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GameAmp: I payed for a First Person SHOOTER, not Item controller!

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Forum >> Miscellaneous >> Rant and Rave >> I payed for a First Person SHOOTER, not Item controller!

 
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ThePope Profile
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I payed for a First Person SHOOTER, not Item controller! 

Sometimes in 1v1s I think controlling the items is a bit too important. It's quite easy for a player with only slightly better aim to dominate an opponent simply by having constant item control. It makes it very hard to get comebacks, and being the one stuck with an assault rifle against someone with loads of guns and 199/150 isn't much fun. It's much more entertaining to fight than run for a yellow shield with a lightning bolt on it, but running for that spinny yellow shield is often much more important. I know it is possible to break control, but it just seems to be a bad gameplay mechanic - a player shouldn't be given huge advantages for already having an advantage. Maybe armor shards or improving the 50a and starting weapon would help.



06/18/04 02:19 Login to rate this user's post!
Axeshredd3r Profile
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Re: I payed for a First Person SHOOTER, not Item controller! 

I can understand that point of view, but I kind of like it the way it is. It adds a little bit more strategy to the game than just killing.



06/19/04 22:48 Login to rate this user's post!
concrete Profile
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Re: I payed for a First Person SHOOTER, not Item controller! 

that's one of the reasons i play ig ctf occasionally...

it's ig, so you don't have to worry about powerups weapons and health, but it's ctf so it's not just totally mindless, as opposed to like iTDM *shudders*...

then again the reason i got into weapons was cuz i wanted to try a gametype with more variables... you have to think more in weapons as far as what to use, what you have, what is spawning, etc...

if you don't want to worry about pickups like that, you could always play rocketeer...



06/22/04 12:32 Login to rate this user's post!
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Re: I payed for a First Person SHOOTER, not Item controller! 

This what makes it good for me, I enjoy the way it is. At the beginning , when I started playing 1on1 I never timed, buit the more I concentrated on it and got better at it ( actually not much to get better at timing ) I enjoyed this way 1on1s are played. Comebacks are still possible but the tactical timing way is imo better than just spawn, grap weapon , attack.



09/13/04 06:48 Login to rate this user's post!
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Re: I payed for a First Person SHOOTER, not Item controller! 

Play instagib-1on1, thats pretty fun AND there is more map control than one can think about at the first thought. Pretty easy to come back too, or rather its very hard to keep map control in i1on1 :D



09/13/04 09:19 Login to rate this user's post!
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Re: I payed for a First Person SHOOTER, not Item controller! 

Not to criticize anyone's skill or experience at the game, but I find that item control always seems unfair to new/intermediate players. I say this from personal experience, as the first few years I played UT1 I thought powerups were totally cheap, that the real strategy of FPS games was about dodging and combat tactics, and that powerups just allowed players to get an advantage through simple knowledge of the map layout rather than knowing how to fight. When I played the UT single player, I would always get owned and spawn raped on maps like fractal, where the bots would just get the shield belt and just absorb hits instead of dodging, and still kill you, which seemed totally unfair. I didn't even like any rocket launchers till I played Q3, in which the RL was a lot smoother and more versatile, than UT's slow, akward bazooka, which seemed to kill more by the brute force of 6 simulaltanous rockets coming at you by chance when you round the corner than by skill.

Eventually it occured to me that if issues like map knowledge were so simple, then if I just swallowed my pride and tried playing "cheap" I could easily get these advantages too, and prove to myself how cheap they were by abusing it first hand. Well, that's more or less how it went against the first few bot matchs (at this time I was on dialup and didn't bother playing online much since playing against players who had 400ms less latency to add to the shield belt and rocket launcher was even worse) but once I started playing against harder bots, I realized that predicting an opponent's movements and dodging techniques based on which items they are trying to get to was just another part of direct combat tactics/skills and not just an issue of simply knowing the map. Eventually I came to understand item control and how it actually enhanced the mechanics of direct combat.

So, I guess the moral of the story is, if you can't get into item control, try to play "dirty" like the players that are spawn-killing you. Eventually you will find there is skill to it when you learn the ins and outs and that it actually effects the direct intricasies of shooting and dodging the other player.

Of course, spawn rape still sucks when it happens too much. If you're playing against a player of reasonably equal skill, he should know better, and if you don't kill him, he'll kill you. However, if you're playing someone that is clearly not as skilled, simply owning him and not even giving him a chance to defend himself is little more than phsychological masturbation. If you don't have issues, then giving the other the weaker player a sporting chance should ultimately make the match more fun because it will be more challenging . Of course, this is assuming you're in a casual setting and not in a tournament or something where proving your skill and winning is the only concern. Obviously, in a tournament if you fuck around and let the other guy have too much slack, he could get manage a lucky win, and you could be screwed.



10/12/04 17:28 Login to rate this user's post!
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Re: I payed for a First Person SHOOTER, not Item controller! 

well, some people are playing arena games now, perhaps you should try that?




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02/23/05 23:33 Login to rate this user's post!

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