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 No.20107

Bullet sponges in these kinds of shooters aren’t just annoying because they waste your ammo but because of the following
They waste your time
They discourage you from getting good because there’s no incentive to aim in places you’d think they’d be vulnerable in
If the enemy has strong stats than every fight feels like going against a hacker in a pvp shooter
Often times they’re not even serious mobs like bosses but just ordinary enemies making killing even more inefficient slow and boring


Please if god is real please get all developers to stop pulling this shit of lazily increasing health stats on enemies a fucking cowboy hat shouldn’t defend you from a 10mm round blasting off faster than the speed of sound whose impulse upon hitting your fucking skull would’ve shot your brain into the stratosphere

 No.20108

>>20107
Ah shit wrong mp4 this one

 No.20109

>>20107
>>20108
Definitely agree. That's why I gave up playing the division. I hate bullet sponge. The art for that game was so amazing. Imagine if it was a tactical shooter instead of the RPG shooter crap fest it was.

Even battlefield is too bullet spongey for me. Only shooter I find really fun is Insurgency. I need to try out Squad and some of the other hardcore shooters out there.

 No.20110

Another thing with spongey shooters is they turn shooter games into a headclicker game. Really hate that shit. It should be tactically effective to spray up center mass with full auto.

 No.20111

>>20110
>>20107
Based on news and some test gameplay the division 2 actually patched out the issue with endless bullet sponges with locational based damage along with more damage multipliers for things like explosives and flammable weapons like Molotov’s that drastically reduced the sponge issue, fallout 4 and 76 did the same shockingly enough. To bad the same can’t be said about games like halo, borderlands and destiny…

 No.20113

>>20110
>It should be tactically effective to spray up center mass with full auto.
Why though? What's wrong with focusing on context-specific aim as a game mechanic? Can't someone enjoy both kinds of focuses in different FPSs?

 No.20115

File: 1657609255290.png (1.32 MB, 1280x720, ClipboardImage.png)

>>20113
Yeah I'm just speaking to personal preference. I can see why a headshot should be worth more gameplay wise, I just really dislike it when the game seems to make it that only hitting the head is worth anything. How I'd like it for semi-"realism" is headshots be basically 1 hit kills with all weapons, then bodyshots taking some variable amount of hits. If we're going with a higher time to kill I think all hits should have some kind of stun effect so you don't just shoot a person down to their last 5 hp and then they just whip around and 1 shot you.

Just my preference. What's the best bullet sponge game? I admit I myself am a fan of RE4 and 5. Those games feel like a semi-mobile track shooter with a focus on conserving ammo so extreme focus on shot placement works I think.

 No.20116

>>20115
Oh yeah. Another thing about headshots is it seems like it also emphasizes taking advantage of stupid AI who stand behind objects with just their head or the tip of their head exposed.

 No.20117

>>20115
I was thinking more about RE and why I like them even if they're bullet spongey, is they do a really good job showing the effect of your shots on the enemy even if it takes a lot of shots to kill them. Enemies get staggered very convincingly with the animations and their movements. That's really the most annoying thing about bullet spongeiness is it starts to feel like you're playing laser tag instead of that you're hitting your enemies with hard hitting projectiles.

 No.20118

>>20115
RE4 becomes a shin-shooting simulator at high levels once you get past the village. You're usually trying to get the Suplex action (by shooting enemies' shins) in order to one-hit kill things without the chance of those troublesome head tentacles popping up.


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