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What's Missing and Needs to be fixed
Hicksybay
#101 Posted : 17 April 2012 13:59:20(UTC)
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After playing the demo on xbox alot of my concerns have been raised but was wandering in final game will there be civilians,it is a war torn city after all, if a civi ran across the street would be a very tempting shot for some and maybe it could score minus points. The odd dog, cat or horse running about also would be good target practise!
Zerho69
#102 Posted : 21 April 2012 10:43:53(UTC)
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On PS3 you can't shoot through car glasses because glasses deflect the bullets...armored glass ?
guest
#103 Posted : 21 April 2012 11:53:50(UTC)
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Over all it is an amazing demo and I will defiantly be buying this game! But one thing I would like to see in the final game is the ability to make a slo-mo exray happen. For example on Xbox when you hold down the fire button it follows the bullet through. And after it's been fired if you hold down the left trigger it makes it do an exray kill. If this feature was in the game it would make it pure awesome.
P4NCH0theD0G
#104 Posted : 22 April 2012 22:41:10(UTC)
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Well, here's my Feedback for the Xbox 360:

Loved the first game, had V2 pre-ordered as soon as it was available, but the demo for V2 is... sadly not as good as I had hoped.

The Bad:

Controls are clunky, button mapping feels awkward (sprinting on LB, Cover on Y). A custom mapping feature would be appreciated.

Cover mechanics are really awkward - some cover you cannot lean out for no apparent reason; obstacles like radiators are not passable on a wall without breaking cover; when you exit cover without leaning you make an awkward step back, which can result in you falling down through a hole in the floor. You also cannot stand in cover, you can only crouch, and thus always exit cover in crouch.

Enemy AI switches between simple-minded and omniscient - you can shoot the first enemy in the doorway and get no response from the others; You can fire from your starting point continuously,while right below you the soldiers will run around the building, saying "I will find you" or "He's here somewhere", you keep shooting less than 10 yards away from them, but nobody thinks to throw a grenade up there. On the other hand, you can take some shots then relocate, completely breaking line-of-sight, but if you crawl up to a doorway 20 yards away, the same enemies will fire at you before they can even see you; The second sniper encounter on your way up to the vantage point, no matter how carefully you crawl the sniper always sees you, despite you lying in your dark uniform on a dark floor in a dark room and the sniper on the roof actually not looking in your direction.

Spawning Enemies break Immersion - that second sniper just appears on that roof when you get to the second floor of the vantage point house. You go outside again, he's gone. Or that one guy that spawns when you get close to the second place to plant the explosives and starts calling out the bodies of people you killed a few minutes ago, but nobody noticed before because there was nobody there.

The "Stealth" Gameplay is a lot more rudimentary than all the PR indicated - unless that's just for the Demo; but for the Demo at least it's obvious where the game forces you to do things a certain way.

When carrying bodies, sometimes you drop them softly and quietly to the ground, sometimes you just throw them down, sometimes you can't drop them at all.

You cannot catch a body after a stealth kill.

I believe that in the first game you could time your shots to explosions or Artillery fire in the background to mask them, but that does not seem to matter here. Not to mention that it's almost impossible to do so when in Focus Time, because of the sound fade-out. The same goes for making noise. As someone here mentioned, dropping down from a windowsill makes a lot of noise, and even if you time it to coincide with a huge explosion in the background, enemies still hear you.

No melee-attack - sure you can stealth-kill a guy from behind, but if he happens to turn around you should be able to pistol-whip him. Not as quietly, but there should be something.

Movement and collision control are terrible, especially when prone; the character jitters through tight spaces or up small inclines.

Movement is often restricted, you can't crawl here, or up steps or inclines, can't go crouching over small obstacles, and things lying on the ground have a huge no-access bubble around them. But your Sniper Rifle will phase into the wall without a problem.

I would have loved the ability to roll left and right when prone.

There's no way to ADS with anything but your Sniper Rifle, which is especially odd regarding the Silenced Pistol.

I'm definitely not happy about the same amount of scope sway whether you are standing or prone.

And that "Slow-Mo" Bullet-time stuff to counter the constant Scope Sway... I'm undecided about that. On the one hand, it looks cool, helps with aiming (Scope Sway, again), but I definitely do not like that you have to adjust your aim again because it zooms in.

Speaking of which, shouldn't the Mil-Dot / Mil-Line spacing change size with each zoom step? The closer you zoom-in, the more space is between the Mil-Dots/Lines?
Therefore, when going to the second magnification of the scope, the Mil-Dot / Mil-Line spacing should stretch so that you DON'T have to readjust your aim again.
Therefore, going into Focus-Time, that sliding zoom should also stretch apart the Mil-Dots/Lines, so that you DON'T have to readjust your aim.

And an option to switch the side of the Shoulder Cam would help, too.

Finally, the terribly voiced German Dialog. I am German, I can say that. It's worse than Anakin in Episode II, stiff and so very monotone. Not to mention the fact that there are only four different lines, all sounding the same despite coming from different characters, which gets terribly annoying when there are more than three people looking for you. At least it's grammatically correct. Not like Alan Rickman's Hans Gruber in "Die Hard" ("Schieß dem Fenster." Ha!) And then there's also that one deluded guy, all alone and by his lonesome, looking for you on his own (alone), while telling the others(?) to "keep your eyes open".


The Good:

The Sniping is still wonderfully entertaining, the new animations wonderfully gruesome, and using dynamite and land mines to setup that big ambush at the end wonderfully gratifying.

Searching and Carrying bodies is nice (and hopefully will be significant in the finished game).

The Custom Difficulty is a great idea.


Sadly it still feels like a four-year old game, and even on Sniper Elite seems a lot more forgiving than the first. But the sniping alone might be enough to carry it... maybe.

As it stands, I'm not sure I'll keep my pre-order, not unless someone can confirm that the finished game offers more varied approaches (less corridor, more sandbox), less scripted encounters (i.e. you have to kill those guys; or that Sniper will always see you), upgraded and consistent AI, polished cover-mechanics and collision control, a fix for the "mil-dot/re-adjust aim with each zoom-step" problem and improved Stealth Gameplay.
A frontal melee attack sadly won't happen as it includes new animations, but the rest is just programming.
1 user thanked P4NCH0theD0G for this useful post.
Zerho69 on 28/04/2012(UTC)
P4NCH0theD0G
#105 Posted : 24 April 2012 22:01:02(UTC)
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One more thing I think is weird, it that you need to be crouched to deploy equipment.

It feels really terrible to try and stealthily setup an ambush or defenses for my nest, but because I cannot crawl and plant dynamite or stick a trip wire into the ground that's not really possible.
ChopperBuddy
#106 Posted : 25 April 2012 14:35:54(UTC)
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Yep i see that a some has already addressed what i was about to post.

I second the focus time/empty lung zoom makes it really difficult to determine shots.

i mean after making the right adjustments for the shot, the focus time zoom ruins everything. I would love just having it steady my scope, and yeah the slow-mo is nice but should be removed for sniper elite setting as there was no such thing in the first game. ... but leave the awesome x-ray cams.

P4NCH0theD0G and Pvt. Daniel Jackson couldn't have said it better.
ryan.s.knight
#107 Posted : 25 April 2012 15:37:35(UTC)
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thes a little thing i find.. lacking.. in the demo near the end in the building where you do the "final" sniping. on the main floor in the stairway there is a electric circut. and i just think its lacking that, displaying the circut like that and it not beeing able to get destroyed is sad.. it could be great if shooting at it would shut off the power in the building for the lights and the radio station on the top floor. and maybe in that way along the way kill lights and radio stations along the game.. fx. mission at night you can destroy the light making a station or outpost more vurneble. and fx a radio station gets powered down and by that german radio comms gets shut off so they cant warn off or call for backup..

Ryan s. Knight
Grim Griefer
#108 Posted : 28 April 2012 03:20:20(UTC)
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*The action button (Vaulting, stealth kills, climbing) is really buggy and non-responsive. When you see a prompt appear on the screen you would expect it to work in that moment. I've tried pressing it as fast possible, tapping it repeatedly furiously, holding it down, and moving around trying to find the right angle, and I still haven't found the right way to trigger the contextual action. It just seems to work when it wants to. (I played on the PS3 and it's X)
SP3CT3R
#109 Posted : 28 April 2012 06:31:02(UTC)

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Grim Griefer wrote:
*The action button (Vaulting, stealth kills, climbing) is really buggy and non-responsive. When you see a prompt appear on the screen you would expect it to work in that moment. I've tried pressing it as fast possible, tapping it repeatedly furiously, holding it down, and moving around trying to find the right angle, and I still haven't found the right way to trigger the contextual action. It just seems to work when it wants to. (I played on the PS3 and it's X)



^This

that i hope is fixed in the actual game.
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