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>> No.11082601 [View]
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11082601

>>11082518
>The prospect of going into a fight, hitting the enemy 3x more than they hit you with the same weapon, and losing, ever, is ridiculous to me.
Could you clarify this? I'm not sure I understand it. The "enemy" in this case is the opposing player and he hits you 3x less because has quad damage or something right?

Your bit about TF is really interesting, but I have to agree with anon in that there's definitely still RNG/RPS going on if a scout meets a heavy, not talking about TF2.
>Just give everyone 100 health 100 armor and every weapon from the get-go then take out the super powerups and you're golden.
This isn't so golden I don't think. Not trying to shit on you or anything, just talking mind you; there's a great, fun HL1 mod called Half-Life 2: Jaykin Bacon: Source. There's a mode where every player starts with every weapon possible (there's like 25), and the only random element is on spawn you have a random one of these 25 weapons selected, but you can still swap to whatever you want upon spawning. I hosted quite a few JBS games in the past, and generally people just switched to the spaz, double barrel, or the TMP. So while it's a good idea conceptually, I think in practice people would gravitate to the most powerful weapons.

For example, if you had a Quake DM map where in front of every player spawn you provided red armor, and all the weapons on top of each other, nobody has any reason to use anything other than the rocket launcher. Now you might say, well just don't have any ammo on the map, but ammo will stack up as players drop backpacks upon death.

This is what I mean by RNG is what took over and why it's so popular. Apex Legends? Every spawn point has a random assortment of weapons and gear. Every player has a CHANCE to come out on top even if they're not very good. That's just not so with older FPS multiplayer games, which you touch on.

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