Blind fire another weird thing about 3rd person cover systems. I mean sure it is less accurate but how is it blind fire when you can still see where to shoot and aim to an extent? I always thought that was weird.Originally Posted by topeira1980 Go to original post
First time I played through Mass Effect I didn't even realise it had cover systemI just pied the corners and used architecture as cover. To this day I still don't really use cover in that game. Sequels had more fluid combat but way more boring (at least second).
Point was shouldn't it look realistic? Unless we want hollywoodesque triple barrel rolls and stuff.Originally Posted by FighterForJC Go to original post
ThePollie and I agree on almost everything except how much we love or have STC (stick to cover) systems :-POriginally Posted by ThePollie Go to original post
i also want a challenging game with no regenerating health where stealth is imposrtant, not just fun, because it decreases the amount of enemies you might need to watch their fire if you get into an open fight.
even though i agree that a STC takes a lot less skill to implement, i think the challenge that a lean system gives in not "real". what i mean is - it is challenging because of how inaccurate your movement is in a game. not because IRL a person wouldnt know how to lean in the exact amount to see his target but not over expose. IRL an operative would be able to lean EXACTLY how much he needs to so his tip of his gun would stick around a cover to have a good LOS at the target. in a game it's harder to predict and execute as flawlessly because you are using a mouse or a keyboard or a controller, and because the game is in 2D and there's less situational awareness and grasp about your surroundings etc etc. a STC compensates and gives you the ability to act like an operator would - quick and efficiently. the same way there is no manual reload in games where you have to do a minigame to eject the magazine fast and enter a new one where you can "fail" the reload. an operator would know how to do that. that's not where the challenge needs to come from. same way you dont need systems to not fall down if you walk too fast without looking at your feet. it's not something that is challenging in real life. it's intuitive. if i hold a rifle in my hand and need to lean around a corner to see in a desired angle i will be able to do that in 0.3 of a second (approx). really fast. if i need to peak in that direction, take a poorly aimed shot and retreat to cover i will be able to do that in one second. in a game with lean it's harder to do that because of the controlers and the other reasons. the cover system allows to compensate for the lack of all the senses you got going for you. it makes things a bit trivial and evens the playing field, yes. i agree. but i dont think "how much you lean" is something that should separate the noobs from the pros.
it's a matter of perspectives, which we dont share on this particular subject... and that's fine.
we share the same opinion on everything else GR related :P
how did you pie corners in ME1 where you couldnt switch shoulders? how could you pie a corner from the left?! you couldnt. you could make your character enter the LOS of the enemy before you, the player, could see what's happening around said corner. that's a huge problem in 3rd person shooters. it's the reason i stayed away from them until R6:Vegas came out in 2006. today we also have a lot of games that allow as to switch shoulders, which, to me, is as important as cover or leaning systems. thank god GRW have shoulder switch.Originally Posted by Lolssi Go to original post
I just woke up and haven't it in me to write another six paragraph post, so I'll address the "IRL Operatives" remark.
Real life soldiers do not often 'stick' to cover. It only offers a few advantages, namely to avoid angles that open if you took even that one step back when protection over visibility/return fire is a priority, and to brace your weapon against the wall.
The disadvantages include - Being next to a wall when a rocket or grenade hits it, making it very easy to kill you with either. Your weapon may very well protrude from around the corner, revealing the location to the enemy, who may now toss grenades. Your visual angles beyond the wall are severely reduced unless you're willing to step back and pie the corner. Otherwise it's either straight off to the side (which would be flanking you) or to peek the corner from against the wall (which exposes you dramatically as they can see your gun before you see them). The only way to avoid this would be to step back off the wall and to pie the corner properly. Shoulder-to-wall peeking is extremely bad form and often is a sign of an amature warrior lacking confidence that he's safe, clinging to the wall for security. That, or he's injured and can't stand on his own. Both are bad.
Snap-to-cover systems only simulate proper skill and handling of soldiers when the development team goes through all the effort of research and development to replicate this, and even then are limited unless willing to incorporate outside-cover mechanics to deal with the eventuality that players will need to step back from the wall. I've never seen it happen and challenge anyone to produce evidence otherwise.
oh, believe me - i know most of this. and there is another reason why operators dont turn their back to the fight and attach to a wall - it's just faster to already be facing the wall and the enemy with the gun up (if there is room to do so) and just lean, rather than turn 90 degrees and lift the gun quickly with little controll and start aiming from 0.Originally Posted by ThePollie Go to original post
i get it.
what i really meant is if a cover system doesnt turn you with the back to the wall but rather keeps you facing the wall but a click on the AIM button will automatically cause you to lean - that, IMO, is better than free lean for the general public (not PC master race with our glorified QE buttons, all hale the QE god). this is how it works in FPSs and its strange to me that 3PS havent adopted this system yet (beside QB and ME:A soon to come). however in games where the player character lowers a weapon when its close to a wall and raises it if you step out side of it is almost as good, and that's how it works in the division, Mafia 3, watch dogs and i bet a few other games i probably forgot about.
its amazing how in all the GR:W footage i've looked at i couldnt see any animation where the character reacts to being close to a wall. in meh games the gun just clips right into the wall (like Fallout 4 or MGSV) but when it doesnt and there is proper animation - it looks real nice... which makes it feel nicer.
Precisely.
Though I would still rather the satisfaction and control of manual leaning mechanics. As nice as a flawlessly designed snap-to system could be, it will never have the same sense of accomplishment as simply doing it yourself. It would be fine for consoles, given limited controllers, but there's no such argument for PCs. We have plenty of buttons, especially with gaming mice allowing access to many more well within finger's reach.
GRFS did have a great system. The animations were mo-capped by NAVY SEALs so that makes it even more authentic, I'm pretty sure they know how to utilise cover.Originally Posted by topeira1980 Go to original post
When aiming out from cover, your character would only expose shoulder, some of the head, and the firearm itself. Also, if you tried to blind fire, he would quickly fire a shot doing the same thing (exposing a little bit) and quickly snap back. No one in the military blind fires for real, only amateurs do that. Also, for example, if you were up on a balcony and tried to fire directly down beneath you, he would hold his rifle at an angle, and tilt it, exposing only a tiny bit of himself, and the rifle, as opposed to actually getting up and showing his entire body and head, while aiming down. It was a great system, I dunno why all the tacticool operators in this thread think they know better than a NAVY SEAL. The Division and Watch Dogs also had great cover. You could fire from the edge of cover as you would normally, but if you retract your character just a little bit back, you could expose even less of yourself, while your character tilts his rifle at an angle, to compensate for the cover in front of him.
Just look at how great the gameplay and animation looks in the above video (a 2012 game, let me remind you) and compare it to current GR:W gameplay. It is markedly disappointing that GRFS looks lightyears above Wildlands, which took a step back by removing the cover system.
No... You should probably watch the video you posted. SEVERAL occasions obviously show the Ghosts exposing their entire torsos out of cover while firing. Even in the few instances were the cover system collision model and the actual geometry collision aren't synchronized, resulting in what looks like "proper" animations, the Ghosts are exposing waaay to much of themselves in GRFS.Originally Posted by EchoFiveKilo Go to original post
Also, the animations in GRFS are some of the most unrealistic ones I've seen in a game. Yes, it's true that the mo-capped some real ex-seals, but then they sped up those animations 300% to make it look super-duper-1337-oper9er. It looks really bad when they do this, and they also abused some of the motion caption animations by having the Ghosts utilize them way to often simply because those animations looked cool.
Also no.Originally Posted by EchoFiveKilo Go to original post
Almost every combat story I've ever been told by guys actually willing to talk about them, that I can couch for as real soldiers and/or special forces guys, involve stories of blind firing. As cool as it sounds to say that real soldiers don't blind fire and account for every shot, that's just not the truth. When you're on a two-way range, you stay behind cover whenever it's suitable. If that means you're in a hallway and there are bad guys at the other end, you stick a squad support weapon around the corner and pull the trigger until the enemies stop shooting back before you poke your own head out.
This is actually correct.Originally Posted by EchoFiveKilo Go to original post
I don't think anyone is questioning the people they mo-capped, however you need to keep in mind that the Ubisoft developers are the ones who got final say as to what exact animations they chose to use from the real guys. The devs picked through what they had and chose the ones that "looked coolest" and used those for every instance that something vaguely similar needed to be done. In real life, there's so much variation and specific little ways to change up how you do things.Originally Posted by EchoFiveKilo Go to original post
I had ZERO issues with the cutscene animations in GRFS. They were pretty fantastic, and that's where mo-cap really shines. It's great to get a baseline for actual movements as well, but the developers had to make so many adjustments to speed and limit the number of animations in the actual gameplay for obvious logistical reasons. This made some of it just look tacky and overtly "Hollywood".
Let's clear one thing up now - Modern soldiers are not accurate. They do not fire a few rounds and kill a few guys. Actual combat is incredibly wasteful of brass.
Find-Fix-Flank-Finish is combat in a nutshell. You find the enemy, fix them with a hail of suppressive fire, flank and finish them off while they can't move or retaliate. It is a process that has been around since the second World War and persists today because it works. It does dump a lot of ammo, but it works because of how much it dumps. When you are behind a rock and someone half a kilometer out is just raining lead on you, it's very difficult to stomach peeking out. Even if he's not pinpoint accurate, he's putting hundreds of rounds on your position. Odds are good at least one will hit, and that is all it will take.
Blind fire is not as effective, but your goal, again, is not to kill them outright. If I can just spray his direction, he'll start thinking twice about his odds of being hit and that may be all I need to reposition or get a clearer shot on a target no longer as dedicated to shooting me as he is avoiding being shot. You don't need to hit him, just convince him it's likely you will and he'll care a lot more about surviving than making you dead.
As for the video, yeah... No. A lot of those movements offered the enemy a rather clear shot at the Ghosts. And at times they were exposed even when they weren't peeking, which is hilariously stupid. I recall dying a few times in Gears of War because Marcus' obscenely large backside stuck out over the hood of a car. Not a good feeling. Admittedly, it's nice to see stealth-takedown animations that actually involved shooting a man and catching him to prevent a potentially noisy fall. I'd love to see more of that.