YES
NO
According to the self proclaimed Splinter Cell professional, yes. But in reality where real Splinter Cell players are here, rolling and jumping is necessary.Originally Posted by aznassassin159 Go to original post
Not in and of itself, but such moves are akin to antics the likes of which you see in arcade play where dodging and bunny hopping abound. I guess some just can't (or refuse to) make that connection.Originally Posted by aznassassin159 Go to original post
This. This is the point of this thread. This is the reason made a controller scheme for the XONE. The M&E use two buttons. The movement is more important (Jump, Variable speed and roll). They need to remove that...OR find a way for make these things come back and leaving the M&E in the game.Originally Posted by Andre202 Go to original post
I agree on a lot but not all.
Xbox One commands for SC7:
A = Interact
B = Crouch/Hold for Roll
X = Gun mode
Y = Jump
D-Pad Up = EMF
D-Pad Left = NV
D-Pad Right = IR
D-Pad Down = Sticky Cam view
LB = Selection Wheel/inventory
LT = Knock Out
RB = Whistle
RT = Fire/Kill
LS = Cover
RS = EEV/Goggles zoom
Select = Opsat
Start = Pause
NO Sprinting, no M&E, no Conviction/Blacklist BS. Bring back Lockpicking/breaking as well as disposable picks.
Split jump as well as split jump to higher ground like in PT. In game interrogations...
Simply put, Nothing should be changed except of story, graphics, and improving what ever needs to be improved.
Valid question, phrased in a rather silly way, no? I mean, we could go even Harder Core and demand the removal of mouse aiming because it's Easy Mode... if that was the issue. No controller? Well, put that shiz on the old typewriter then.
Personally, I liked having the option. Played both ways in Blacklist, both were fun. In D-Ops, it was kind of a must if you're playing Infiltration, at least on a controller.
So I'm voting YES, BRING BACK MAH AIMBOT!
M&E in wave based play is way more fun than boring, old hat, all out assault. Aiming and shooting really isn't all that thrilling, as a play loop. In a MP, like GRFS, it's great but in SC AI play, it's just alright.
The M&E loop, requiring close quarters combat, quick tagging, and domino action, all while trying to maintain a stealth profile, is simply way more fun and requires much more skill. If you want to eject something, look at bloated assault mode focus.
Split jumps, lock picking, all that, yeah, bring it back.
KIM to me, relates to M&E in motion and run through close quarters combat. Pretty sure Devs called it a philosophy.
Win bot, aim bot...if you're using it as a sustained part of ghostly sneak through play style, I think you're doing it wrong.
It's an optional tool in your roll around tool box (I do miss that combat roll), along with a bunch of others. It may not be a good fit for every mission but it certainly is a great fit for a specific type of mission, and it can be helpful and fun to use in many others.
I agree that there is a button crowding problem. Maybe truly treating skill sets as TOOLS in a player's pack out would allow for everyone to have a personal configuration on their controller. Let us customize command inputs, AND customize skill sets. Players could omit Active Sprint, or M&E, or Lockpicking, or NVG's, or even secondary and tertiary weapon sets (allowing for bare hand [read: Expanded CQC] options).
We could clean up our controller by leaving some tools in the box. This would support player diversity for Social modes, personalization, classic feels, combat rollers, free jumpers, all kinds of great weirdness. Even assault might get representation (not by me).
Outside of story, I don't think any Splinter Cell has really introduced a 'bad' tool.
For the most part, I'm feeling my opinion mirrors what Sage is saying.
Shooting stuff in Splinter Cell doesn't really require any special skill, and really, it shouldn't feel like a challenge anyway; it's not a challenge for Sam, it's reflex at this point. As a mechanic, it's there so you can nix a problem before it really becomes one. But its never the default mode of operating. This is true for both the Ghost and the Panther player. It's a vital part of your arsenal, but I'd liken it to the blunt side of the axe.
In my mind, Mark and Execute isn't an extension of the game's inherent shooting mechanics, that's the wrong way to look at it. Aesthetically, yes, they use the same ingame tool--your firearm--but that is were the similarities stop. It doesn't use any of the same buttons, and it doesn't hinge from any of the same player skills. M&E is more an extension of the hand2hand mechanics, but with a stronger emphasis on positioning. Where a regular takedown is localized to your character's reach, think of M&E as an area takedown; like a finite direction net.
Unlike the micro nature of scoring manual headshots, M&E--like hand2hand takedowns--requires positioning, timing, and the press of a single button. Calling the mechanic out as an aimbot is really a technicality. By virtue of your freedom as the player you can initiate an execute to preserve your stealth loop--erase a mistake, as it were--but this is not the default purpose of the mechanic, nor is it forced upon you.
That said, I do think there is room for improvement. Just the other day I was chatting to Shobhit about it: things like having the execute in the exact order you marked would be neat, I'd feel more involved in the execute phase that way. And of course, reduce the required buttons from two to one... I do not see the need for the two buttons, but alas, I won't venture down that thought further, someone's likely to present to me a hypothetical new gamepad design as the solution.
I've said it before, Mark and Execute's biggest enemy is Ubisoft marketing.