Sound:

Well unfortunately the sound is where I get most complaints. Responses from teammates on singleplayer get old quick. Guns sound like BB guns and so on...
I kinda like the sharper crisper sound because it just feels like you are hitting something even when you are not. It's not quite realistic but still maybe some work in this area before we get final version.

Online:

Ah the thing that brings us all here. Well the servers are not setup correctly yet and just kinda being thrown up there for some quick play. Pings are extremly high even for the really good connections. Alot of times before you know someone is close they have flew through your body and you are both shooting in circles. The feel of the online is much different as far as view and you feel stuck in a box sometimes. Things almost feel small around you. That isnt how I like a squad combat experience to feel. Makes the map seem small and you keep looking over your back for something.

General Gameplay:

Say goodbye to the nades or revamp your tossing strategy. These things feel like lobbing bricks. I miss the lil bounce around corner toss or even the sharp arch over wall. Scopes work really well but I prefer the "Scope" over the Red Dot "Circle". You dont get hardly any zoom with the red dot which is more realistic but it is a better sight sometimes. The scope gives great amounts of zoom and very accurate with the assault rifles. The forced walk while zoomed is nice and brings a good sniper down to your level.

Conclusion:

It leaves me with alot to be expected from game for me not to wait till its 20 bucks. The demo will definitely not pull me away from Battlefield 2 but hopefully the community will step up with the maps and maybe some mods and make this game another great. That will only happen if UBI goes ahead and does there part to improve on the feedback from this demo.

VW-IceFire
01-18-2006, 08:01 PM
Good breakdown of the issues FlimFlam. Unfortunately I have to agree with pretty much all that you've said there so far.

On the upside the visuals and the engine absolutely shine. The FPS and general smoothness of the game in Lockdown is much better than Raven Shield. RvS is a bit of a pig in comparison so I'm pleased to see a more robust engine.

On the downside the game doesn't really feel like Rainbow Six at all. The guns have virtually no recoil, accuracy is too easy to achieve, there is absolutely no benefit to bursting your fire with a weapon as accuracy is so good anyways. It lacks the tactical feel to be quite honest and thats what made me stay with Raven Shield.

I'm disappointed...I'm questioning if things will get better before release...so I'll keep my eyes open but at the moment I just can't get into it.

meade95
01-18-2006, 08:07 PM
There are so many issues to list (which I have on other posts already).

But continuing with yours - Without a doubt the enemy AI must be tweaked (made much better) prior to the real release of LD -

Along with implementing a system were the tangos are NOT in the same exact spot each and every time you reply. That is ridiculous.

The "damage model" is another that must be addressed prior to the full release.

That you can take 4 and 5 shots without going down is so foolish it is hard to believe. Completely making a Console game out of R6

FI_FlimFlam
01-18-2006, 08:08 PM
I agree the engine seems to be doing quite well. Although I think the levels (as Kungfu_CIA mentioned somewhere) could be better populated with objects to give them more character.

That is a great observation and one that deserves mentioning. I haven't noticed any stuttering or portal hiccups at all. Very smooth gameplay considering. At least the doorway glitches from RvS will be gone. http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

KickURanus
01-18-2006, 08:15 PM
Nice post but I do have to disagree with you on the rets part. I'm not sure if you have palyed RS but thats how the rets where in that. I find them more appropriate than the knocking of the rvs guns. Agreed they close to fast but overall I think they are an improvment over RvS.

another issue is that of the guns. WOW is all I have ot say between the difference. It makes me unhappy that the guns are so different. The Subs are WAY underpowerd.

Other than that I think we have a R6 game here! GJ RSE. Ready up!

KungFu_CIA
01-18-2006, 08:20 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by FI_FlimFlam:
given the reception it has received so far, I have got to wonder what the exec's at UBI are thinking right now. And wonder how that is going to affect how they are going to support the game after release. </div></BLOCKQUOTE>

The key phrase is after-sales support.

LD is being released in a few weeks. This much we know to be true as there is no way they are going to cancel a major release based on the feedback from a single forum.

However, as you said, I question if this game will be supported very much if the sales are not that good because this is what drives post-sales support these days more than anything else.

The one thing that has been mentioned before in various other threads is how in the world could UBI/RSE release a demo with an MP component which has no dedicated sever program included?!

This is a huge mistake because most people's MP experience is going to be very bad since most of the "dedicated" servers are ones people are running off their own boxes in their own homes instead of paid for, or rented professional boxes since apparently, the game also requires a compatible graphics card to even start the game -- Something most professional hosting servers don't include since most other games on the market don't require one.

Do I smell another RvS in the making as far as bad decision making post-sales support?

NaRc.op
01-18-2006, 08:23 PM
"There is no specing you teammates after you die - this is true for both COOP and Adver as well. This was a bad decision on the dev's part IMO. It was probably a design hold over from the PS2 version to cut down on the network traffic from specing on someone. I could be wrong but it was not a smart thing to do for the PC version. After you die, if there is no respawn, you have to wait and look at nothing until the round is over. The longer the wait the more likely they will leave the server - that is besides just being annoying. Besides the console network bandwith consideration, I can see another potential reason they overlooked this. With respawn it isn't necessary to have a specatator mode. I think they probably anticipated everyone to use respawn."

I remember watching console videos that allowed u to watch through people when u were dead I think somehow it just didnt get into the demo version but we have to wait and ask a dev that question.

FI_FlimFlam
01-18-2006, 09:06 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by KickURanus:
Nice post but I do have to disagree with you on the rets part. I'm not sure if you have palyed RS but thats how the rets where in that. I find them more appropriate than the knocking of the rvs guns. Agreed they close to fast but overall I think they are an improvment over RvS.
</div></BLOCKQUOTE>

Yes I know it's similar to RS and how they operate but it just doesn't work for me. I will have to go back and re-load RS to compare but now they just feel to accurate, and the inta-close when scoping in feels like cheating IMO.

Addittionaly the removal of recoil takes one more element of the guns uniqueness away. Now all we really have to go on is, rof and the sound of the weapon. Other than that they feel the same. Sure the sub's have a faster closing ret but it feels no different than shooting one of the assuault rifles. Recoil was a change for the better IMO with RvS. I miss it now that it is gone. Because handling wise there seems to be no difference between weapons. I know there is based on the weapon metrics but they all now fire the same. Take for example the MP5SD and the FAMAS in RvS. Man you knew the difference just how the gun handled. But to each his own.