View Poll Results: what is the most important thing in your tactical shooter?

Voters
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  • weapons and kit modifications (lots of wepoans, gear and attachments, etc)

    4 8.70%
  • SP replayability (non linear maps, multuiple entry points, randomly placed tangos, maps for terrorist hunt (co-op or solo) mode, etc)

    8 17.39%
  • cosmetics (great graphics, sound and effects)

    0 0%
  • realistic movements and weapons behaviour (realistic recoils\inacuracy and slow movement and 1st person only)

    13 28.26%
  • fun multiplayer (tactical, slow, methodic)

    21 45.65%
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Thread: MOST IMPORTANT ASPECT IN A R6 GAME | Forums

  1. #1

    Join Date
    Feb 2003
    Posts
    516
    alot of ppl are *****ing cuz this game is not what they had hoped it to be. not enaugh realism, TPV, linearity, magzine sizes and so on.

    i was wondering what is the most importent aspect of a tactical shooter in your opinion. realistic weapons and scenerios are a giveaway. one shot one kill as well.

    so...<form action="http://forums.ubi.com/eve/forums" method="POST" name="VOTE">
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  2. #2
    I would have voted for "realistic movements and weapons behaviour (realistic recoils\inacuracy and slow movement and 1st person only)" but you had to add in the 1st person only part. If you had the option "realistic movements and weapons behaviour (realistic recoils\inacuracy and slow movement)" I would have voted for that.<div class="ev_tpc_signature">

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  3. #3
    multiplayer!!!

    i'm ok with tactical and methodic, but slow?...
    yes i know that when clearing rooms "slow is smooth and smooth is fast". that is the mantra.

    however the most important elements of attack are suprise and violence of action.

    it can't always be slow.

    slow makes it seem like a boring GRAW camp fest. everything about GRAW is slow, when you are scoped the reticle moves so slow you cant even keep up with a running enemy. and its not like the enemy can even run fast, itsss juuusst thhhaaat ssssllllllooowwwww.
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  4. #4
    I voted for

    realistic movements and weapons behaviour (realistic recoils\inacuracy and slow movement and 1st person only)

    Because if you have that then the multiplayer should be good/great imo.<div class="ev_tpc_signature">

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  5. #5
    F) All of the above.

    Also, I agree with the sentiment that so-called "tactical" shooters have brainwashed a lot of gamers into thinking slow and methodical (almost stealth-like) automatically = tactical when fast and furious is closer to real life CQB doctirines to surprise and overwhelm the enemy.

    Tactical means making critical decisions at any speed that have a noticeable effect on the outcome of the engagement.

    If I am clearing a room at break neck speed and see a trip-wrie in my path... That is a tactical decision because I have to figure out if it is safe enough to cut the wire, back out of the room, etc... All while trying not to get my virtual head blown off.

    Also, "one shot kills" to areas other than the head is another cliche of "tactical" shooters because believe it or not... People can be shot in the chest, abdomen, arm, leg, etc. and still live. They may be incapacitated and in a Hell of a lot of pain, but they certainly aren't dead by any means.

    I believe "tactical" on all platforms is one of those buzz words that has lost all real meaning and is often used when they run out of anything else and want to make their game seem more "adult", or "realistic".

    There are tactics in all games, both virtual and real life... But the degree and freedom of what you can and can't do and how this effects the game's outcome is the true meaning of tactical and tactics.

    Tacictal shooters could learn a lot from sports games because these are more true-to-life tactical/tactics simulators because the dynamics and end results are much easier to simulate than life and death situations involving SF ops and terrorists.
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  6. #6
    having fun is all i really care about, i dc bout other stuff
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  7. #7
    Originally posted by LeTHaL455:
    having fun is all i really care about, i dc bout other stuff
    I agree.

    Realism (or the degree of) should always be means to an end and not an end in itself unless this is the overall goal like for a trainning simulator like VBS1.

    However, I believe a lot of so-called tactical shooters aren't that tactical when it comes down to how the game actually plays when all is said and done.

    I realize current gaming technology has its limitations, but I believe a lot of the limitations imposed on the tactical shooter genre are artificial in some respects and some of these are dependent on the initiative (or lack thereof) of developers and publishers than any technological limitations per se.

    For example, non-linear map/level design.

    This is purely at the discretion of the level designers and what kind of realism they are aiming for. If they want to simulate a real hostage rescue crisis then the target building should have multiple entrances and even a sub-basement that would allow infiltration of the HR team.

    If they are aiming for a scripted, interactive movie approach then nine times out of ten the building is going to have one (maybe two) entry point(s) players are forced to go to with no other options other than not progressing further in the game.
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  8. #8
    Originally posted by Kgetz3:
    I voted for

    realistic movements and weapons behaviour (realistic recoils\inacuracy and slow movement and 1st person only)

    Because if you have that then the multiplayer should be good/great imo.
    yeah, but that's not rainbow. rainbow has NEVER had realistic recoil (completely) or accuracy (your way too accurate and there's a damn reticle on the middle of your screen). While those things might be cool or fun, they're not necessarily rainbow. Now if the franchise heads that way, no complaints by me, but it's not nor has it ever been rainbow.

    I'd pick MP (except for what's in parenthesis) so I would have to go with non-linear SP maps (too ba this hasn't happened since Red Storm made the games).
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  9. #9
    M16A1
    M16A2
    M4A1
    M16A4



    Call it the M16/M4 DLC Gun nut Pack. and charge 1200 points for it. or 400 points for each one.<div class="ev_tpc_signature">

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  10. #10
    the m16 is too long for rainbow 6 style combat........


    BTW get on live to privrate chat
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