Lucid_Dreamer
Veteran
Better yet there is the video review of R2 from IGN. I guess we know what Insomniac will patch.
Patsu said:Game is still smooth and fast, just not as fast as R1. It makes it accessible to more players.
betan said:Slightly slower than R1 (a lot slower than real rage mode), but unresponsive? Really?Phil said:- slow and unresponsive controls
betan said:I think IG games generally suffer a lot from art direction, but come on now, MP maps look way better than R1 maps. I really like the look of new ones.Phil said:- color / art-direction (at least of the dark / night levels) makes it even harder - IMO even unappealing.
betan said:To be fair, R3 aiming wasn't any better. Plus it now improves accuracy for weapons besides Fareye.Phil said:- L1 aiming is effectively worthless, since all it does is reposition the gun and tightens up the aiming speed a little
That said, I prefer Carbine aiming and Bulseye tagging the way it was.
The Beta is starting to piss me off. I play deathmatch and I get killed all the time. I shoot and shoot and shoot, and the opponent doesnt die. But he kills me instantly!!!
Its so annoying!! What am I doing wrong???
AAAAAAAARFGGGHH!!!!
Magnum has alt fire, you need to use it after shooting someone.As an example: If you're stuck with the FarEye, you're practically defensless if someone attacks you short-medium range. The handgun won't net you a kill quick enough
Less bullets required to take someone down?and thanks to the slower gameplay and less bullets required to take someone down,
That seems to be the case.The BullsEye's new tagging system is more difficult and when engaging in a firefight, you're better of just pulling the trigger anyway.
Give me my tagging back, I'm good to go.It's a masterpeace on so many levels, but I still remain very bitter on the front that they changed so many things that made RFOM such a rewarding and fun experience.
I think it's a little early to talk about the map design, but I currently like what I'm seeing considering there is no spawn points or dictated obvious strategy yet.To be honest, I might not have seen most levels yet, but I was indeed refering to the San Fransisco level for the most part. It's the only smaller level that I've got to play more than a few times to far and I don't like it. Graphics aside, I still much prefer the layout of RFOM levels.
I totally disagree here. Since I'm a tagger, I played R1 with high sensitivity. As a result my carbine skills suffered at medium range, since aiming for head was difficult. Hence I had to rely on R3 to temporary decrease sensitivity, but it would have been much easier and more consistent with otherwise fast gameplay of R1 if it was on L1(hold).Oh, but I feel R1 worked well (better) because is was a On/Off toggle, where as in R2, L1 needs to be pressed the entire time while aiming. Added to that, L1 is only really beneficial for long-range weapons such as the FarEye. Close to mid-range weapons, you're better of just firing anyway, which IMO excludes the reasons for even having an "aiming button" in the first place. I take it, they got this idea from the CallofDuty games where this set up makes sense, because L1 actually offers an advantage over normal aiming. In R2, it seems they wanted a CoD style gameplay with no "run and gun" and then after heavy criticism from RFOM fans, they made run and gun possible again. It's a broken system now and doesn't work.
I played a lot of CoD4 after R1 matchmaking started to suffer to the degree it was unbearable, and with all the praise CoD4 was getting during Full Moon show I was afraid R2 would be more like CoD4.With CoD5 on shells sooner, R2 might lose some of its appeal for being too similar on many fronts, but not going the full way. It's a game stuck between RFOM and CoD5, not knowing, what it rather wants to be. A game lost in confusion IMO.
There is an immorality glitch, and people who use the ironheart berserk can take far to much damage.
I think it's a little early to talk about the map design, but I currently like what I'm seeing considering there is no spawn points or dictated obvious strategy yet.
Since the game does not remember your matchmaking preferences, nor retry automatically I ended up having to play 3 ranked deathmatches in SF level. What I like there is the new horizontal jumpers. They all point to the same area in the map, gathering everyone around.
I totally disagree here. Since I'm a tagger, I played R1 with high sensitivity. As a result my carbine skills suffered at medium range, since aiming for head was difficult. Hence I had to rely on R3 to temporary decrease sensitivity, but it would have been much easier and more consistent with otherwise fast gameplay of R1 if it was on L1(hold).
Phil, this is my gentlemans disagreement
While I understand where you are coming from, I think you're complaints are a case by case basis. Yes, I've died a few times from spawn points, but I'm generally fast enough to get heads up and stay competitive. In a 10 player DM in SF I usually go 1.8 for a KDR, 2.0+ on good days. That's without spawn camping or hiding. It's really just knowing your weapons and how to play with them. If you're using the marksman, being cautious and saving your alternate fire for a heated battle keeps you alive. If you're using the Carbine, you absolutely need to stay within mid range and avoid staying in one place, you'll die. Move fast and often, and always try to stay close range, avoid long distance shoot outs. Same can be said for the Bullseye and Shotgun. People playing with the Fareye need to keep moving to different sniping points, remaining stationary will get you killed. The Bellock is the type of weapon in 10p SF DM that needs corridors. Use the alternate fire to trap your opponent with fire, make them rush, then launch the primary fire around htem. Though you almost absolutely have to have the 1up on them.
If anything, I think you're still playing the game too much like RFOM, and not like "R2". At least that's what it sounds like.
But I will agree that the spawn points need to be more varied, and there certainly need to be more of them...but in a small map like SF, that's kind of hard.