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Anonymous /v/716478937#716498472
7/26/2025, 5:59:41 PM
>>716496537
In a shooting focused game with poor mobility, it's a cheap way to add a jangling key that creates fun akin to the rhythm/dance genre where you watch the arrow pattern and react accordingly.

It's a little unintuitive, punishing and a lot of gamers struggle if they don't practise it.
It gets worse when it's not actually a core mechanic, e.g. in Vermintide/Darktide it's very useful but the game is about killing enemies quickly so you don't train the skill if you are actually playing correctly.

I'd say it's only "good" in games like For Honor where not only is it a core mechanic but the dancing is explored... as it is in any good fighting game. A shame that there aren't really any PvE "fighting" games.

I would also say the "correct" implementation of this in Killing Floor would be to... shoot the weakspot, i.e.
>enemy begins special attack
>a part of the enemy (raised fists) is now glowing
>it is not in the normal line of fire (not at head level)
>adjust aim, fire
>attack cancelled
and also that if you let the Fleshpound get that close, uh, maybe you should be punished because that's how 1 and 2 worked? This is a horde shooter! Kill the high priority target numnuts!

>>716496598
It wasn't in 2 either, which itself was enshittened by adding a sprint button.