Any R2 beta-ers feel like...

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Spectre77

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#1 Spectre77
Member since 2003 • 64 Posts

the enemy response to weapon-fire is really lame? Even when killing weak enemies in a couple of headshots as a Spec Op, I felt like I was just plunking them with a potato gun. I'm not talking about the actual damage output of the weapons being bad (although the amount of fire some of the bosses can take is questionable), I just mean the feedback from enemies I was supposedly unleashing hell on left something to be desired.

Don't get me wrong, I played co-op mode for like 5 hours straight on Saturday and had a great time. Very fun game so far. And I've never played the first Resistance. But I just felt like enemies should at least recoil or even flinch a little when I'm unloading an automatic weapon across their entire body.

Anyone else feel the same or have an opinion on the matter?

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emitsu97

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#2 emitsu97
Member since 2003 • 10720 Posts
It's hard to say how they should react as they're aliens. I've seen videos of police trying to take down guys hopped up on drugs that looked inhuman.
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Spectre77

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#3 Spectre77
Member since 2003 • 64 Posts

It's hard to say how they should react as they're aliens. I've seen videos of police trying to take down guys hopped up on drugs that looked inhuman.emitsu97

Haha I wondered if anyone would make that argument. That's a good point, but for a while I was unsure if I was actually even hitting my targets because there was no sign of contact. I'm going to take a closer look when I play some more tonight, but I don't remember seeing any blood spray or bullet fragments or anything to show damage being dealt.

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ScorpiuS739

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#4 ScorpiuS739
Member since 2004 • 478 Posts
I seee what your saying but imagine like 3 spec ops unloading on the same chimera, would look like chimera seizures everywhere and then people would be like...how are they firing back if they are being shot at in the face and reacting to my gun fire. I'm just saying it's a great game, their could be worse complaints with it.
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sportwarrior

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#5 sportwarrior
Member since 2003 • 2462 Posts
With as much health as the bosses have I think they need to react a bit differently... Like when they reach 50% health they begin behaving in a more dangerous fashion, and then again at 33%, for instance.... Pretty much how bosses react traditionally in many games. I don't mind the massive amount of fire we have to lay down on certain bosses... I just think that with some of the bigger two star guys it gets a little bland after a while.
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abdelmessih101

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#6 abdelmessih101
Member since 2007 • 5230 Posts

the enemy response to weapon-fire is really lame? Even when killing weak enemies in a couple of headshots as a Spec Op, I felt like I was just plunking them with a potato gun. I'm not talking about the actual damage output of the weapons being bad (although the amount of fire some of the bosses can take is questionable), I just mean the feedback from enemies I was supposedly unleashing hell on left something to be desired.

Don't get me wrong, I played co-op mode for like 5 hours straight on Saturday and had a great time. Very fun game so far. And I've never played the first Resistance. But I just felt like enemies should at least recoil or even flinch a little when I'm unloading an automatic weapon across their entire body.

Anyone else feel the same or have an opinion on the matter?

Spectre77

Well the code obviously had to be dumbed down for the beta - I think they were using it to test the servers. Anyway, I suspect that they will be more animated in the full version.

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Spectre77

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#7 Spectre77
Member since 2003 • 64 Posts

I seee what your saying but imagine like 3 spec ops unloading on the same chimera, would look like chimera seizures everywhere and then people would be like...how are they firing back if they are being shot at in the face and reacting to my gun fire. I'm just saying it's a great game, their could be worse complaints with it.ScorpiuS739

So do you think it's just a co-op/multi issue? I agree that having enemies react to ALL damage would be complex and probably strange looking in the case you described. It just seemed like there was no way of perceiving damage other than the floating +X values that appear over their heads (which, after many different MMORPGs, I'm used to)

I guess the last FPS I played (excluding Warhawk) was BioShock on PC. So maybe I'm just spoiled, but that was a game where I knew I was doing damage.

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Spectre77

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#8 Spectre77
Member since 2003 • 64 Posts

Well the code obviously had to be dumbed down for the beta - I think they were using it to test the servers. Anyway, I suspect that they will be more animated in the full version.

abdelmessih101

I wondered if it might be a beta issue, but considering how close it is to the release date for the game, I doubt that the final version is going to be much different. Unless they were only concerned with testing server traffic, I don't think they would want to dumb down anything for beta, because the want to see how their final product is going to act.

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kenshinhimura10

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#9 kenshinhimura10
Member since 2008 • 555 Posts

the enemy response to weapon-fire is really lame? Even when killing weak enemies in a couple of headshots as a Spec Op, I felt like I was just plunking them with a potato gun. I'm not talking about the actual damage output of the weapons being bad (although the amount of fire some of the bosses can take is questionable), I just mean the feedback from enemies I was supposedly unleashing hell on left something to be desired.

Don't get me wrong, I played co-op mode for like 5 hours straight on Saturday and had a great time. Very fun game so far. And I've never played the first Resistance. But I just felt like enemies should at least recoil or even flinch a little when I'm unloading an automatic weapon across their entire body.

Anyone else feel the same or have an opinion on the matter?

Spectre77

I think you are more of a realistic FPS gamer. This is an Arcade FPS, normally in this games the enemies have more HP, and if they are aliens, the headshot only means double damage nothing more. Not to mention that the bigger the team in coop, the more HP they have.

The same goes with Gears of War, which is an arcade TPS, Locust there take almost a full clip of the Lancer to kill (headshots) on Hardcore.

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The_profeshenal

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#10 The_profeshenal
Member since 2008 • 494 Posts
My response is that it's a game. In this game the chimera are extremely tough s.o.b.'s who have oberrun the earth so it would be only natural that they would be hard to bring down. Though I do have to admit killing titans sometimes can become almost impossible iff you have a ton of players and a horde of chimera at the titans back.
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Spectre77

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#11 Spectre77
Member since 2003 • 64 Posts

I'm not talking about the actual damage output of the weapons being bad (although the amount of fire some of the bosses can take is questionable), I just mean the feedback from enemies I was supposedly unleashing hell on left something to be desired.

Spectre77

i.e. "wth am i hitting this guy or not lol" not "omg when is this guy going to die lol"

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hermes200

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#12 hermes200
Member since 2003 • 1627 Posts

With as much health as the bosses have I think they need to react a bit differently... Like when they reach 50% health they begin behaving in a more dangerous fashion, and then again at 33%, for instance.... Pretty much how bosses react traditionally in many games. I don't mind the massive amount of fire we have to lay down on certain bosses... I just think that with some of the bigger two star guys it gets a little bland after a while.sportwarrior
But they do... I agree that on smaller enemies you should have some input, like blood or something (I ended up using the experience numbers as a reference to wheter or not I was hiting an enemy), but the bigger enemies do change after some damage.

Titans, e.g., will kneel down, stagger and roar at you after they reach certain values. Also, the big chimeras (the ones with the shield) will change their strategy when they are close to die... They will stop relying on their shields so much and start charging at you, trying to melee you.

That is probably because Insomniac didn't program alternative strategies on smaller enemies because they usually don't take that many bullets, so you would rarely be able to notice it. Of course, that does not applies to co-op multiplayer, were every enemy's health is set to a much higher value than in single player.

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abdelmessih101

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#13 abdelmessih101
Member since 2007 • 5230 Posts
[QUOTE="abdelmessih101"]

Well the code obviously had to be dumbed down for the beta - I think they were using it to test the servers. Anyway, I suspect that they will be more animated in the full version.

Spectre77

I wondered if it might be a beta issue, but considering how close it is to the release date for the game, I doubt that the final version is going to be much different. Unless they were only concerned with testing server traffic, I don't think they would want to dumb down anything for beta, because the want to see how their final product is going to act.

There is actually an Insomniac employee that is a member of this site. You can ask him.

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GKinnel

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#14 GKinnel
Member since 2004 • 667 Posts
I agree. That would be alittle better, but they are Chimera, and should be stronger than humans. I also agree this game is VERY fun. Think it's the most fun I've had outta an FPS-online. They've achieved something I've always wanted to see in an online FPS.