schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
usually peaking in games is so that your character does not take enemy fire - seeing as aliens generally don't have long ranged attacks it becomes a little pointless
however peaking for aliens team, that might be something
how will a skulk,gorge,lerk and onos peak... it seems an exclusive thing to fades, and honestly they'd better off with an inbuilt sof exclusive to them... fits their play style anyways.
I don't particularly like the idea of peeking gameplay wise. It tends to encourage defensive play too much. In NS case it's also quite difficult to use, but I think it would provide advantage if it was quick enough to use. That extra 30 cm against an ambush could give you a few free shots.
I can't see such a big change on aliens as they are mobile enough to peek anyway. You're going to be exposed to fire anyway, I don't think it's big difference unless the peek is almost instant on/off thing.
Based on NS1 style gameplay, I'd definitely say no. On NS2 I'd rather not have it, but the devs seem to have their ideas of how to change the gameplay.
<!--quoteo(post=1731810:date=Oct 12 2009, 12:41 PM:name=ghost in the shell)--><div class='quotetop'>QUOTE (ghost in the shell @ Oct 12 2009, 12:41 PM) <a href="index.php?act=findpost&pid=1731810"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->in short: go play cod in long: those precious keyboard buttons are already bound to "taunt" and "medpack"<!--QuoteEnd--></div><!--QuoteEEnd--> lol yea
If youre curious and need to know whats around that corner, go walk over there and take a quick look and if need be, run like hell. No special "peaking" keys needed.
peaking = go play a tactical shooter. This is not a tactical shooter.
Also, I haven't seen a really good implementation of this. Hard to tell if you're still in cover/how much is exposed. Thus, the best ones force you to jump into 3rd-person view or have brushes that cause a special animation as you plaster yourself to the wall (i.e. Rainbow Six)
<!--quoteo(post=1732071:date=Oct 14 2009, 07:19 AM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Oct 14 2009, 07:19 AM) <a href="index.php?act=findpost&pid=1732071"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->peaking = go play a tactical shooter. This is not a tactical shooter<!--QuoteEnd--></div><!--QuoteEEnd-->
how do you know that? what has been disclosed so far has leaned more towards a tactical team based shooter game
<!--quoteo(post=1732170:date=Oct 14 2009, 04:14 AM:name=Tha)--><div class='quotetop'>QUOTE (Tha @ Oct 14 2009, 04:14 AM) <a href="index.php?act=findpost&pid=1732170"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->how do you know that? what has been disclosed so far has leaned more towards a tactical team based shooter game<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1732170:date=Oct 14 2009, 06:14 AM:name=Tha)--><div class='quotetop'>QUOTE (Tha @ Oct 14 2009, 06:14 AM) <a href="index.php?act=findpost&pid=1732170"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->how do you know that? what has been disclosed so far has leaned more towards a tactical team based shooter game<!--QuoteEnd--></div><!--QuoteEEnd-->
locallyunsceneFeeder of TrollsJoin Date: 2002-12-25Member: 11528Members, Constellation
<!--quoteo(post=1732170:date=Oct 14 2009, 08:14 AM:name=Tha)--><div class='quotetop'>QUOTE (Tha @ Oct 14 2009, 08:14 AM) <a href="index.php?act=findpost&pid=1732170"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->how do you know that? what has been disclosed so far has leaned more towards a tactical team based shooter game<!--QuoteEnd--></div><!--QuoteEEnd--> For all the rabble rousing about lockdown-mode, this just isn't true. Skulks still have bhop and they're the default unit while dual wielding exoskeletons are(I assume) top-tier units. You could make an argument that the gorge is more tactical, but it was never a fighting class so that's a moot point. The fade, skulk, and lerk are still highly movement based.
<!--quoteo(post=1732323:date=Oct 16 2009, 03:07 AM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Oct 16 2009, 03:07 AM) <a href="index.php?act=findpost&pid=1732323"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Please list your references.<!--QuoteEnd--></div><!--QuoteEEnd-->
Well I've said it on a lot of threads and i really get the notion its going that way, and i really don't wanna link everything, but its always been tactical but i can just see it being even more now, you got things like onos pushing down with a team. Got the gorge with his heal cloud. Got the fade as an assassin rather then just a bigger and more tank skulk. Got marines spawning together as squads, have heavy armors locking down areas whilst limiting their field of fire thus needing help from marines which is both tactical and teamwork.
And homocide, your trolling abit too much recently calm down.(yes i am abit aware i myself trolled abit before but ive calmed down myself)
However this is prolly gonna be shot down as a lot of people here cant stand to see their ability to destroy an enemy team as a marine on their own to go away but i just see it happening.
To the guy above me,
* For all the rabble rousing about lockdown-mode, this just isn't true. Skulks still have bhop and they're the default unit while dual wielding exoskeletons are(I assume) top-tier units. You could make an argument that the gorge is more tactical, but it was never a fighting class so that's a moot point. The fade, skulk, and lerk are still highly movement based.*
I heard skulks wont have bhop but they will still have a skill based movement, Skulks are more ambushed based due to the slower speed they have and the shorter ranged leap(if i am correct, anyone wanna clear that up?). Whilst fades will probably be more tactical then ever rather then blink in focus slash anyone and probably get a kill, as they are the surgical striker now they will probably have some personal scouting ability like sense of fear and pick off the right targets(weak ones such as wanderers off the side) and lerks game play will be the most movement based from what I've heard.
locallyunsceneFeeder of TrollsJoin Date: 2002-12-25Member: 11528Members, Constellation
<!--quoteo(post=1732424:date=Oct 16 2009, 01:46 AM:name=Tha)--><div class='quotetop'>QUOTE (Tha @ Oct 16 2009, 01:46 AM) <a href="index.php?act=findpost&pid=1732424"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I heard skulks wont have bhop but they will still have a skill based movement, Skulks are more ambushed based due to the slower speed they have and the shorter ranged leap(if i am correct, anyone wanna clear that up?). Whilst fades will probably be more tactical then ever rather then blink in focus slash anyone and probably get a kill, as they are the surgical striker now they will probably have some personal scouting ability like sense of fear and pick off the right targets(weak ones such as wanderers off the side) and lerks game play will be the most movement based from what I've heard.<!--QuoteEnd--></div><!--QuoteEEnd--> Skulks have both default leap and bhop. <!--quoteo(post=1730475:date=Oct 3 2009, 01:40 PM:name=dux)--><div class='quotetop'>QUOTE (dux @ Oct 3 2009, 01:40 PM) <a href="index.php?act=findpost&pid=1730475"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You can still bunny as a skulk.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1732424:date=Oct 15 2009, 11:46 PM:name=Tha)--><div class='quotetop'>QUOTE (Tha @ Oct 15 2009, 11:46 PM) <a href="index.php?act=findpost&pid=1732424"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well I've said it on a lot of threads and i really get the notion its going that way, and i really don't wanna link everything, but its always been tactical but i can just see it being even more now, you got things like onos pushing down with a team. Got the gorge with his heal cloud. Got the fade as an assassin rather then just a bigger and more tank skulk. Got marines spawning together as squads, have heavy armors locking down areas whilst limiting their field of fire thus needing help from marines which is both tactical and teamwork.<!--QuoteEnd--></div><!--QuoteEEnd-->
First, fix your run-on sentences.
Anyways. You're confusing the terms. All FPS games have tactical elements. Teamwork is typically essential. Even the most arcadey shooters like Quake3 have deep levels of tactical variety and responses.
A "tactical shooter" as I've stated it is a specific subset of FPS shooter games. Specifically in the vein of Counter-Strike and Call of Duty. The game relies on very low HP, precision shots, narrow cones of fire+overlaping feidls of fire, limited movement, and "realism". they also often include headshots. It is a sub-genre that attempts to capture the careful tactical movement of real humans in real combat. Cover is your life and death.
Contrast to "arcade shooters" like Quake, Unreal Tournament and NS1. Movement becomes much more interesting, most using bhop. There is typically no 1-shot kill, or your basehealth it enough to take a decent amount of punishment before dying. The game isn't about cover since there rarely is much in the level. It's about keeping a bead on your enemy, suprising them, or simply being better equipped. Probably best to have all three in your advantage.
The biggest reason NS2 won't be a "tactical shooter" is simply that the Aliens don't really have guns. Therefore the Marines don't need to worry as much about being in cover to shoot and not get shot. It becomes a game of dodging melee strikes, positioning to provide lines of fire for teammates, and bringing better firepower. The aliens will rely on cover and surprise to ambush and get close, but that shoves it more into the arcadey feel instead of a tactical shooter by virtue of being an Alien with melee weapons.
In closing, all FPS games have tactics. However, the sub-genre of "tactical shooters" emphasize specific sets of tactics to try and simulate real combat while other games are a bit more unhinged and take liberties to try and make it fun.
hmm you've got me thinking, tactical isnt the right term. I never saw tactical as realistic but i can see why you'd think otherwise.
I was probably thinking of teamplay but for some reason that term isnt what im thinking of.
And wow i don't really know what to say i wasn't a fan of bunnyhop but i am a bit guilty of doing it now and then but i really just went gorge, found it made too much noise so i never used it myself, i seriously would prefer a similar type of movement just inbuilt into the game rather then a bug.
Comments
No.
Both of you are bad.
I have probably been playing a lot less than you have and yet I'm still better than you. How sad.
however peaking for aliens team, that might be something
I can't see such a big change on aliens as they are mobile enough to peek anyway. You're going to be exposed to fire anyway, I don't think it's big difference unless the peek is almost instant on/off thing.
Based on NS1 style gameplay, I'd definitely say no. On NS2 I'd rather not have it, but the devs seem to have their ideas of how to change the gameplay.
in long: those precious keyboard buttons are already bound to "taunt" and "medpack"
in long: those precious keyboard buttons are already bound to "taunt" and "medpack"<!--QuoteEnd--></div><!--QuoteEEnd-->
lol yea
<img src="http://img.photobucket.com/albums/v462/PerfectDeath/Wrong_peak.jpg" border="0" class="linked-image" />
Only with skulks...
*CHOMP*
*marine pulles half a face back*
"It's not clear..." *dies*
Also, I haven't seen a really good implementation of this. Hard to tell if you're still in cover/how much is exposed. Thus, the best ones force you to jump into 3rd-person view or have brushes that cause a special animation as you plaster yourself to the wall (i.e. Rainbow Six)
how do you know that? what has been disclosed so far has leaned more towards a tactical team based shooter game
No.
Please list your references.
For all the rabble rousing about lockdown-mode, this just isn't true. Skulks still have bhop and they're the default unit while dual wielding exoskeletons are(I assume) top-tier units. You could make an argument that the gorge is more tactical, but it was never a fighting class so that's a moot point. The fade, skulk, and lerk are still highly movement based.
Well I've said it on a lot of threads and i really get the notion its going that way, and i really don't wanna link everything, but its always been tactical but i can just see it being even more now, you got things like onos pushing down with a team. Got the gorge with his heal cloud. Got the fade as an assassin rather then just a bigger and more tank skulk. Got marines spawning together as squads, have heavy armors locking down areas whilst limiting their field of fire thus needing help from marines which is both tactical and teamwork.
And homocide, your trolling abit too much recently calm down.(yes i am abit aware i myself trolled abit before but ive calmed down myself)
However this is prolly gonna be shot down as a lot of people here cant stand to see their ability to destroy an enemy team as a marine on their own to go away but i just see it happening.
To the guy above me,
*
For all the rabble rousing about lockdown-mode, this just isn't true. Skulks still have bhop and they're the default unit while dual wielding exoskeletons are(I assume) top-tier units. You could make an argument that the gorge is more tactical, but it was never a fighting class so that's a moot point. The fade, skulk, and lerk are still highly movement based.*
I heard skulks wont have bhop but they will still have a skill based movement, Skulks are more ambushed based due to the slower speed they have and the shorter ranged leap(if i am correct, anyone wanna clear that up?). Whilst fades will probably be more tactical then ever rather then blink in focus slash anyone and probably get a kill, as they are the surgical striker now they will probably have some personal scouting ability like sense of fear and pick off the right targets(weak ones such as wanderers off the side) and lerks game play will be the most movement based from what I've heard.
Skulks have both default leap and bhop.
<!--quoteo(post=1730475:date=Oct 3 2009, 01:40 PM:name=dux)--><div class='quotetop'>QUOTE (dux @ Oct 3 2009, 01:40 PM) <a href="index.php?act=findpost&pid=1730475"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You can still bunny as a skulk.<!--QuoteEnd--></div><!--QuoteEEnd-->
First, fix your run-on sentences.
Anyways. You're confusing the terms. All FPS games have tactical elements. Teamwork is typically essential. Even the most arcadey shooters like Quake3 have deep levels of tactical variety and responses.
A "tactical shooter" as I've stated it is a specific subset of FPS shooter games. Specifically in the vein of Counter-Strike and Call of Duty. The game relies on very low HP, precision shots, narrow cones of fire+overlaping feidls of fire, limited movement, and "realism". they also often include headshots. It is a sub-genre that attempts to capture the careful tactical movement of real humans in real combat. Cover is your life and death.
Contrast to "arcade shooters" like Quake, Unreal Tournament and NS1. Movement becomes much more interesting, most using bhop. There is typically no 1-shot kill, or your basehealth it enough to take a decent amount of punishment before dying. The game isn't about cover since there rarely is much in the level. It's about keeping a bead on your enemy, suprising them, or simply being better equipped. Probably best to have all three in your advantage.
The biggest reason NS2 won't be a "tactical shooter" is simply that the Aliens don't really have guns. Therefore the Marines don't need to worry as much about being in cover to shoot and not get shot. It becomes a game of dodging melee strikes, positioning to provide lines of fire for teammates, and bringing better firepower. The aliens will rely on cover and surprise to ambush and get close, but that shoves it more into the arcadey feel instead of a tactical shooter by virtue of being an Alien with melee weapons.
In closing, all FPS games have tactics. However, the sub-genre of "tactical shooters" emphasize specific sets of tactics to try and simulate real combat while other games are a bit more unhinged and take liberties to try and make it fun.
I was probably thinking of teamplay but for some reason that term isnt what im thinking of.
And wow i don't really know what to say i wasn't a fan of bunnyhop but i am a bit guilty of doing it now and then but i really just went gorge, found it made too much noise so i never used it myself, i seriously would prefer a similar type of movement just inbuilt into the game rather then a bug.
Sorry op!! derailed thread abit there.