ubi.com    Forums  Hop To Forum Categories  America's Army  Hop To Forums  America's Army 2: True Soldiers - General Discussion    Minor Concern about Potential Patch
Page 1 2 

Moderators: Mr.Hanky2005
Go
New
Find
Notify
Tools
Reply
  
-star Rating Rate It!  Login/Join 
Posted
As been discussed there could possibly be a patch on the way, which I am looking forward to, but I am somewhat concerned about one of the changes and how it could drastically alter gameplay.

Specifically certain situations leading to instant kills. Sure, that would obviously add realism, but in turn could also detract from the realistic sense of "having only one life to live".

Do you think it'll start to feel like every other TDM shooter, if we can die and respawn quickly?

I was thinking that yes it would be great to have instant kills and quicker bleedouts for specific situations, however let's also make a respawn timer mandatory. Say minimal of at least 10 second wait period before you can respawn. From there maybe the host can set it longer if he chooses to.

In the end I just don't want the game to feel like your ordinary TDM. Right now it feels very tactical because one death can really throw things off, which is the way it should be.
 
Posts: 11 | Registered: Sun January 14 2007Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Turn repawns off. That is, after all, how the game was intended to be played. Respawns are what detract from the sense of "having only one life", not whether there are instant kills or not.
 
Posts: 131 | Registered: Wed December 15 2004Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
quote:
Originally posted by Long4Short:
Turn repawns off. Respawns are what detract from the sense of "having only one life", not whether there are instant kills or not.


Thumbs Up


-------------------------------
"I just blew your mind, didn't I? The ol' universe isn't the warm, comfy place it was seven seconds ago, is it...?" - Bucky Kat
 
Posts: 1291 | Registered: Wed February 09 2005Reply With QuoteEdit or Delete MessageReport This Post
Picture of Cire_5th
Posted Hide Post
quote:
Originally posted by JayAJN:
...Specifically certain situations leading to instant kills. Sure, that would obviously add realism, but in turn could also detract from the realistic sense of "having only one life to live".

Do you think it'll start to feel like every other TDM shooter, if we can die and respawn quickly?

I was thinking that yes it would be great to have instant kills and quicker bleedouts for specific situations...

...because one death can really throw things off, which is the way it should be.


When a patch comes out for this to satisfy instant kills, this does not mean a center of mass shot will be an instant kill. Only precise headshots I believe as it should be. With the exception of a sniper who can zoom in, getting headshots will not be an easy task unless both of you are not moving at all. Even then you have to deal with weapon wobble, breathing, your skillpoints as a marksman, and distance. If all you try to go for are headshots as a rifleman just for an instant kill the chances of you missing is great. The chances of you wounding him with a center of mass shot is now gone because now, the enemy spots you, so he either hides,flees or comes around the other side of the building. Now tell me, would you have rather gone for the center of mass shot to down him or would you have still done the same thing and go for a head shot.

Any gametype other than Encounter or a gametype with respawns is good if you don't like respawns. I prefer no respawns myself.
 
Posts: 231 | Registered: Tue May 02 2006Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
head shots = instant kill. Body shots are the same as before.

This will make the clan matches better and appeal to the old AA crowd. I like the patch.




 
Posts: 141 | Registered: Tue November 20 2007Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
quote:
Originally posted by Cire_5th:
quote:
Originally posted by JayAJN:
...Specifically certain situations leading to instant kills. Sure, that would obviously add realism, but in turn could also detract from the realistic sense of "having only one life to live".

Do you think it'll start to feel like every other TDM shooter, if we can die and respawn quickly?

I was thinking that yes it would be great to have instant kills and quicker bleedouts for specific situations...

...because one death can really throw things off, which is the way it should be.


When a patch comes out for this to satisfy instant kills, this does not mean a center of mass shot will be an instant kill. Only precise headshots I believe as it should be. With the exception of a sniper who can zoom in, getting headshots will not be an easy task unless both of you are not moving at all. Even then you have to deal with weapon wobble, breathing, your skillpoints as a marksman, and distance. If all you try to go for are headshots as a rifleman just for an instant kill the chances of you missing is great. The chances of you wounding him with a center of mass shot is now gone because now, the enemy spots you, so he either hides,flees or comes around the other side of the building. Now tell me, would you have rather gone for the center of mass shot to down him or would you have still done the same thing and go for a head shot.

Any gametype other than Encounter or a gametype with respawns is good if you don't like respawns. I prefer no respawns myself.


I like both equally so long as Encounter just doesn't turn into your typical TDM if you can respawn quickly. I guess it all depends on the extent that they alter the kills. From what I've read bleedouts were suppose to be quicker as well.

We'll see.

IMO, this game is much better than the old/current AA. It's more realistic and more tactical, I'm hoping they don't change the game too much just to appeal to the masses. The old AA gets dull fast IMO because no one plays it to the simulation level as they do with TS.


On another note I have a slight problem with the current 203s. From what I understand the grenade has to travel a set distance before it arms itself, a distance that's not nearly replicated in the game. I don't think the 203 should be a close range option as it is right now.
 
Posts: 11 | Registered: Sun January 14 2007Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
quote:
Originally posted by JayAJN:
On another note I have a slight problem with the current 203s. From what I understand the grenade has to travel a set distance before it arms itself, a distance that's not nearly replicated in the game. I don't think the 203 should be a close range option as it is right now.


You are correct, and I agree.

They had this correct in AA:RoaS. It is incorrect the way the M203 operates in AA:TS.


-------------------------------
"I just blew your mind, didn't I? The ol' universe isn't the warm, comfy place it was seven seconds ago, is it...?" - Bucky Kat
 
Posts: 1291 | Registered: Wed February 09 2005Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
hey cons how is bioshock?

a lil off topic i know, sorry Razz




 
Posts: 141 | Registered: Tue November 20 2007Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
The 40mm HE and HEDP rounds arm from 14 to 27 meters. It's unfortunate they didn't work that aspect of the weapon into the game.

Has anybody had a chance to use a Claymore mine yet?
 
Posts: 131 | Registered: Wed December 15 2004Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
I think the instant kill thing will be fine as long as it still takes into account the team leader proximity bonus. Although yeah, a centered headshot should pretty much always be a kill.

And as far as the OT stuff goes, it would be nice if they fixed the arming distance on the 203, but it should probably be shorter than the real-world distance because the maps are big but they're not THAT big.

And the first 2/3 of Bioshock is game of the year material.. Definitely worth playing.
 
Posts: 3520 | Registered: Thu April 21 2005Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
thanks mean. it prolly wont be til sping til i can afford any more games. My job hasnt had work to do since october.

Sometimes it sux being a contractor, It pays well (SUPER WELL) when im working, but when im not i dont get paid **** Frown




 
Posts: 141 | Registered: Tue November 20 2007Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
quote:
it should probably be shorter than the real-world distance

Um... no. Sorry if they change it at all which they should it should be just like it is in the real world sorry but that is how it should be or they should keep it like it is.
 
Posts: 75 | Registered: Fri October 12 2007Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
quote:
Originally posted by ChauffeurDrive:
hey cons how is bioshock?

a lil off topic i know, sorry Razz


If you like games like Resident Evil - story driven, collect items, kill things along the way, then this is a great game.

I am not a big fan of that genera, but Bioshock makes a couple hours fly right by.

MeanMF is not the first person that mentioned to play at least 2/3 of the way through. I have reached that point and am going to finish the game. Lots of games like this genera I would not bother.


-------------------------------
"I just blew your mind, didn't I? The ol' universe isn't the warm, comfy place it was seven seconds ago, is it...?" - Bucky Kat
 
Posts: 1291 | Registered: Wed February 09 2005Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
Yeah it kind of comes off the rails towards the end, but it's still worth finishing. They just added some new stuff via free DLC - I might have to give it another runthrough on the harder difficulty level.
 
Posts: 3520 | Registered: Thu April 21 2005Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
lol so like they kinda got bored and through some things together at the end and said done?




 
Posts: 141 | Registered: Tue November 20 2007Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
quote:

And as far as the OT stuff goes, it would be nice if they fixed the arming distance on the 203, but it should probably be shorter than the real-world distance because the maps are big but they're not THAT big.


Agreed. I had a guy drop a 203 at his feet last night and take us both out.. That should not have been possible. Although the kiddies would never understand the real reason.
 
Posts: 112 | Registered: Thu January 20 2005Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
quote:
Originally posted by MeanMF:
Yeah it kind of comes off the rails towards the end, but it's still worth finishing. They just added some new stuff via free DLC - I might have to give it another runthrough on the harder difficulty level.
I got about 2/3 of the way through, and then COD4 came out followed by AA:TS. I think I'll go back once I get some time. It really is a good game though and gets away from the "dumbed down console shooter mindset". Anyway, the 203 ahould be like it was in ROAS. Is it too much to ask for a functioning sight for the 203?
 
Posts: 712 | Registered: Mon May 28 2007Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
quote:
Originally posted by ChauffeurDrive:
lol so like they kinda got bored and through some things together at the end and said done?

I can't really explain without giving stuff away.. I'll just say that I thought it peaked around 2/3 of the way through and the last act was much more mundane than the rest of the game.
 
Posts: 3520 | Registered: Thu April 21 2005Reply With QuoteEdit or Delete MessageReport This Post
Picture of Safrole
Posted Hide Post
That's called the denoument. Heh, kidding.

Hey I'm ignorant. Does the 203 arm based on a fuse, on time out of the barrel? After that it detonates on impact?

When Shep relates the 203 murder/suicide tactic, I think it would be great to have the grenade simply bounce on the ground.

And completely off topic; I have a theory about airstrikes and grenades taxing bandwidth so badly. Maybe this is not from any REAL consumption of bandwidth as it is an induced drag on everyone's local machine, which must produce the more intense visual effects and perhaps calculate blast radii, etc. When 10-16 machines all have this minor hiccup simultaneously, perhaps that's what make synchronization so difficult. (ie the room drops)


--The last thing I want to do is hurt you. (But it's still on the list.)
 
Posts: 597 | Registered: Thu January 12 2006Reply With QuoteEdit or Delete MessageReport This Post
Posted Hide Post
It's not timed - it's based on the number of spins that the grenade makes while it's in flight. So if it hits something close and stops spinning, it won't arm. It would still hurt or kill you if you were hit by one though.
 
Posts: 3520 | Registered: Thu April 21 2005Reply With QuoteEdit or Delete MessageReport This Post
 Previous Topic | Next Topic powered by eve community Page 1 2  
 

ubi.com    Forums  Hop To Forum Categories  America's Army  Hop To Forums  America's Army 2: True Soldiers - General Discussion    Minor Concern about Potential Patch

Terms of Use