On gaming speed.
What I'm sort of seeing is that tickle appreciates the skill in high speed games, yet more or less feels like it can detract from the more strategic points of the game. Maybe this is due to only having really played slower games. Where those are the only games you've really put as much thought into the strategy of. Anyways I'd like to attempt to dispel the notion that high speeds distract from strategy.
Sure you've been a part of ut4 throughout it's developement. (and please don't mention toxikk, it's just a poopier version of UT) But the thing is, strategy and game sense tends to be much more abstract in arena shooters, largely I think, due to structure of the game modes. The modes usually aren't objective based like csgo, which can lead to the assumption it's less structured and less strategic. But generally you extrapolate indirect objectives based off what will help your team win the specific mode, and it does require a deal of strategy and structure to accomplish.
Fortress forever is a very fast game. It's instant respawn. The defense can reset pretty quickly, and the offense is constantly flowing. To spitball some random numbers that might not translate particularly well outside of the source engine:
The scout in FF walks at 400ups, can bhop up to 620ups (averaging closer to 595), can conc up to 1635ups, down trimp conc up to around 1900ups, and chain conc up to 2200ups and beyond. Compare that to csgos, what, 240 walk speed with a pistol or something? FF certainly has it's speedy moments comparatively. And you might think that detracts from the necessity, or skill, to reset and position well. The defense can reset super fast and the offense runs just as fast, so what does it matter? Yet there are so many FF players who've adjusted well to the speed of the game and still barely scratch the skill floor. It's because they think the game is all about speed vs aim, without applying any game sense. What to do when there's a hole in your defense, how to take advantage of a hole in the enemy defense, how well does your offense coordinate at these high speeds, how well do your defenders time the offense? Timing is crucial, it's not all about being in position, it's also when to fall back or push forward.
I think another think you're not really considering is how exactly the speed of a game interacts with the objective of a mode. I feel we've gotten so hung up in speed in relation to death match. You have to realize that speed greatly increases the time relevance of the objective. Sure in a fast game you can get into position fast, but that second you were out of position could be the second it takes for the enemy to capture an objective.
In a game like Counter Strike, you are punished mercilessly for being out of position. You can be killed instantly, and if you aren't killed instantly, you will still get shot, slow down, and it will be that much harder to regain position. It is entirely unforgiving in that aspect, and in my mind, I equate that to requiring a certain level of skill to avoid such a scenario consistently.
Right
But it's just the same in an arena shooter. First of all, ignoring objectives and going purely by DM, your death can be insured in an instant even if you don't die instantly. Just because there's a higher TTK that requires mutiple shots doesn't mean you can't be dead or good as in a second. If you're in a poor position you can be punished in ways that result in death or even worse. (IE you running around without enough health to do anything meaningful, yet not dying so that you can reset with full health) You could get tanked with a combo, or bounced away from your escape route with an explosion, or many other scenarios.
This is where your "games are big and complicated things" idea hurts you more than helps, I think. CS can be quantified much easier than an arena shooter. Due to the very nature of the game there are, imo, infinitely less variables than an arena shooter can carry. Not to say that CS can't have an infinite amount of variables itself, but an AFPS can easily have infinitely more. It's just in the nature of the games, due to DM mechanics, weapon functionality, movement all those aspects that go into making "games big and complicated things.
On defense, in position means the same generally speaking, except you have no real obligation to move unless things are going wrong.
False
If you just play a spot like that you're a sitting duck waiting to be abused. The very nature of AFPS means that even with a static map, played with the same geometry over and over again, you can find infinite ways to attack it, from even just a single players perspective. That means the defender is forced to mix things up. You have be able to time the offense, and decide from that whether you want to play forward, and when to fall back. You have to make a decision to not play in your same predictable spot while still trying to cover that very specific spot.
- Arena shooters often have lots of explosions and it's easier to hit people with explosions - specifically relevant to Quake/UT vs CS but not wholly relevant to movement speed.
You should consider fall off damage. While it is pretty easy to hit splash damage, in many arena shooters splash damage specifically is inconsequential chip damage. To do anything real you need to be hitting directs, or very very close to direct. Hitting directs with a projectile is inarguably more difficult than hitscan imo.
Faster speed means incorporating it into the meta of the game, and like having health orbs de-emphasizes proper utilization of cover, having a faster movement speed can de-emphasize more tactical or subtle aspects of skill in a game.
As I've outlined here, I don't think so.
Probably other things.
Probably, but I'm not sure they'd play out in your favor.
Finally, I would like to add that liking a particular game is a personal taste, and insulting that game is an insult to that person's tastes, and thus, the person themselves.
Rofl, I really don't think so. Though it may be hard to grasp through the wording of the arguments posted here, I don't think anyone is pooping on you specifically for liking CS. Though you're definitely being pooped on for the way you argue your points.
I have a lot of respect for the skill involved in CS, and I'd never dis on a particular players skill, just because it's skill at CS. But I don't like CS, it's super boring and lame. That's not objectively an insult to you though.
Though I'm pretty sure this isn't what you actually meant, but, the way you worded it, suggests that I absolutely loath anyone who's slightly into country music, because I absolutely loath country music. That's a bad example though, because I do absolutely loath anyone who likes country music, I am specifically pooping on you for your liking of CS, and I'm right about everything.
I just think your statement is objectively false born out of faulty logic and an overly PC victimized mentalitiy.
EDIT: god why did i do this
WHO IS GOING TO READ THIS, I WOULDN'T READ THIS IF I WEREN'T ME AND I SAW THIS
Edited by Massive_Assailant_Stingray, 17 December 2015 - 11:31 PM.