Taffer36 on 21/5/2010 at 03:15
Imma side with steo here, it's fair to argue that it's use declines in certain areas, but overall the kick was absurdly powerful throughout the game.
Quote Posted by Subjective Effect
You'd also be spoiling the game for yourself by exploiting the kick and therefore an idiot if you whine about it.
Are you seriously pulling out the WELL ITS UR FAULT FOR BREAKING A BROKEN GAME card?
By this logic no singleplayer game can be unbalanced, correct? Where does developer responsibility begin and player responsibility end for setting the difficulty curve?
Oh, Bulletstorm looks pretty cool, I'm interested and paying attention to this one.
Jason Moyer on 21/5/2010 at 04:20
I found that in most cases the non-undead enemies were much easier to kill by backstabbing them than kicking them off of stuff, and most of the areas where you fight undead don't have the insta-kill traps.
driver on 21/5/2010 at 07:43
Actually, on Hardcore mode the kick is less effective because enemies can sometimes 'block' it. By which they don't go flying as they normally do and just stagger back a step, avoiding impalement or 10,00 foot drop splatter death.
The kick in Bulletstorm looks to be more about performing special kills, where it's part of a combo designed to launch your foe into a cactus after you've already blasted him with a freeze gun or whatever.
Pyrian on 21/5/2010 at 22:03
The arguments given against kicking at higher difficulties are just as applicable to swordplay. More guys that are harder to kill just gives more of an advantage to quick kills made on the run. The fact that opponents are better at blocking and dodging is just as (if not more) applicable to sword strikes. The advantages of kicking over swordplay are larger at higher difficulty, even if SubjEff, personally, couldn't beat one, single given room that way.
I think I know which room he's talking about - the last room of the Necromancer's temple - which is a pain and has relatively few kill points to exploit, but plenty of igniteables. If you want to solve that room through instant deaths you should be looking at the wooden barrels and plentiful oil flasks. I could never manage more than a couple backstabs before being spotted, the population density is too high.
Kicking is not an entire-game panacea (if I was going to cite things that are more difficult with just kicking I'd start with spiders and move on to the larger monsters) but it is disproportionately powerful, and more so at the harder difficulties.
SubJeff on 21/5/2010 at 22:48
God this is so depressing. Reminds me, yet again, of how awesome an editor could have been for Dark Messiah. :(
Maps needn't have had so many spikes and so on, and we could have had some more truly visceral FP combat.
Matthew on 22/5/2010 at 16:05
Quote Posted by Taffer36
Where does developer responsibility begin and player responsibility end for setting the difficulty curve?
That's actually quite an interesting question! Maybe even one deserving of its own thread.
gunsmoke on 22/5/2010 at 21:23
Quote Posted by Subjective Effect
God this is so depressing. Reminds me, yet again, of how awesome an editor could have been for Dark Messiah. :(
Maps needn't have had so many spikes and so on, and we could have had some more truly visceral FP combat.
Can't you use Hammer? It is Source, right?
SubJeff on 22/5/2010 at 22:10
I wish i could but you just can't. Well there a lot of people looking into it but you just cant get this stuff working it seems.
gunsmoke on 22/5/2010 at 22:16
Ah, thanks for the quick reply.
nicked on 23/5/2010 at 06:45
Yeah that was the first thing I looked into when I first played Dark Messiah - mega disappointment I can tell you!