SS2 and Deus Ex.. Which is better? - by michaelg
Kolya on 14/9/2006 at 12:55
What a colorful description of sending a hybrid home. :)
The guns degrade that fast because of the raised entropy field sent out by the Many (brain?). It seems completely possible to me that the hybrids have their own little anti-entropy field like any psi player can have. And when the shotgun hybrid dies this field breaks down and the weapon with it.
cosmicnut on 14/9/2006 at 14:57
Guns are machines. Machines need maintainance and break down if not looked after properly.
The poor shotgun hybrids know less about maintanance that you do when you first emerge from stasis!
I think the original rate was far too high. I could understand it when using overload settings or rapid fire but you should get out a number of clips before it really starts to show wear.
Also having a hybrid shoot at you, you shot back killing him then finding the gun he fired at you is hopelessly broken is rubbish. It could happen occasionally that the last bullet wrecked the gun but every time!
As a soldier of any specialism, the firt lessons you get are in wepon use and maintianance. You should be able to use simple firearms and be able to repair something as basic as a shotgun.
But then it would take away some of the difficulty of the game.
7th Circle on 14/9/2006 at 23:53
Quote Posted by Bluegrime
I belive they did that to give maintenance SOME use. If finding a functional shotgun was as easy as beating a once human beings body into a screaming, gurgling and finally twitching mockery of a corpse and then ripping a shotgun from the hamburger like mass that used to be an arm, things would be too easy.
I see your point but I still think it was overdone - it also seems to tie in with my comment about balance.
Quote Posted by Kolya
The guns degrade that fast because of the raised entropy field sent out by the Many (brain?). It seems completely possible to me that the hybrids have their own little anti-entropy field like any psi player can have. And when the shotgun hybrid dies this field breaks down and the weapon with it.
Having a plot-based justification for the existence of a gameplay mechanism (or the implementation details of one) is not the some as justifying it as a good gameplay mechanism. For instance, DX:IW had a plot-based explanation for the unified ammo system (ammo converting nanites iirc) but this didn't the alter the fact that it was a poor design decision.
Bluegrime on 15/9/2006 at 01:02
The Many probably arent the most gentle and responsible of gun owners, so it makes a bit of sense that they're shotguns would just crap out after a while.
To actually explain this, maybe the AI could be set to fire a random number of rounds before hearing that oh so fun 'click.. click.. click click click' noise of a jammed shotgun and trying to bludgeon you to death with it.
Kolya on 15/9/2006 at 05:46
Quote Posted by 7th Circle
Having a plot-based justification for the existence of a gameplay mechanism (or the implementation details of one) is not the some as justifying it as a good gameplay mechanism.
Try justifying it as a bad gameplay mechanism then.
TF on 15/9/2006 at 06:22
anyone complaining about the weapon degradation rate will be promptly set on e-fire since the rate is perfectly in tune with the number of maintenance tools you can find, lower it and it wouldn't be a gameplay mechanic anymore
kodan50 on 27/9/2006 at 18:45
I can't think of anything better to say than what has been said. SS2 was not that great to me. It lacked what made SS1 great, and went too much as a FPS / doom3 clone feel. DX seems to have more to do, whereas with SS2, you kind of already know what to expect, and didn't scare me at all. The only time I ever jumped out of my seat was playing Doom1 on dreamcast, and obveously SS1 on hardest setting. Ever seen 3 mutants spawn in front of you and start beating you up before you even realise theyre there? ... .......
All in all, my preference is SS1 / DX / Halo / SS2 / D3 / DX:IV .....
*feels the peircing looks now ..*
Bjossi on 27/9/2006 at 20:27
SS2 doesn't feel like any other shooter to me. Sure you can get away with playing it rambo-style, but you can simply choose not to play it that way. :erm:
Drat on 28/9/2006 at 07:14
Quote Posted by kodan50
I can't think of anything better to say than what has been said. SS2 was not that great to me. It lacked what made SS1 great, and went too much as a FPS / doom3 clone feel.
Perhaps a slight oversight on your part, but please tell how SS2 feels like a clone of a game that was released five years later? That said, considering what LG put in their engines, I wouldn't be surprised if they also dabbled in a little time travel, and lent such technology to Irrational. :p
kodan50 on 1/10/2006 at 04:11
Well, i know the time release is different, trying to put it in better terms, it just didn't have the technical feel of the original. I play doom3 and get the same feeling as playin sshock2. I did not feel the technical aspect of sshock2 other than what was blantly obveous. It is hard to explain exactly what was missing .. maybe it was the different combat types .. in sshock1 you are just thrown in with a pipe and forced to defend yourself. This almost seems like you are just trying to "clean up" a mess that the hacker either left behind, or that shodan created... in either case, it just doesn't do anything for me ... It lacks something that sshock1 created .. some kind fo essence .. maybe i am just a sucker for old DOS classics ...