YOU said Manchester, don't blame me when YOU can't get the facts straight. Somerset is all about holding the high ground, a more skilled clan will always win by taking over the sniper spots, because they're MORE SKILLED, and not necessarily being the first ones reaching the sniper spots, if you're beaten by a better team, give them props.
This is related how exactly? You are playing with a party of 2 along with 14 privates. The other team is a party of 16 supreme commanders. They are not idiot and took the wall side. Now, should I be able to kick them out all by myself? They have Laark, 40z and Far Eyes. Skill my back.
At least in R2 you can start with you weapon of choice and do something about it even if your team looses miserably.
The magnum doesn't have either the range to take on a marksman or the firing rate to take on a carbine/bullseye, at close range it's powerless against a shotty.
All weapons are powerless against a shotty at close range. The skill is not letting the opponent set the distance.
Carbine does more damage per shot and it doesn't need reving up.
Why do we care about per shot again?
I'm flattered that you want me to play with you but I'll have to decline on your generous offer as it doesn't benefit me in any way whatsoever.
...
I'm still unclear on how me beating you in a "duel" actually benefits me, or you for that matter.
Since you have the skills, we will see if your theories about weapons and maps are true.
The maps in R1 which are not suitable for sniping do NOT have fareye spawns, the maps in R2 which are not suitable for sniping still allow people to spawn with the fareye. Yes it DOES make it unbalanced when you give people an option to spawn with a weapon that puts them at a disadvantage, that is EXACTLY why it's unbalanced.
So we want all maps to be same, fair to every gun equally with no variety and that's your understanding of balance. Right.
Orick in general is too open for the shotty.
we can test it
First of all CTF in R1 is garbage, and by far the WORST obj mode in R1, my clan used to play obj ONLY if we have too many people to get CTF just so we can play meltdown/assault/breach instead, core control is even MORE GARBAGE than CTF, which was in itself a complete and utter MIRACLE that one can create a variation of CTF that is even MORE repulsive.
Don't care what your clan did. CTF in R1 was garbage because it didn't scale well.
CC in R2 is awesome but I guess you need to play it with people who knows what they are doing.
People quit skirmish all the time, secondly skirmish doesn't work well because cross-squad communication is minimal at best, it never feels like 60p online.
Why do you need cross-squad com when 99 out of 100 times you have different objectives?
And for the record, you can say whatever you want to other squads.
Your question doesn't make any sense in that it's the game that increases the frequency of someone finishing off someone else's kills.
Not being able to kill anyone by yourself has no relation to game allowing assists.
You're referring to the fact that the vegetation reacts to characters moving through it in MGS3 and Uncharted, but NOT R2? And that helps your argument how?
Sorry to disappoint you but having grass triangles with 1 sec response time for interaction is not exactly space tech.
The fact that you traverse them in a completely linear way and they're sectioned off in a way that results in a bunch of narrow corridors which limits AI behaviour DOES make them much less impressive, especially in terms of gameplay.
Yes, yes, let's try to change discussion to gameplay instead, since you have nothing else left to argue.
If you want to prefer jello for water, that's up to you.
Thanks for the permission
It's not bs that R2's lighting/shadowing needs work.
What's bs is shadowing has anything to do with HDR.
Neither of those statements are true.
This statement is not true.
Carbine was the best weapon in R1.
It was the weakest weapon for all ranges.
I don't have to spawn with weapons that are not suitable for that map, the problem is the developer shouldn't make available for the maps weapons unless they're suitable, it's about balancing.
Are you listening to yourself? What's wrong about giving an option? Tell me, I'm dying to know.
I mean in R1 weapons were available in the maps that are not all safe for that weapon. For example you have the option to fight with FarEye inside the Manchester buildings. Does it make it wrong for R1 to provide that stupid option? Or should they had removed Far Eye altogether from Manchester maps? It looks like you are defending idiot rights or something. Either that, or you don't like HDR.
R1 does not cater to stop and pop, R2 however forces ironsights but the maps are still too open for stop and pop.
I agree. Don't stop and pop in R2. It's not that game.
Game punishes you for ironsighting is the truth? Total BS.
Game punishes you for stop-and-pop not ironsighting. Ironsigh in R2 is not the slow and low visibility thing you are accustomed to.
Marksman is a three shot HEADSHOT kill,
Marksman is a two shot headshot kill if all 6 bullets hit to the head.
magnum is maybe a three-shot kill WITH secondary fire,
Maybe?
and even then the fire-rate is slow and is completely vulnerable against another primary weapon,
We can test that you know.
carbine has far shorter range than in R1 and far less accuracy.
It does more damage with no lag.
Not sure who you were playing against but with the bullseye if you're tagged from medium range in R1 you're deadmeat, now the tagging range is significantly shortened and carbine at medium range can trump the bullseye.
Apparently it's not that simple looking at my weapon stats.
The weapon aiming promotes stop and pop, the maps are not conducive to it, hence the problem, they couldn't make up their minds whether they wanted a stop and pop game or a run and gun game, and decided to mix two different elements that don't mesh well.
There is no stop-and-pop in R2.
I'm not sure you have any right to tell someone else they have no right to talk about skill.
My bad, I thought you were the guy who couldn't get a kill by himself.
Tagging is inaccurate, whether you prefer to run or not,
I think you should have stopped right here.
the problem is the lack of range, not whether you want to run and tag versus someone else who might want to stop, zoom and tag, either way it's inferior to the tagging in R1 which was accurate enough to tag someone in mid-air and worked at medium range.
Tagging in R1 was way easier. It was also the source of most complaints especially since majority preferred Carbine.
Obviously you're getting your facts wrong.
Obviously
I wouldn't if I knew whether you were pretending that someone was talking to you, or simply replied without reading the post first.
If I don't care about Resistance obviously I wouldn't be among the beta people who suggested changes to many of the problems in the beta, maybe those of us who have suggestions should have kept quiet so you would still be stuck with those marshmellow grenades.
Wow, that has to be your proudest achievement in your life. Good for you.
I want the series to play and look better and become a more dominant FPS franchise, you obviously don't, so WHO wants the worst for Resistance again?
I think you can stop caring now. You cannot change the game at this point, you are certainly not helping anyone especially with this misinformation, bs about weapon balancing and maps, etc..
Above all, you are an arrogant kitty who cannot accept the fact that game can be different without being better or worse. You don't have to like every game, go drink milk or something.
I decided to pick my favorite R1 weapon: The Auger. It's pretty usable now compared to R1. Useful for defending nodes. Barely good enough to go toe to toe against Carbine and Bullseye, better if I strafe behind obstacles.
An auger with shield is a nightmare for attackers in Core Control.
It's also one of the safest guns out there. Can take on pretty much anything 1-on-1.
I find it not so pleasing for many-on-1 or 1-on-many. But its shield is always useful.
Usability-wise, R2 is snappier in matching games. The UI is more tedious and confusing. To be fair, Sony's XMB game invite mechanism may have complicated the experience. R1 has a complete, standalone UI so the experience is tighter.
Messaging should be back, at least they should provide a tab for recently played for checking stats and sending messages (even using OS dialogs). I can live with reading messages from XMB.
That said what I really like about the new UI is that you don't have to wait for the MP interface. All three modes launch from same interface.
The party system is also better in the way you can join parties any time you want and talk to the guys playing and letting them know. Party permission system is also welcome in getting rid of invite problems of the original. Squad limitation sucks though. I really really miss old squad channels.
While the current party system is a little buggy, overall I like the interface much better.