i don't like the shooting in mgs5 either but from some gameplay trailer thet i watch the shooting in wildlands looks like shit.Lol surrender what? So I can't voice my opinion because most Era members love MGSV over GR?
MGSV doest even come close to the shooting mechanics of GR Wildlands.
Mouse input is completely broken in Vanquish, with forced acceleration, multiple sensitivity sliders, and each weapon having its own sensitivity, so it's disqualified by default.I love how MGSV controls, Vanquish though:
![]()
For me personally the tightest controls in a TPS.
That's the jankiest player movement I've ever seen.Definitely! Gears feels really nice to control in its own right and you can do some crazy stuff once you get a deep understanding of the controls as you say.
Sublime animations, but Gears still takes the cake with it's roadie run into cover slides and the ability to cancel and wallbounce. No other TPS grants the same level of precise control of your character.
That's a demonstration of how the animations blend nicely without really limiting player control/responsiveness too much in MGSV.If you think that clip looks spastic and stupid, you should look at this!
I think the first two Max Payne games still feel great to play today because they are nearly entirely focused on input priority rather than animation priority, and play a lot more like a first-person game than most third-person shooters do now.I personally feel that a range of Third Person Shooters feel better to play on a mechanical level including […] Max Payne 2 even
Alan Wake marked a strange turning poing for Remedy where it felt like their games were being designed in a way that de-emphasized aiming to an absurd degree. It was like you were playing darts, and then someone replaced the whole game with those giant foam darts on a velcro board. I really hope Control brings back some of that crispness of Max Payne 2.Unfortunately Remedy's newer games don't play like that at all, and Quantum Break was a huge disappointment to play on PC.
You should def. appreciate the Gears 3 wallbounce -That's the jankiest player movement I've ever seen.
No, wait, this is.
That's a demonstration of how the animations blend nicely without really limiting player control/responsiveness too much in MGSV.
There are still many situations in MGSV where it feels like you're being held back by or locked into animations though, which is a big part in why I generally dislike third-person games.
Gears has the player glitching out by magnetizing between two walls back and forth. Maybe it takes skill to look that stupid, but it still looks stupid.
You should def. appreciate the Gears 3 wallbounce -
However bad this stuff may look to you, it's an example of designers prioritizing control over slick looking animation, which makes Gears fun to play.
No need to imagine. Uncharted 4 have much better gameplay than MGSV.
Though perhaps less-so than previous Metal Gear Solid games, the controls are still very convoluted. I installed the game again to check that my memories of it were correct, and I had to stop and look up how to get into first-person mode, and how to roll.
It's not even really applicable in SP. You don't need sweaty movement like that to avoid enemy AI as they can't get confused by unpredictable movement patterns like a human controlled enemy would. But even then, I'll take control of my character over prioritizing animation for immersions sake any day.It's definitely skillful for multiplayer bouts, but as far as single-player goes, it's absolute garbage and shows a clear lack of fine-tuned balance between immersion and gameplay.
It's not even really applicable in SP. You don't need sweaty movement like that to avoid enemy AI as they can't get confused by unpredictable movement patterns like a human controlled enemy would. But even then, I'll take control of my character over prioritizing animation for immersions sake any day.
That's not about "control" - it's abusing the game mechanics to pinball off the walls by breaking the cover system because it snaps the players to walls at unrealistic speeds.You should def. appreciate the Gears 3 wallbounce -
However bad this stuff may look to you, it's an example of designers prioritizing control over slick looking animation, which makes Gears fun to play.
The key binds are so bad that I had to look them up to find out what they were because I could not figure it out.Lol what? You're going to fault the game because you had to look at/forgot the controls? And knocking it because you can't play with a controller in one hand and a mouse the other? Lot of straight up bizzare points and hyperbole to unpack here.
I mean Vanquish was made for a controller and as someone who always prefers using a controller when possible (except FPS) it feels like a dream and is the best in the genre next to MGSV. Cant expect M and K to be the default best way to play any game with aiming even if it sacrifices accuracy because the game was designed with that in mind but obviously you cant not have M and K included for a PC port.Mouse input is completely broken in Vanquish, with forced acceleration, multiple sensitivity sliders, and each weapon having its own sensitivity, so it's disqualified by default.
It's a third-person shooter with broken aiming. Maybe the movement feels really good with analog sticks, but I don't see how anyone can claim that it's a good third-person shooter when the aiming is broken.I mean Vanquish was made for a controller and as someone who always prefers using a controller when possible (except FPS) it feels like a dream and is the best in the genre next to MGSV. Cant expect M and K to be the default best way to play any game with aiming even if it sacrifices accuracy because the game was designed with that in mind but obviously you cant not have M and K included for a PC port.
I have repeatedly agreed with you that it takes skill to pull off wall bouncing. Where I disagree is that you seem to think it is a good mechanic, and don't seem to think that it looks completely broken.I don't like it when people who don't know anything about a game's intricacies accuse its mechanics of being easily abused when arguing with others who do have a bunch of experience in said game.
Just because they have embraced it as part of their gameplay does not change that it looks completely broken with the character model bouncing off invisible walls.If wallbouncing was a supposed exploit, Epic would have not embraced it in Gears 2 and 3 with the ability to cancel your movement mid-bounce. It's not a glitch, if it was a glitch it would have been patched a millennium ago or completely wiped from the sequels like all normal glitches do.
Did you read what I said? Its not broken it was made for a controller, you should try it on controller and see how good it feels. The game was affected badly by the pc port in many ways but I get what you mean, I guess Vanquish has the best gameplay loop of any tps and MGSV has the best controls.It's a third-person shooter with broken aiming. Maybe the movement feels really good with analog sticks, but I don't see how anyone can claim that it's a good third-person shooter when the aiming is broken
Watch_Dogs 1 for me. Still the best 3rd person shooter especially in an open world.
Analog sticks are inherently bad for aiming, and if a game only works with those it does not control well.Did you read what I said? Its not broken it was made for a controller, you should try it on controller and see how good it feels. The game was affected badly by the pc port in many ways but I get what you mean, I guess Vanquish has the best gameplay loop of any tps and MGSV has the best controls.
the alt control scheme was in 2 as well iircIf it was as large as an issue as you're describing, I think we would hear more outcry over inconsistency from the competitive community since they rely on wall bouncing. Even then, since 3 they have offered an alt control scheme which separates cover sliding from running and rolling. I like everything mapped to A personally, as I never have to fight with the controls or do BXR style button combos to keep up with other players.
It is about control. Even if you think wallbouncing is a glitch or exploit, it demonstrates that the cover system of the Gears games is fast, responsive, and most of all consistent enough for the player to a trust their input will result in their character moving where they want them to. Just because you don't like the lack of animation blending for a tactic only useful in MP (where immersion and realism don't matter) doesn't mean it's not valid to say it shows the precise control the game gives you.That's not about "control" - it's abusing the game mechanics to pinball off the walls by breaking the cover system because it snaps the players to walls at unrealistic speeds.
I've already acknowledged that it may take skill to do, but it's absolutely ridiculous looking, and is not indicative of the type of "control" that people are talking about.
If you can't see the difference between Gears' glitched wall bouncing and the Metal Gear Solid V videos posted earlier in this topic, which demonstrate how the game lets the player run around like crazy, but still manages to blend animations smoothly without taking control away from the player, I don't know what to tell you.
Yep, agreed.
Best TPS controls ever.
Puts every other TPS I've played to shame.