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Is this a good thing?


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from the english translation of the recent review

Everything worked just like in GR 1 with a lot of improvements, among other things the “ctrl†key is used to drop and raise stance.

I dont like the sound of that at all.....That makes it sound like 1 button both raises, and lowers the player?

I liked one to stand up..and one to lay down......I suppose it could have something to do with the new DIVE function ....

HACK

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c'mon, every game allow you to remap keys...

It doesn't matter. If it's one key to change stance up or down, you can remap that ONE key, but it's unlikely you'll be able to split the up and down functions to TWO separate keys without some hand-coding.

--Logos

Edited by Logos
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damn...why everyone is sayndg Gr1? I DONT WANT GR1 TO THIS GAME!

im not going to buy this, if everything is so gr1, with new graphics, i want new game, i already own gr1  :angry:

Capteenix, from a business standpoint, if you have a fanbase, you produce for that fanbase. GR:AW, the sequel to Ghost Recon, is not the place to change up gameplay so that it differs significantly from Ghost Recon. That's what you do with brand new titles in hopes of creating a new franchise and a new fanbase.

Most of the PC crowd wants a game that feels and plays like GR1, but with updated technology. It looks like that's what we're getting. :thumbsup:

--Logos

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Like Logo said, it's not the actual key that Steel is on about, it's the method of changing stance. Some games have seperate keys for Prone and Crouch, some use one key to toggle through the three stances. I guess it comes down to a matter of preference.

Personally I like the GR method of having a "drop stance" key and a "raise stance" key, that way you can achieve any of 3 stances using only two keys.

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Crouch Key: I do hope each key controls its own command, or a "Foward" and "backward" thing between to keys, Foward meaning, STAND,CROUCH,PRONE, and backward being, PRONE,CROUCH,STAND.

I liked Ghost Recon, but it had some problems of its own game wise, I like bf2 because it is "war(Action all around for me to choose from, or be covert if I wanted too)", but I hate because it doesn't force teamwork. Just a bunch run and gun people "heading" in the same direction.

But I have to say in GR1, as long as their was an objective, things were good... since that always lead you to action =) Hah, I remember when me and my friend played our first coop map, the Cave one where your suppose capture that..."middle-easter" guy..Yeah I shotem in the head when I saw him, he was mad because were playing on hard and we made it that far XD

...ahh good times.

Edited by XenoSoft
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solution would be how CoD2 does it, if i remember correctly.

it has keys for toggle crouch, toggle prone as well as crouch and prone. so if you like toggles, you map the toggles. if you like to hold the key, you map the hold keys.

so if you want to hold ctrl to duck, but want to toggle prone with z, you can do that.

although that was kind of weird because if you toggled prone, and then held ctrl to duck, when you released ctrl you went back to prone.

but my point is that the solution would be to give us a plethora of controls to map so we can pick the way we want to play. hopefully they've done this.

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I don't know what to say about that ctrl key toggle issue. I can only guess that GRIN has set the controls default to allow us to quickly get use to using the new moves (slide and dive). We all have full keyboards and with buttons. I'm not worried about the controls.

What worries me now are the goofy moves people will be attempting to pull off. Here are a few off the top of my head:

- Sneaking up on a tango or OPFOR team member and knocking him to the ground with a quick dive.

- Running to do a slide into a dive.

- Standing and diving (fake dolphin).

- Trying to dive through doors (opend and closed) and glass winodws (opend and closed).

- Diving off a roof.

(As dumb as that sounds I hope the player models can fall off of ledges now. It would cause people to be more careful, like in America's Army)

silent_op

Edited by silent_op
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Those are all fine by me with conditions.

-When you perform these moves, you cannot shoot

-Recovery time should realistic, meaning graudaly getting up on one knee , like you would in real life.

-You cannot interupt the move once it is in proccess, meaning you can't convert a dive to a crouch slide or what ever.

-These moves are not exploited beyond their use, all those moves for evading incoming fire and making a quick exit.

-Consequences, if you do a dive and land on your chest----you get the wind knocked out of you (stun) I remember their is a Breathing meter of some sort that affects how well you shoot.

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Personally I like the GR method of having a "drop stance" key and a "raise stance" key, that way you can achieve any of 3 stances using only two keys.

Lower stance/raise stance as a button combo is an outdated system that's needlessly cluttered. It forces you to crouch before going prone, which only reduces reaction time and makes dropping when under fire unexpectedly take far longer than it should.

A two button system with Crouch and Prone toggles is the best way to go about it, with the option to have crouch a push-for-effect key.

It results in the same thing you praise your method for (two keys for three stances) while giving the player more direct control without making it any more complicated.

Standing > press crouch = crouched

Standing > press prone = prone

Crouched > press crouch = standing

Crouched > press prone = prone

Prone > press crouch = crouched

Prone > press prone = standing

Two buttons, three stances, plus the ability to drop to prone fast (ie. dive) without having to pass through another stance to get to it. Red Orchestra uses this method and it works VERY well.

Edited by TedSmith
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Standing  >  press crouch = crouched

Standing  >  press prone = prone

Crouched  >  press crouch = standing

Crouched  >  press prone = prone

Prone        >  press crouch = crouched

Prone        >  press prone = standing

I like that. Looks good :thumbsup:
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BF2 is a bear to remap! It will tell you the key is in use and what "screen" its in use in (like helicopter, boat, or plane) but not for what action when you try to use a key that is already mapped... The R6 remap function was a breeze; I hope it stays that way.

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