I don't think they announced all the features yet, however i'm not all that sure that SIXAXIS control was really popular for flying the WH anyways. All the top WH flyers used dual-sticks as it was more rapid and you could respond quicker (which was imperative for those split seconds when you had a bogey on your six and he'd just fired off a homing on your azz
).
I guess the majority rules, and a classy feature is dropped because it just wasn't popular.
TBH, WH for me was rediculous fun and i never needed parties, matchmaking etc. The chat was crap initially...
It's only ever been garbled mess, irrespective of headset. Very occasionally you'd hear speech, but mostly it's just "flobalobalobalob."
I agree maps were fairly balanced, although, a shock for new online player like myself, the notion of being rubbish until you learnt where the pickups up etc. led to lots of early frustrations. I suppose that won't be a problem this time around.
I dunno what you mean by bad gradation of players too?
For a long while Noobs were thrown in with vets, and it was a pointless, miserable massacre. Then they introduced ranked servers and you would just fight noobs until you got good enough to rank up. At which point you were on the receiving end of serious WH kickings and again, it was no fun. A team with a couple of good fliers would utterly dominate a team without, and there was no comeback to that in any of the games I played.
The spawn killing was a problem too, but not too bad as you could simply dash to a Jeep/WH/bazooka or missle turret and wipe those dirty interlopers off the map
(ahhh, good times!)
Not at all. There were too many bloodbaths. I've been on both ends and seen how it happens. A team can get penned in and players have no option to do anything at all. Grab a plane and you get shot down in a jiffy by the squad of 4 enemy fliers. Make a run for it to bale out in nowhereland and you get hunted. Grab a tank and get it blown away by a big purple camera-based missile. Then it's twenty minutes of getting slaughtered until the next round. In such cases if I had chance I'd always let players escape to have some fun, but mostly that doesn't happen.
Anyways, dispite all the flaws WH had regardless of your skill level WH was an amazingly fun game with so much variety that even if you weren't a great flyer you could have loads of fun with just the ground/jeep/tank/turret/missle turret combat anyways.
It was certainly one of the better online games I've played, though with a very erratic enjoyment level for me, with some rounds some and some boring and some agony. Uncharted 2, in contrast, invariably provides me fun even when on a losing team, although once teammates start bailing it gets tiresome.
That's the hardest part of online gaming with people, managing the human element. And this
Eurogamer preview shows the devs have their work cut out for them to make SH work as well as it perhaps could.
Eurogamer said:
The multiplayer aspect utilises a similarly impressive system, where the 'kill to build and build to kill' ethos rings especially true. Every player can hover a green blueprint over a patch of their team's end of the map, and quickly bring down base-building essentials. You could, say, block off an access route to your flag with a few walls – then upgrade one so it becomes a gate that will only accept your side's traffic...It's a great system; essentially a streamlined and third person grandson of the all-too-often forgotten Battlezone remake that was released on the PC way back in 1998.
At the moment, however, it also needs a little tweaking...it's easy enough for a griefer to build a maze of walls instead to fill up a team's building quota (of 16) and deny others the fun stuff.
User created structures are a real game changer, but it can be abused, and how do you manage it in a team of 16+ random people? How do you work as a team towards a defensive fortress construction, or a focus on getting vehicles ASAP, or carefully placed constructions to force enemy movements in a controlled way? If you want to drop a sentry post just here, and then someone else places a useless wall elsewhere and steals your resources, that's just gonna be annoying.
That's always been a problem. MAG never solved it. Perhaps before a game there needs to be a general who draws up a gameplan, and soldiers are expected to work towards it? But then who wants to be told what to do in their game?
Sadly the more I think about it, the more I think it'll flop. Teamwork doesn't happen outside of clans. I dare say the buildings will be an awkward mishmash of unfocused elements, with some trying to plat offensively while others try to play defensively, and it just won't work. I do hope I get proven wrong on this.