[QUOTE="Philmon"]
precision aiming is a more accurate form of aiming (e.g. in an FPS you have iron-sight for a more precise aim, or a close in over the shoulder aiming for TPS). Trust me you can not be killed when diving in slo-mo. You do take damage but you cant die until you get hit again after your dive is complete and normal time resumes.
If it is a choice between a cover system and the use of continuous rolls to achieve the same results, I personally think a cover system is the better choice from both a gameplay and aesthetic point. There is nothing more ridiculous that having to burst into a room filled with gun wielding enemies and have to do a roll/shoot/roll/shoot/roll etc until all the enemies are dead.
biggest_loser
The aiming was fine in the game. You don't need an over the shoulder aiming.
You can continuously roll but you still have to take the time to stand up, aim and shoot. Thats where you are vulnerable. Its not like you can roll and shoot at the same time.
And is that any less realistic than standing behind indestructible cover, where the bullets can't get through.
Frankly, the cover system, which results in limiting enemy AI to 2 actions, running to cover and popping up for shots, has become outright boring. They're all playing the same really.
It surprises me that you're asking for realism in a game with slow-motion too. Him not dying until he stands up is more of a glitch than needing a modernised update. What does it matter anyway though? If you're that low on health as soon as you get up you're dead. Watch thisThe player dies barely before the animation of getting up is complete so there's not a huge advantage anyway.
I'd much rather have the chaotic gunplay of Max Payne - realistic or not and perhaps imperfect - than something so constrictive (moving from cover to cover) and repetitive as these modern third person cover shooters.
The aiming is adequate in that it gets the job done, but you can not deny that it is dated. It is like comparing old FPS where you shot from the hip to modern day FPS where you can use iron-sight for a more accurate shot.
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My point is that rolling and cover play the same role, i.e when in cover or rolling player is safe from injury, but they need to expose themselves to harm to shoot the enemy by either popping out of cover or stopping rolling. I personally find a cover system to be the better option than continuous rolling, especially if they can make the enemy AI smart enough to flank you so that you cant stay in one place too long or make the covers destructible. I also find it funny that you complain about the AI in other games, when the AI in Max Payne is not even good.
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I never make a mention of realism, I just stated that the roll/shoot/roll system seemed more ridiculous to me especially when an enemy shoots you point blank with a shotgun and you dont take any damage. At the end of the day I guess it comes down to preference, and I will take a cover system unless they can come up with something better than the invulnerable roll system to substitute for it.
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The not dyeing in slo-mo dive is not a glitch, it is in there as a game mechanic, the same way that your health regens to a certain point when you are too badly hurt in the game. It is there to help the player keep on going and decrease the amount of reloads. The player in the video is almost dead even before he goes into slo-mo, so it is not that surprising that he dies when he gets shot close range with a shotgun as soon as he gets out of slo-mo is it? The guy just lacked out, if the enemy had shot a second earlier he would have been fine and the enemy dead, but this are all academic since you dont seem to mind it and I do.
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