| Frontlines: Fuel of War Kaos Studios' action squad-based shooter running on the Unreal3 engine. |
02-19-2008, 05:30 PM
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#11 (permalink)
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Lighting up the Darkness
Join Date: Oct 2007
Location: D-Town
Posts: 481
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Quote:
Originally Posted by Zoraster
All i'm saying is that it's an annoyance rather than a fun feature of the game as it stands now.
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Agreed.
I'm not going to keep going on as I really do want this game to work and I think it's really, REALLY close.
When we've been running as a team and doing things the Focused Gaming way, it has been as much fun as anything else I've played. I think it's human nature to just get greedy for that and want to experience it every time you play.
As it stands, sometimes the game design just kicks you in the face...not to mention the competitive ego. But I'm hopeful that the DEV's have it under control.
For their first game, they have been great on the forums and in acknowledging the problems. Which is a big first step, in my opinion.
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It's all in the Reflexes.
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02-19-2008, 05:33 PM
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#12 (permalink)
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I like it like that
Join Date: Sep 2007
Location: Canadiana
Age: 32
Posts: 1,356
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Quote:
Originally Posted by Nemesis
Agreed.
I'm not going to keep going on as I really do want this game to work and I think it's really, REALLY close.
When we've been running as a team and doing things the Focused Gaming way, it has been as much fun as anything else I've played. I think it's human nature to just get greedy for that and want to experience it every time you play.
As it stands, sometimes the game design just kicks you in the face...not to mention the competitive ego. But I'm hopeful that the DEV's have it under control.
For their first game, they have been great on the forums and in acknowledging the problems. Which is a big first step, in my opinion.
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There is no team balancing in place on the beta servers which makes for some capital 'S' steamrolls. Not fun if you are on the receiving end. The game is definitely momentum based the way the frontlines work. We will have to make an effort to ensure teams are as balanced as is reasonably expectable on our server.
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02-19-2008, 06:59 PM
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#13 (permalink)
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Can't distract me
Join Date: Sep 2007
Location: Orlando, FL
Posts: 905
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Quote:
Originally Posted by Nemesis
I'm still concerned that this game might miss the mark. It has the potential to be huge, but after playing 2142 for most of the day yesterday, then switching over to FFOW for a bit, I found that it really felt....off. Almost too arcadey..though I'm not sure if that's the right word.
I'll be playing, but unless the release version is a lot better than the beta or they patch it within the first 2 weeks, I'm worried the game just won't catch on like we hope.
So here are some of my concerns:
There are still invisible walls which at this point is just a MASSIVE bug. (I've heard these are gone in the retail version, but it makes zero sense to me that it hasn't been tested by players.) The weapons just don't feel powerful....or let me clarify, they don't sound powerful. The audio effects in the game are just terrible and that goes a long way for me in making weapons and effects match the visuals.
No VOIP. (again, supposed to be patched in. But for a squad based shooter, it is a cardinal sin anymore to not have VOIP as part of the basic game design.) The squad system and commands seem to be lacking as well.
Except for the death effects, (which are great) character animations aren't very smooth. Red Star weapons are insanely overpowered compared to Western Co. This is another one that really worries me. If one side is just better regardless of player skill, it just adds to the frustration levels.
I can't think of another game that has frustrated me more than this one yet I still want to play it. Which I think is the problem. This game is right on the verge of being great, yet it could quickly fall apart if at least some of this stuff isn't addressed in the retail version or soon thereafter.
I have hope and I'm not posting this because I hate the game or want people to not play. Just the opposite actually. I really want it to reach its potential and be a game I'd have no problem sitting down with for hours at a time. But I'm worried.
Am I off base in my concerns?
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I always thought the animations in the game were far better than most games. Running and such looks much more well animated than in the battlefield games. So I'm going to have to disagree with your opinion on that one.
The one issue they do have with animations is the way the player models interact with the environment. They tend to hit, get caught, or get obstructed on pieces of the environment or elevation changes. Everytime this happens the animation of the player model goes into some in between keyframe which screws it up and makes it look bad. When it's working right it looks very good though.
All the other stuff you said is supposedly fixed, so I'm not worried about it.
The real issue that generates frustration for me is what Zoraster touched on. The frontlines game mode, with enough players, can quickly devovle into semi-chaos. Their goal of focusing the action certainly works, but 64 people fighting over two or three points has its downsides. I can't IMAGINE trying to play streets like that - with 30 to 40 people it is just anarchy.
In battlefield you could move in, battle one or sometimes two enemy squads defending a point, win the fight, then get the point neutral before they spawn back in. This didn't happen 100% of the time but that was generally how things went. In this game, taking a point seems more difficult. I ALWAYS feel outnumbered when trying to do anything and it's easy to see why. Any given point you attack will have roughly 50% of the enemy team spawning at it. They aren't even on 'defense' they are just trying to get back into the action. So here you are attacking a point up against not only the defenders, but everyone else spawning in... THEN the defenders you did successfully kill come back because the spawn timer is 10 seconds.
Everyone is wondering where the rest of your team is in these situations, but the reality is that - unless you have a hidden SL, everytime they die they spend at least 20 seconds in travel time trying to get back to help you. The odds are never in your favor.
I think bigger maps with isolated points will help alot. Streets is a bad example because the points are close enough where people spawning at tents can easily engage people attacking subway. The close proximity is a big part of the problem. More spread out fronts will at least cut some of the spam.
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Secretary of Keepin it Real
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02-19-2008, 07:03 PM
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#14 (permalink)
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I like it like that
Join Date: Sep 2007
Location: Canadiana
Age: 32
Posts: 1,356
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I'm disappointed that they have not created different sized versions of the same maps to support different numbers of players like BF2/2142. If we have a 50+ player server then Street is going to be ridiculously spammy. To put things in perspective I read that the map "Solar Farm" is 4x the time of Oil Field so we can definitely expect some larger maps.
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02-19-2008, 07:14 PM
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#15 (permalink)
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Professional Smartass
Join Date: Sep 2007
Location: Canada
Posts: 590
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Quote:
Originally Posted by Bommando
There is imbalance, but I don't believe it's the weapons. I think it's some of the role abilities and on Streets, it's the map design.
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I've been playing the beta pretty heavily for a few months now, and in my experience, the RS assault rifle is better than the WC one. My impression is that the WC has a higher rate of fire, but higher deviation and less stopping power per bullet than the RS rifle. In a one-on-one scenario all else being equal, I find I am much more likely to come out the victor when using the RS rifle.
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02-19-2008, 07:18 PM
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#16 (permalink)
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we are 138
Join Date: Sep 2007
Location: horrorwood
Age: 17
Posts: 691
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Did you say 4x or is it that a typo? Do they want to make this a game dominated by camping losers? That map will be like 75% snipers with air support and 25% everything else. Oil fields is already a pain to move on with the snipers and airstrikes.
I think the beta just feels too loose and clunky, I just don't feel comfortable playing it. I feel like my character is taking his sweet time to scope in, or respond to my movement and firing. I also hate the fact that moving a centimeter while scoped in causes my scope to go ridiculously wide and take forever to come back in.
Major pet peeve, why is our scope just a zoom of our vision? did all the soldiers get superman's eyes? I want a scope that looks like a scope with a range indicator and red dot in the center; cod4 does this very well with the acog. I want to feel like I am scoping downrange instead of squinting my eyes to see a little farther.
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What you need is mates, staunch and true
Hold out your back they're gonna see you through
I don't look for trouble but I won't hide
I'll jump on you if you don't step aside
You know, I've won and I've lost, and losin sucks
Like the roar of the king of beasts...his battle cry was the loudest...it will echo in us all....forever
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02-19-2008, 07:26 PM
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#17 (permalink)
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I like it like that
Join Date: Sep 2007
Location: Canadiana
Age: 32
Posts: 1,356
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Quote:
Originally Posted by L10N
Did you say 4x or is it that a typo? Do they want to make this a game dominated by camping losers? That map will be like 75% snipers with air support and 25% everything else. Oil fields is already a pain to move on with the snipers and airstrikes.
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Snipers are a lot less of a problem once you stop trying to run across large open sections of the map on foot. Jump in a humvee, drive up to the point and smash them in the teeth. Alternatively precision airstrikes are an amazing counter to snipers.
Quote:
Originally Posted by L10N
I think the beta just feels too loose and clunky, I just don't feel comfortable playing it. I feel like my character is taking his sweet time to scope in, or respond to my movement and firing. I also hate the fact that moving a centimeter while scoped in causes my scope to go ridiculously wide and take forever to come back in.
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There are small time delays built into the stance transitions in the game. It rewards players who are ready and waiting in a shooting position as opposed to sprinting around expecting to be able to insta-shoot anything that moves. Moving while scoped doesn't affect your scope at all on flat terrain. I do it all the time around corners - you can see it in the vids I made. If you try to strafe over uneven terrain then it will cause your scope to jump which seems pretty plausible to me.
Quote:
Originally Posted by L10N
Major pet peeve, why is our scope just a zoom of our vision? did all the soldiers get superman's eyes? I want a scope that looks like a scope with a range indicator and red dot in the center; cod4 does this very well with the acog. I want to feel like I am scoping downrange instead of squinting my eyes to see a little farther.
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Don't really know what you mean. I never had any issues with the scoping in this game.
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02-19-2008, 07:34 PM
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#18 (permalink)
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Damn Focused
Join Date: Nov 2007
Location: Haarlem, The Netherlands
Age: 15
Posts: 345
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I fully agree with L10N on the scopes. I hate the way the scopes worked in the beta, it just doesn't feel right. In Armed Assault, the ACOG scopes and the other more advanced scopes worked the same way, that's why I always took either an Aimpoint weapon or an ironsights one. The way scopes were done in 2142 was perfect. All came with a scope including a red dot or anything similar and you were still able to see 'around' the scope if you know what I mean.
I really hope they will change the scopes, especially on the SMG's, on which it does look like they use an aimpoint scope and not some stupid 4x zoom thing.
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02-19-2008, 07:39 PM
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#19 (permalink)
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I like it like that
Join Date: Sep 2007
Location: Canadiana
Age: 32
Posts: 1,356
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Are you talking about the black edges surrounding the round scope view?
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02-19-2008, 08:28 PM
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#20 (permalink)
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Well Focused
Join Date: Oct 2007
Location: Sioux Falls, SD
Age: 35
Posts: 191
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I like the game, but something in the weapons firing still seems off to me. I don't know if it's the cross hairs or what but something does seem off to me yet.
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