There have been multiple accounts created with the sole purpose of posting advertisement posts or replies containing unsolicited advertising.

Accounts which solely post advertisements, or persistently post them may be terminated.

Pxtl ,
@Pxtl@lemmy.ca avatar

Agree that the mecha feel a bit more samey, but I played the heck out of the first AC games and I don’t miss the long and winding maps. I still remember maps I had to play Descent-style constantly switching to the 3D map (like the biological missions with the mouse-monsters in the first game). It was boring and tedious. And I don’t miss superlong missions where I had to ammo-ration.

A fundamental problem with AC is they don’t give you enough info to make informed decisions about config unless you want to try->die->redesign. Like if they had a preview of the terrain and some rough guesstimates about mission length and ammo needs, you could tailor your mech without the “oops I didn’t know this was going to be a marathon I’m out of ammo” which is just the most miserable way to lose. AC6 makes this explicit in that you probably won’t run out of ammo if you’ve 4 weapons and you use all of them. Given the alternative, I’ll take it.

And as for the “why isn’t stagger a function of knockback” that was terrible gameplay you could stunlock people in the early AC games.

I like the cooldown-based weapons, like the motion model (fighting while doing the flanking boost is hella fun)… But yes, the energy model is weird and imho does a lot to make the ACs feel samey. It used to be picking an energy weapon meant a tradeoff that you were draining your boost power when firing.

But yes I miss the radar. I think the expectation is that players will lock-on and then forget it, but I hate lock-on so I switched to mouse and keyboard and I find I’m often losing fast-moving targets in my periphery.

I miss the limited rotation rate of the early games, where boosting backwards to put a target in front of you was often better than turning to face them. Rotation rates was another way different layouts felt different. This also led to considerations with FCS shapes - short-ranged weapons with wider targeting-boxes that didn’t require aiming.

But on the other other hand, the spreadsheet of numbers is always dumb. I can’t think of any genre other than turn-based RPGs that are better for including “this weapon does different damage to target X vs target Y”. That’s always annoying trivia - let the Pokemon players keep that nonsense.

  • All
  • Subscribed
  • Moderated
  • Favorites
  • [email protected]
  • random
  • lifeLocal
  • goranko
  • All magazines