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FOODBACK
SOUP
#1 Posted : 02 June 2012 08:42:59(UTC)

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This is my feedback toward SEV2 developer's team.
I'll start with the bottom line:

SEV2 PC GAME IS ALL RIGHT.
You did a good job. Well done!

(The first Sniper Elite was my game for about 3 years, ceased some time ago, now almost one month since the release of SEV2, I have gathered some 60 hours of gameplay. I intent to compare a little the 2 and 'speak' my mind about SEV2, without repeating what was already pointed out by some.Everyone is invited to contribute, except for howlers and growlers!)

Sniper Elite V2 is a game I like, I find it to be a good game for some categories of players, I am playing it and intent to go on playing.

SEV2 has many differences from the first SE, in some respects is better, in some is worst, but overall is kind of 'the same old food in a new presentation'. My honest opinion is that for now SEV2 is not better than SE, but worst. In time I think it will rise and hopefully it will be as good as SE was(is?!) for it's community of pc players, but it can not ever be better. The main reason is accessibility of the game due to hardware specs.
I doubt it will ever get on the same level, only time can prove either way, I hope I read wrongly the signals. Anyhow, with time it's value will rise, the number of players will grow, for SEV2 is worth it.
SOUP
#2 Posted : 03 June 2012 08:55:03(UTC)

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You, SEV2 team did a good job and you deserve recognition.
Judging by this product of yours, I'd say you know a lot about making a game.

I also get the impression that you must be a totally different crew from those who cooked the first Sniper Elite.
(My assumption is that just that old expert consultant might be the only person in common the 2 games have...and the company owner, of course.)

Yet, I got the feeling that maybe one or more of the SEV2 team is missing a total comprehension about the foundations of gaming, hence the folowing.

A game making may be looked&approached by many perspectives, like technical or economical or legal or logistic or... but the essential one is about the customer and more precise should be about the natural human side of playing. The essence of playing within human nature is not so complex, is relatively easy to understand and as easy it is to ignore it...and such an 'oven cooking' may results in lovely looking foodstuff, only too artificial to be just as tasty.

For anyone who might be interested, I'll present the playing essence of human nature in the simplest of terms.
- A child that grabs a pencil and randomly traces lines on a piece of paper is the ultimate example for the human essence of playing factor. We have a person provided with the means and offered the total freedom to do whatever it pleases.
- If the same kid, with the same pencil and on the same paper sets up his mind to draw a bird or a dog or a house or … the things are entirely different, they shift toward a job, toward the other end of the spectrum of playfulness.
A play and a job are like south pole and north pole: each at one end of the horizon.
A job of course is defined by achieving precise required results in exact time intervals. Me? A job I have and do, at work of course, for money as anyone, only when I want to relax, let's say by playing a game, let's assume that game could be SEV2, not just an other job I am seeking to find there in your@my game... one strict over demanding and not just for free, but on costs upon my pocket...

In making a game, taking into consideration the human nature of the playing types of personality is more than just stocking/piling/heaping features under some mathematical sound algorithms. Setting for a certain game the right balance between the play part and the job part makes the difference, much more than the parts themselves. At this part, you SEV2 team, might have missed something...

(I doubt this post may benefit someone, only I had to say it, for SEV2 is worth the efforts.)
BobLeeSwagger
#3 Posted : 03 June 2012 15:43:53(UTC)

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I agree on a couple of points. Game is ok, SE was better, different developing concepts between both.

Also despite I don't fully get the bottom line of your rambling about gaming, I agree there is some gaming concept that went on a rather strange direction in SEV2.
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SOUP on 03/06/2012(UTC)
SOUP
#4 Posted : 03 June 2012 16:01:39(UTC)

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Right you are, including about the 'rambling' part, only I prefer it to the 'rabbiting burrowing' type of gaming.
SOUP
#5 Posted : 04 June 2012 06:23:32(UTC)

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SEV2 has gained very much in value by adding of 'headshoot only' option.

(The feature should have been there in the first place and I can't imagine any good reason why was missing, but I am glad it was implemented so soon.)

Prior to this add, for me personally the game was questionable... to keep or get rid of ?! because my eyes are 'shoot'. I had serious growing problems spotting players in the first Sniper Elite, where the environment was clean like a small empty plate, compared to a table full of many complicated dishes, as it is with SEV2 graphics. The developers of SEV2 gave me much much better looks, only resulting I get to see much much much worst what matters in the game – the adverse players, of course.

The settings of the weapon's powers also makes the differences, for more easier it is to be taken out, less you risk exposure, so players lay low and some games slow down to almost a stand still... and it is booooooring, so boring to just stay and look 3'th person view and see no one and to watch some more and observe not one move, until finally get to read the countdown, for that game was over while I was doing nothing, except for admiring the scenery.
In a head_shoot_settings_game there is less need for hiding, so I get to see here and there someone and SEV2 becomes playable even for one like me.

The looks are a good feature in a game, only in a shooter it can not be the main course. I do not look in a game for 'Angelina Jolie&Brad Pitt looks', for if 'looks' were my main meal, then I would have being dinning popcorn&watching movies and series, even 'telenovelas', like any true looker/spectator/stander-by'er... I do that too sometimes, I watch a movie once in a while, only I enjoy to do something more than just sit and watch...so I play a game, let's say I want to play a SEV2 PC Multiplayer game, only if this great 'looks' game just takes me to the cinema... that could not be appetizing for me.

This is why I salute the addition of head shoot only and I invite you players unfamiliar to it to give it a solid try, to play digging yourselves off from the gluey ground and to play more in the open, for this SEV2 game is a shooter, that meaning the gameplay is about shooting, not about hiding and about who has the best eye vision or the biggest screen or 3D hardware!
Did I point out this clearly for anyone?
SOUP
#6 Posted : 06 June 2012 03:45:57(UTC)

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options

SEV2, compared to the first game in the series, has much more in it, is like 2 times or more Sniper Elite the original.
It's only natural for things to evolve, to build up and that is a good thing.

However, my biggest overall surprise was to discover that although SEV2 has much more in it than SE, it leaves me less options?! What a paradox! Even more, for some features there are no options, 0 to choose from, just a 'narrow one-way road'.

That I still don't get. Why one would compute "one cow=one teat=4 liters of milk" and stick to that result? no one informed him that a cow has in fact 4 teats to be milked?! It seems to me like the concept-man of SEV2 has never actually seen SE playing, but only knew of it from 'hearsay' and drew it on his knees. No offence, but this is the way it looks to me.

In this respect of many additions with less options the SEV2 by comparison provides, if fixes are possible to expand one's options, would do much more for players satisfaction than just adding new and new stuff, for that can not cover the previously accumulated frustrations so widely expressed.

BobLeeSwagger
#7 Posted : 06 June 2012 09:11:00(UTC)

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Quote:
SEV2, compared to the first game in the series, has much more in it,


Gotta disagree to that, Sniper Elite was richer, in my opinion, longer and more varied, also with a lot more of immersive details as pointed out in many threads like this one and this other one

I feel kinda cheated by now with SEV2. The hook here was obviously the x-ray addition to the slow motion bullet camera. Lots of work went there with viscera and bones and bullets bouncing and smashing, but really, when I saw the x-ray camera in first the trailer my thought was

"Erm, this game has nothing to do with anatomy: its about tactics and hiding, I don't need to see my enemies kidneys or heart ventricles exploding, or femurs going into splinters, no matter how much programming work goes there, the original camera was okay and satisfying just showing me and everybody else where the bullet hit -I guess you would be able to deactivate that dynamic body scan which is also very ahead of its time!".
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mechamike on 07/06/2012(UTC), lazy on 08/06/2012(UTC)
mechamike
#8 Posted : 07 June 2012 03:39:48(UTC)

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Sorry Soup not only are you using "Center justify" totaly wrong.. You are really off center with your posts.. SEV1 is a better game. And thats not nostalgia talking..
Its gameplay far exceds the x-kill cam splatter feast of SEV2..

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BobLeeSwagger on 08/06/2012(UTC)
SOUP
#9 Posted : 08 June 2012 13:08:58(UTC)

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Thanks for playing guys! Rest assured that the bullets you shoot have hit straight into my skull...and the fact that entered through one ear and left through the other without meeting any resistance, has nothing to do with your skills , obviously, I just have been a little taken to reply until now.

If you still bother to read what I write here, please glimpse upon one second more than usual.

We use the scope to see deeper, to reach further than we can, so it's a great tool and we love it, only please do not forget that by using it, we lose perspective, hence from time to time we need to broaden our vision.
You know all about that and the reason I remind those to you is just to point out that by contradicting what I wrote, you only prove me right and that is what you should notice when you look at the 'big picture'.

How come?

You have played SE and SEV2 - so have I.
You analyzed the differences and similarities between the two - me also.
You formed your own opinions about the good and bad parts – same here.
You express them strongly, sustain them and do not budge easy – me alike.
You...know I could go on, only you already see my point of view.

Sure, we disagree when we get to counting, for our personal calculations result with different numbers after the comma, but overall when it comes to this game we are much more similar than we are unlike.
We are in fact on the same side, please see this!
Sure you feel like you want to blow my brains and when we meet in a multiplayer game this is what you're decided to do to my character, as I to yours...that is when it happens to be in that game as opponents, respectively when we get to play in the same team, I help and support you and you me, right?
So please keep in mind that by disputing my words, you only give me credit, you boost my mind to go on and I underline this just because one friend of mine from here did just that some time ago, he wasted a lot of time to dismantle word for word what I wrote, that after all to finally get to prove me essentially right – and that I think is wrong.
Please do not stop writing here what you think, only keep in mind that there is a right way to obtain the effect you seek and that certainly it is not me the one in the adverse side from yours, no matter how much we disagree!

(this dialog got me a little of topic, for this is not about spilled soup, but about SEV2...and if you really want to educate me about why would be wrong the way I see fit to use the color, font size, formatting or whatever, you are welcome to further try, bring arguments, only be warned that I am short sighted and not even my glasses do not rectify this deficiency)
SOUP
#10 Posted : 10 June 2012 05:14:32(UTC)

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One of the missing options I found in SEV2 and did not seen yet reported here, as for exemple the missing button to suppress player's voice in a mp game and other were signaled, is the abort option during the connect sequence.
Sometimes you need to abort connecting because the phone rings or whatever...only you can't.

My worst experience was during an attempt to connect to servers list and it started nicely, as it should, only the flames revolved on and on and on; 'let's wait, something must happen eventually, be patient to see' – I said to myself, only after about 5 more minutes the rotation was still not over, so I cracked and pushed the ultimate pc salvation: Ctrl-Alt-Del keys. At least in two more occasions I had to resort to the same solution to discontinue that flaw loop, but I had more sorts of unpleasant experiences during connections I was not able to cancel for the option is not there!

Something similar I had in SE when I tried to connect to a room and the bottom loading bar was progressing so slow, that I already knew the connection would fail (and it almost always did), only there was no way to terminate it before it played out...slowly ...so SEV2 kind of maintains that 'tradition', only I would've liked it if it didn't!


( I always thought that ever since the prehistoric times, when the cave-man initial started to use fire to cook a meal and invented the first high-tech item in the whole world's history (other than weapons, of course!), mainly the the rushlight, the clay oil lamp, the option to turn it on and to turn it off was already embedded, as it was in all the rest of the devices developed since, until the present days when I find out to be removed from a certain SEV2 display...maybe the "off option" it's been in service for far too long and is only right to have it removed as obsolete ...and I have yet to learn a lot about stuff. 'Mea culpa'. )
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mircidix on 25/06/2012(UTC)
SOUP
#11 Posted : 13 June 2012 03:29:22(UTC)

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I got to say that I love in SEV2 the option to use phosphorus tracer bullets as much as I love French fries.
I also like that the bullet can ricochet & score.
Nothing like this was build into SE1. Instead, in SE1 pc multiplayer the host is able to set the number of bullets a player has at the start, default is 100, the range being from 10 to 150 and some players make use of the opportunity to set up 'a tune' for their game room, combining it with the weapon/bullets power + the rest of weapons, the result being a diversity of gaming styles.
In SEV2 there is no option to raise or lower the default number of bullets one has. In most of the games one never gets to finish them all, only in a 'head shoot only' game the number of bullets is just insufficient.
When I play headshot for example in the Quarry map with high wind shooting from one end to the opposite one, I miss a lot and so the others and I get to end my ammo before I get cleared and so do other players who often remain without ammo.

I do not understand what was the intention or the point to place different types of rifles all over a map?
(In my opinion the only models available in a map should be SVT and Kar98 for those players who supposedly don't have them unlocked.)
Why would I pick one other when I already selected the model I like to use? Why would I change it? I never do and no one does. If those rifles were loaded, then it would make some sense to have them there, so I can pick one up when mine is empty. Even better would be to have ammo there instead of those special rifles lying around/left all over like they had dried leaves value in WW2.

If someone imagine that by giving me fewer bullets I would take more care not to waste them, that I would play my hand carefully, economically, avariciously, I assure you that it will never happen ! for I'll shoot in my own pace, no matter how much ammo I was issued...the end result being not to slow down my rhythm, but to annoy me with so little vision&understanding from the SEV2 designer team.

So, if possible, please punch in a bigger number for bullets in multiplayer, let's say the same max. that is found in single player. I think that it would be only fair to have more ammo to play the game all the way, without having to
'surrender for reset by shooting'.
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mircidix on 25/06/2012(UTC)
SOUP
#12 Posted : 17 June 2012 11:02:01(UTC)

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Kill Tally in SEV2 works for me like butter on bread. It felt like a 'Christmas gift' when I found it. It's challenge is great, you do not linger and can not get bored. It is a little repetitive, yes, only the quantity makes out for the lack in quality of the soldiers that storm upon you.

If I count the play on every map available, at every difficulty plus the coop over the net, I find 'kill tally' to make a whole game just by itself.

I found nothing like it in SE and this is one of the additions that made me appreciate SEV2 as a much bigger game than SE.

There is though one small aspect that ruins my joy to play 'kill tally' over and over, a flow upon witch I broke my head trying to understand it, but could not find the reasonable reason for it...
(maybe someone would care to explain it to me?)

The problem in 'kill tally' is that I can not play with the rifle of my choice.

If I payed for my DLC and I choose to shoot the Kar98, why can I not use it in this section? This part of the game is not in the single player main story, where it would make some sense not to let me use something nonscripted... I would to argue that too by the way, for if I would want to replay the game second-third-X time, I think I should be allowed to use any weapon I want.

The fact that I can not play kill tally with the rifle of my choice, prevents me to use it as much as I would, in order to warm up and to practice and to just enjoy playing SEV2 in a dynamic manner, that meaning to play something different than what can be found in almost all mp games, where everyone goes yellow belly down into dirt, staying, watching and waiting for someone to move, to 'make a mistake'... (with me along everyone else as the worst camper kind of player...)

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mircidix on 25/06/2012(UTC)
SOUP
#13 Posted : 18 June 2012 04:56:46(UTC)

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Another aspect in SEV2 sometimes ruins my appetite. It is the fact that when I connect to a multiplayer game, some of the settings that interest me very much are unknown. I have to discover if there is bullet drop or not, if I have tag, glint, pistol,mine... I am never sure what I get into, at least not the same as the ones that were there when the round started and could see for themselves all the settings.

In this respect for me SEV2 is not different from SE, for there I had the same issue: for example I never knew what the weapons powers were in a game I just entered, sometimes I could not figure it out and had to ask the host, sometimes I got lied about, I even had situations where the host changed the rifle power during the game a few times in a way that favored him to score...

So I ask the SEV2 team why during the loading, before a player enters a multiplayer game can not see that tab presenting all the settings of the game or why during a game that tab can not be checked out to see all the settings?
What would have been such a big deal to have this option?
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mircidix on 25/06/2012(UTC)
SOUP
#14 Posted : 19 June 2012 05:01:29(UTC)

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The SEV2 multiplayer uniforms in my eyes are just peachy, a beautiful work, up to date as everything else belonging to graphic department.
SE also has it's sets of uniforms and you could compare the two I guess, but the differences are just way too great to make any sense to do that.

There are though 2 things about these uniforms that sit just like a lump in my throat right when I am about to enjoy a festive meal. Here it comes:

In SE the player can choose his uniform. It is a nice option to have, an intensively used one I noticed. Players choose their uniforms for aesthetic reasons or for practical ones, strategically.
For example I noticed a certain style players preferred to play on the russian team in the light colored uniform with a black docker cap, although it was the most noticeable uniform, for they positioned themselves in places where only the top of the head was occasionally visible, only not so visible that black headpiece was when he was like at the second level in the house into the metro map, that black cap over the dark background in the shadows of the room was hard to spot, easy to miss...so a good choice of uniform for a map for sure gave the player an edge.

(got to go now, topic to be continued some other time)
(maybe???)

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mircidix on 25/06/2012(UTC)
SOUP
#15 Posted : 21 June 2012 18:35:07(UTC)

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next about SEV2 multiplayer uniforms...

In my opinion SEV2 could not come out a brand new game if it kept all the main features and options the old SE had, it must have been mandatory to change a big percentage of everything in order to come out fresh and the option for the player to choose his uniform must have died on duty, was sacrificed for the greater good... (and whatever that may have been I could not elucidate, is still for me to find out.)

So SEV2 team, you decided not to trust me to pick my own uniform and I can't say I disagree with you not finding me trustworthy...Cool

I would have liked to choose my character's uniform, but if I can't and one is assigned to me, I'll live with that (or die in that?!) - there is nothing I can do about that, right?

The rotten cherry on the new cake for me is the chaotic way my character's uniform changes after each respawn in a team game: sometimes I get the same uniform 3 or 4 times in a row, sometimes I get a different uniform every time...and the same is with the other players, of course. Luckily in 'dead match' games the uniforms stay, so it could have been the same for team games....

Your reason to select this manner to 'uniform players looks' must have been a brilliant one, only from my point of view it looks silly, the outcome I noticed being haze, daze, jumble, chaos in the games.
SOUP
#16 Posted : 23 June 2012 05:21:23(UTC)

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The second thing related to SEV2 uniforms that is disturbing my digestion are the one on German set plus the one on the Russian that are heavy winter uniforms! They look great, no doubt about it, only they are so out of place in the set...not to mention how much they look out of place in all the maps between grass and leaves and flowers... only looking at those characters gets me sweating! It is so embarrassing for me to play in one, I feel like I was some kind of brain dead guy to dress that thick in a pleasant climate, it's so totally unrealistic... at least if you would have 'thrown in' one winter snowy map, one form Ardennes for example, then it would make some sense to have those siberian suitable winter uniforms, but then the others might look out of scenery...
One good feature I have to observe though: the two characters at least do not wear gloves, for if they had, I could as well shot myself pulling the trigger of one DLC rifle with the thumb of the foot...

The conclusion would be that one winter like map could be enjoyable for players!
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mircidix on 25/06/2012(UTC)
SOUP
#17 Posted : 24 June 2012 05:48:02(UTC)

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The crawling part in SEV2 is kind of different from SE, where you can speed up or down the belly movement.
Having only one speed is not bad, but something else really really is:
the fact that when my character meets a step while crawling, he goes by himself to prone!
People, this is so annoying you can not imagine. This one move should have been only an option or removed entirely, no matter how good it looks or how new might be!

(It is to me like I've eaten something salty and after drinking water all day in large quantities, still sense thirst through the night!)

I do not know what kind of game you had in mind to make a character do things by himself, to give him some kind of a mind of his own... like I don't have my hands full enough to fight enemies, I need to add the struggle with my own character too to keep him in line!

The best thing about that side of the game would have been to let the character lay down wherever, at any angle, on anything, everywhere; that would have been realistic and very useful, also to be able to crawl up and down the same kind of 'no boundaries' would have been great, like in real live it is possible.

If you would have needed to innovate something, then you should have made my soldier able to crawl on one side, with one hand, with the other being able to shoot with just cross aim, or crawl on his back to emerge from under a bridge or a ledge and shoot the enemy from below!
You could have innovated something like my character switching hands, like an option, to select reverse grip like he was a left-handed or maybe an ambidexter that needs to rest the more used hand or to switch hands when he needs to shoot around a left corner without over exposing himself!
You could have innovated by giving your character the ability to pick up and set down a board or a brick or a stone, and then to climb on it to gain one extra inch or so in height, just enough to be able to see&shoot above an obstacle a little too high!

O well... I am not a big fan for crawling and hiding, on the contrary, only the implementation of that self-erecting reflex I find to be uninspired.
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mircidix on 25/06/2012(UTC), mechamike on 28/06/2012(UTC)
SOUP
#18 Posted : 25 June 2012 10:25:53(UTC)

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Speaking of 'out-of-control-reflex-movements' of the game's character, SEV2 has another one, that 'stick-your-head-out-the-chimney-so-someone-can-smoke-you', an independent automatic movement when the character in prone get's his neck close to some kind of frame base, he rises half up and out, to see below. It is an other distinct novelty that sets apart SEV2 from SE1.
The movement itself that is a true beauty, no matter if you see your own character doing it or the one of someone else.
It may be very useful too, I wouldn't know, I consider it 'dangerous' and tend to avoid it. This is why I would have liked to have along with it some kind of warning for the imminent trigger of that automatism, a kind and friendly blinking text like "watch out sucker, for you're just about to put your ugly head out to dry like a moron" ...or just a 'last inch' small icon alert like those red-X icons notifying you that you can not lay down right there or you can not get up in that spot, so stop trying!

(The movement in question gives me the same sensation I get when passing by an outdoor grill stall, the appetizing smell makes my mouth pumps overflow, only I remember how bad 'the runs' were last time and move along!)

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mircidix on 25/06/2012(UTC)
SOUP
#19 Posted : 27 June 2012 15:20:40(UTC)

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One feature especially of interest for players it is 'shared' from SE1 to SEV2.

In SE1 there are a few places with special properties, I know three of such places that were 'used' upon me by some players, as I have upon others. The one who is placed there can see and shoot whomever shows up in front of him, while he is not visible to that one at all and can not be shot in turn, only the muzzle of his rifle being visible. The anomaly seems to be a game construction bug, one considered 'legal' by players, of course, and heavily used. One of those places is in airport map, from behind one side of a wood shack in the middle airfield looking at hangars, the other two are in metro map, on the small bridge shooting toward the player at the window up in russian field house being the second one, while the third and best is on the german team side, from into a dent in the ruin building front overlooking the whole park.
(There may be more places like that I never knew of.)
Other places also are 'special' in SE1, many more than 3, because although the player is not completely invisible (except for the rifle's tip) as in those 3, his exposure is minimum, surreal minimalistic.

The exact same issue I found in SEV2: there are a lot of firing positions from where the player can see plenty whom gets in front of him and can shoot down easy, while he exposes of himself only the very top of the head.
I have no idea how you developers draw up these 3D maps and how is it possible for you to obtain such effects, (mostly defects if you'd ask me!)... I do not want to imagine that you've done such on purpose.
It looks like the player is not using a sniper rifle, but a mortar shooting bullets or some other piece of artillery able to fire indirect hits from over the hill, from a place on which you have not direct view.
To say this is weird would be an understatement considering the claim that "the game is realistic".
Evan if the one over there had not a scope-rifle, but a periscope-rifle, still I should be able to see the lens or the mirror + (of course) the muzzle of his gun. Right? Instead, while he has full vision on me, I only see the very top of his hat or helmet... theoretical even if I could hit that visible part, he should not get more than a superficial scratch.
This 'Star Trek space warp unidirectional effect' should not be in a game like SEV2, for if one could see me enough to shoot my head, I should also see at least his eye and the above part of his head.

However, life is not fair, it always favors one and strikes other, unbalance is everywhere so to ask for a perfect balance is obviously too much, only this feature is one especially of interest for me, like a juicy streak would be right about ...anytime!

This subject brings me close to the next one,
the best of the best
...
SOUP
#20 Posted : 30 June 2012 05:53:36(UTC)

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SE1, like all the shooter games, has 3 stances for the playable character: lying flat on the ground, squatting and standing up.
SEV2 brings a forth one to the table, that automated movement to raise face above the window threshold, kind of squatting+1/4 or 1/5 to full standing. So here we have 4 levels of elevation of the shooting character we play with. Nice job SEV2 team to offer your players something extra.

Now, in reality, a person in prone could keep the chin touching the ground or arch the back and raise the face up to the knee level of a standing person > that could mean easy 3 different levels of elevation only in prone position. From a 'default' squatting position a person can lower a little bit more his head and also can start straightening the knees and legs, raising up bit by bit until gets to upright position and that could mean easy 6-8 other intermediate levels. From stand up position a person can also lift up on the tip of the toes and get yet another eye level, one higher than normal.

If this real capability of changing the head&eye elevation throughout the whole height of a person would have been translated in SEV2, if the playable character would have not just those simplified 3+1 levels of height to shoot from, but 12 levels or more... the passing from one to the next being done of course by scrolling up or down, like in SE1 you can tune the character's speed by scrolling... well, the mp difficulty of SEV2 might had been multiplied maybe by a factor of 10, for so many places in maps almost unusable now would be brought into the play by becoming excellent shooting spots with minimum exposure.

Such flexibility of the eye&shot height level could open the game to other possibilities, for example there would be no need to artificially level all characters to the same human height, what you have in all the usual shooter games, where all playable characters are as robots differentiated only by looks, for like in real life, the characters could be shorter or taller, totally looking different and still maintaining the equilibrium, for if the short character could not shoot from behind a high obstacle a tall one could, so would be in reverse that the tall one could not shoot from under certain obstacles only the short one could.

In my opinion, from a player point of view, implementing this one into SEV2 would have been
the best of the best

(as for me, this is just like ice cream: I am in fact glad that this did not take place in SEV2, for it would only encourage players to hide even more, would favor only the underground dwellers...and soooooooooooo many of those sunken players are out there in multiplayer, only I can't see that good and can not play with them as it is now, so what would I do if SEV2 got worst by increasing concealing shooting opportunity... maybe some other game will take this action and I'll see it how it works...so it is to me personally like ice cream, for I LOVE ice cream , only I can not touch it because it hurts my throat&tonsils, so I just love it from a distance...kind of a distance glancing love, like a sniper!)
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