There is something off with the movement-animation-camera-cover settings in Breakpoint that wasn't apparent in Wildlands. All 4 systems interact with each other to give that overall "feel" and they just don't seem to be in tune with each other yet on Breakpoint. I can't quite put my finger on the main culprit although the cover system feels too sticky to me for sure.
Although I had some issues with the camera on Breakpoint, I don't feel like it's really the camera, I think it's the "Player weight" that they added in, initially it really lagged your response time in the Beta, but they minimized it to a level that is generally okay, but from time to time I'll see it be responsible for my death. Wildlands had no player weight, which why I think the animations would be okay without much conflict as long as they match the overall speed of the player. As for the camera angles coming out of cover I think that's more of a bug as they pan around very often if you have setting turned on, something around the lines of reorienting the camera once off cover. But personally I think Breakpoint's movement just suffers from bad player weight values and bugs.Originally Posted by AI BLUEFOX Go to original post
(I think people just have a problem with camera angles, magnetism of cover system and player weight.) WHICH ALL OF THESE SHOULD BE ADJUSTABLE THROUGH SETTINGS BECAUSE IT'S A MODULAR COVER SHOOTER.
Here is comparison video from youtube for discussion purposes demonstrating the fluidity of movement and combat of both games.
https://www.youtube.com/watch?v=Vb0jR0mvepQ
To be very blunt - I find Breakpoint to be very stiff and very immobile compared to Wildlands. There's no way I feel that in GRW I'm playing an arcade 2D game - not on my PC in any event.
We're apparently not playing the same game(s).
As for Breakpoit's "more solid cover system - you mean the cover system that has me automatically stick to a wall when all I want to do is CQC kill an NPC who also happens to be standing next to that wall?
I might add it's very annoying that in GRB I'm almost always doing an "animation of doing an entire 360" with the character regardless of where the character is located.
The only item I agree with is that Ubisoft indeed messed up big time with the lack of prone movement in GRB.
I find a very different experience for both games. In fact the Breakpoint's sticky cover system does not stick in any occasion when trying to melee due to the magnetism of the melee feature, but Wildland's has to have a little bit of a shuffle. Let me see if I can get some footage and post it for you. I find the cover system in Breakpoint to fit more into combat because in Wildland's cover system doesn't really identify object very well and you can be in a cover animation leaning against the wall and be half exposed, mean while the new magnetism helps the player stay realistically behind cover. I'll post a video and images of my examples.Originally Posted by MikeWeeks Go to original post
To clarify, not the cover system. I’m referring to some of the animations. The weapon shouldered ready look the character adopts when near hostiles. I also like the slight lean to see around door frames and such. That all works reasonably well on PS4. The sticky cover system is just annoying and when you look at how WL worked, unnecessary.Originally Posted by MikeWeeks Go to original post
I disagree with you — but I get what your saying.Originally Posted by SaviorBasedGod Go to original post
Wildlands was essentially ‘Tank controls’ — forward, backward, strafe left and right — with the ability to pan the camera around the character.
With Breakpoint you have 360 movement.
I think where I would argue that Wildlands was better is practically speaking, the controls were very functional, I had no issues at all.
I think what you are arguing for is Breakpoints control scheme — but not it’s execution?
For me there’s some aspects about Breakpoints controls which are better (at least in their concept) but NOT what we currently have in the game.
Playing Breakpoint is incredibly clunky and frankly unpredictable.
If I go back to Wildlands (in comparison with Breakpoint) I’m practically John Wick in that game — the controls are consistent, reliable and precise.
I’m with Mike. That’s not my experience either.Originally Posted by SaviorBasedGod Go to original post
As I noted in the other thread —
The cover system in Breakpoint is not only inconsistent in terms objects that work with the cover system, but also once in cover the movement is ridiculously over sensitive, making pushing yourself up to the the edge or corner of a wall or object is a lesson in frustration.
Whereas WL’s allows the player to move slowly when in cover, so precise movement is possible.
Also movement during combat is where thing fall apart in Breakpoint. Needlessly finicky and imprecise, wrestling the controls, avoiding getting stuck in scenery is every bit as important as dodging incoming fire.
WL’s is snappy and precise in comparison. Guns also feel weightier in WL’s.
Also whilst moving and aiming in Breakpoint, you characters face will often start clipping into the gun they’re holding. AND if you move to close to scenery whilst aiming your character will then often spaz out pointing the gun up in the air or in odd directions or contort in strange positions before this corrects itself.
Wildlands doesn’t do any of that at all...
for me tooOriginally Posted by RBBRE.M Go to original post