![]() The way to really push my buttons, though, is to combine that in-crowd/out-crowd culture with something as subjective as artistic expression. I guess I should clarify my original opinion: I have no issue with "git gud" games the culture behind them is no more or less toxic than with any other genre. His slam poetry feels deceitful another layer of pretense to puff up the game's artistic clout. He lets the player feel insightful without demanding any actual insight. He spoon-feeds his own interpretation of his work to the player even as he challenges their skill at climbing the mountain. In a game that's supposedly an indictment against the modern culture of instant gratification, Bennett Foddy sure is afraid of leaving his audience to their own devices when it comes to understanding his game's themes. And I would have absolutely no problem with it at all, if it wasn't for the smarmy meta-commentary in the background. I guess, like having lower FOV, it's something for consoles.Ĭlick to shrink.Oh, it's definitely "art", inasmuch as any creative work is art. Unpopular probably far too popular opinion tax: FPS default sensitivity needs to be quite a bit lower, even if you're not some sort of wannabe MP pro player with a gigantic mousepad, default sensitivity in I think all PC FPS games I've played is crazy high. You hear people saying things like " is really good with the rocket launcher, but not as good with rails or as ". In some ways I think it's cool to have both types of weapon in a game, in that it lets you differentiate between different aspects of aim skill and also challenge the player's decision making to choose the right weapon at the right range. Being able to track enemy movement and constantly predict and adjust to hold your line of fire on them or lead them (think using the lightning gun in Quake or trying to track players in Titanfall 2 that are jumping around, or the plasma gun at long ranges in Quake or the MG in PUBG). Being able to flick and snap quickly to and reliably place your crosshair on their aimpoint. Other components of raw aim skill which you gloss over: basic crosshair placement, holding crosshair smoothly on your aimpoint while you move, being able to react and fire when an enemy crosses the point you're aiming at with your crosshair, or when you are moving your aim through the point where firing will hit them. I don't think there's a gigantic inherent skill disparity between the modes that it's a large differentiator of aim skill - and aim skill is only one part of the package of actually being good at FPS games. ![]() Those also tend to be games where you can (or at the very least ought to be able to) zero your scope to offset bullet drop. Most of the games I can think of where deflection shooting with projectiles are important are with slow projectiles and maybe very fast player movement, or games with very large battlefields like Joint Ops Typhoon Rising, ArmA, PUBG, Planetside. In those conditions the cases where hitscan vs projectile matter are something that particularly matters is miniscule. Because most modern-themed FPS games have short engagement ranges, probably maxing out at around 100 to 150m, with weapons that have high projectile speeds and players that move at human speed.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |