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Over 2k Golden Hawkeyes.
I remember checking ps4 for aapg every day, two summers ago.
It's pretty easy for Playstation to throw its weight around when they know users are forced to use their own locked down proprietary system.
I suspect that you misunderstood the intent of my post. Let ppl BH, I don't care... you can do it IRL, might as well in a game. What I am saying is that when you finish BHing, heavily penalize the person doing it by not allowing good aiming.
I don't BH IRL or in-game (though I can cut shapes and Melbourne! .. lolz), ppl who play against me know this. Only time I think I'd looking like I'm BHing is when 1) I try to climb that stupid railing on Watchdog defense overwatch and 2) any stone wall or rocks, which for the life of me I can't do in a single attempt no matter how easy it should be.
I also don't do the crouch/stand/crouch/stand thing either... 1) not important to me to even attempt it, as I don't really die IRL when I die... and 2) looks ridiculous. Yet another thing that should also suffer a penalty after a couple of cycles of C/S/C/S..., like take your gun away and smack you in the side of the head.
Being able to vault more than one items immediately after another is more important than putting a 2 second lag on the jump key.
OIC!
In life, there is no respawn... why should there be in a game?
Im not a fan of sway at all, while playing comp holding angles just watching your crosshair move for no reason is just dumb, never made sense to me. I rather see movement penalties when it comes to shooting, the more you move the larger the cone gets, for both ADS and hipfire, this puts more importance on movement as a whole and eliminates run and gun type of play.
#Support Comp Mode
https://www.youtube.com/channel/UCN4YhM6jUB2MxVj8i3b9rhw
So you're saying you want the gun to not always shoot where you're aiming with ADS? As long as your gun always hits where you aim in ADS, then sway is your only modifier. I do think that earlier versions of AAO actually had a cone for ADS. It's why in pre-2.0 getting a perfect score on the shooting range was actually extremely difficult. Standing not only made the breathing pattern bigger, but sometimes your shot would just miss even with perfect aim.
So thats how it works in CSGO, although there is no ADS essentially its the same thing moving while shooting creates a massive cone and you become extremely inaccurate. Hence why movement is tied into shooting and both skills need to be mastered together.
No I dont expect this kind of thing in an AA series, playing both games now I could pick and chose the best parts to create one awesome game, that game would be AAV if only I had control.
But I wouldn't want to see a larger sway.
#Support Comp Mode
https://www.youtube.com/channel/UCN4YhM6jUB2MxVj8i3b9rhw
It would have to have a hierarchy as follows from no cone to largest cone. ADS vs. Non-ADS amplifies the effect, obviously:
Mounted w/bipod
Stationary Prone
Stationary Crouching
Stationary Standing
Stationary Leaning
Moving Standing and/or Crouching (Honestly, I can't imagine that shooting while moving in a squat is as easy as walking)
I'm not quite sure how inaccurate we'd want the players to be though. For example, at 100m while standing still how much variance would we want? If I had the crosshair completely steady how often would I miss a head sized target? 1 in 10 shots? More? Less?
This system does have another positive aspect in that it works with the old CEM type system. Having teammates around could help boost your CEM and reduce the circle even more (like original AA did). You want to shoot more accurately? Be near your teammates. Of course, I would warn against making such an area so small where you have to be on top of your teammates in order to gain such a benefit.
It can also work with a suppression system. Suppression wouldn't necessarily a visual effect (although it can exist as such, but only enough to know that you're being suppressed), it would instead drop your CEM thus causing your enemy to not be able to fire back as accurately. In general getting shot at would lower your CEM, extended periods of suppression would continuously lower the CEM. What this means is that the CEM hit for taking fire is X and then it slowly increases the longer you're under fire. X would be a smallish value so as to not make fire fights turn into a battle of luck.
Great aim still gets rewarded, again you combine precise movement with great aim. No cone penalty for stationary players, in csgo strafing is how you move, not holding down W like in these mindless games. With strafing comes counter strafing, which in short quickly stops the strafe so that you're not moving and can get dead aim.
But again, AA is a simple game, I dont except anything like that implemented. This is the classic hold down W shoot, move A move D, crouch type of game where there's no need for a cone on ADS.
#Support Comp Mode
https://www.youtube.com/channel/UCN4YhM6jUB2MxVj8i3b9rhw
#Support Comp Mode
https://www.youtube.com/channel/UCN4YhM6jUB2MxVj8i3b9rhw
BF1 uses an "ADS cone" system to balance weapons. Many people didn't really like it AFAIK (I never played BF1, but followed some YT channels who covered it in detail). In BF1, suppression also caused you not to be able to shoot back accurately, this was even more disliked. It especially affected sniper vs machine gun fights - basically all the machinegunner had to do, is to fire in near the sniper. Then the sniper couldn't retaliate.
Overall, I personally don't think this is the way to go, especially if you want to make things more "skill-based". In comparison to BF1, in AAPG you always fire where your scope shows. Even when you get the double vision from a nade, it's only visual, you can find the actual point where your bullets go. What gets harder is recoil control. BTW, according to BCPull's amazing (and mostly still accurate) Steam guide, suppression recovers twice as fast if you are near a teammate. Well, this entire ADS-cone thing highly depends on the size of the cone, as we know CSGO has a cone, but it's probably still the most skill-based shooter out there.
I think if a suppression system is in play, there needs to be some visual component to it. It's necessary as feedback to the player. It doesn't need to be too strong, but strong enough for you to know that you are under the effect of suppression.
In general, I was trying to keep it within Doba's stop adding sway point. Personally, I think AAO/2 sway system is the best in that it's predictable, easy to learn, and extremely unique when it comes to ADS games.
Anyhow, going back to AA, here's my list of suggestions for both AA:PG and AAV:
Would be great PR to have AAV first on the list on launch in each consoles network as a free/fremium style game.
Plus UE4 with all its "point and click" development tools should make game development a breeze for all you old old school UE3 developers.
Just tell General Colonel McPenPusher to approve and release all that sweet sweet taxpayer funding as the game will be like Kiddie MK Ultra.
Doubt it, PC will be the test build for console releases later on, just like with AAPG.
I was gonna say its doing well, but lets not kid ourselves 2K players is not really doing that great. I guess compared to 300 it is
#Support Comp Mode
https://www.youtube.com/channel/UCN4YhM6jUB2MxVj8i3b9rhw
And $80 for an FPS game? When there was just a flash sale on BF4 Premium for just 5 dollars?
Obviously he was talking about a Deluxe Copy for some upcoming AAA title like COD:BO4 or BF5
I'd question your sources if I were you, then-again, I guess only an actual PS4 owner such as myself would know what the PS4 life is like.
BF4 is as old as AAPG, not a great comparison. I'd assume he's talking about games released within the past year or so. I believe $60 is the standard asking price for PS4 games unless they're a limited edition type thing. For example, I think I saw R6 Siege Gold edition for like $80 on Best Buy.
Anyway, when it comes to free FPS games on PS4, the market for free tactical quasi-realistic shooters is probably just AAPG, that's the point. Although, the market really isn't much better on PC honestly.