AzureFlame
Member
The gameplay is very simple and fun.
Endless waves of bullet sponge enemies doesn't qualify as great combat to me.
Huh?
The gameplay is very simple and fun.
2 and 4 have excellent combat and enemy encounter design. 1 and 3 are poor in this regard. As much as I enjoy the combat in 4, I do miss the snappy, arcadey feel of UC2's aiming. It might be my favorite in terms of simply shooting the weapons. Although UC4's 'arena' design is on another level - https://abload.de/img/ezgif.com-video-to-gi8bqrw.gif
I can't sit here and pretend I didn't see that rocket go wiiiide off the mark there, I'm sorry. LOL
I wish there were more encounters.
I can't sit here and pretend I didn't see that rocket go wiiiide off the mark there, I'm sorry. LOL
I mean ask around I've seen the complaint. Compared to TLoU where you just stick to cover Uncharted has a problem with rolling when near cover instead of just sticking to it.
And overall Uncharted has good gunplay mechanics but not great. Anyone who has played Gears of War or especially MGSV knows what a truly tight TPS experience is.
Character tends to roll around a little clumsily instead of intuitively entering cover as you want it to be, moving wall to wall etc. Uncharted as a franchise has always been criticized for its TPS mechanics for reason. Its enjoyable, and certainly solid. It however doesnt have the greatest mechanics in the world. Its also not the main draw of Uncharted which is why its not really that big of a deal. Without the mechanics it has, other aspects of the game would suffer instead. Its an action/adventure game focused on story telling. Uncharted 4 is also has much less shooting sections than previous installments in the franchise.
As I said above, Uncharted 4 is one of the best games ive ever played, but not one of the best TPS games.
Endless waves of bullet sponge enemies doesn't qualify as great combat to me.
You need to push the stick towards what you want to lock to in Uncharted. You'll roll past cover if you're not pointing your stick at it, with quite a measure of accuracy.
Unlike Gears, which is forward-locked TPS (making thumping to cover very unambiguous), Uncharted uses all 360 degrees of movement with the left stick. You need to be more precise, frankly. "Git gud", I guess.
MGSV is fucking brilliant but it has a lot of different things going on. Open world, very deep stealth, near-military simulation, etc. Uncharted 4 is equally good IMO, just going for a completely different thing.
You need to push the stick towards what you want to lock to in Uncharted. You'll roll past cover if you're not pointing your stick at it, with quite a measure of accuracy.
Unlike Gears, which is forward-locked TPS (making thumping to cover very unambiguous), Uncharted uses all 360 degrees of movement with the left stick. You need to be more precise, frankly. "Git gud", I guess.
MGSV is fucking brilliant but it has a lot of different things going on. Open world, very deep stealth, near-military simulation, etc. Uncharted 4 is equally good IMO, just going for a completely different thing.
That'd be quite a feat.Try harder.
If you think Uncharted 4 has equally good TPS mechanics as MGSV the conversation is essentially over.
Edit: Also lmao at the git gud comment you can't be serious.
Im aware of how the mechanics work. Doesnt change what I said, and it has nothing to do with skill I can assure you.
ever[/I] rolled past cover, because I have pointed the stick at it. Point the stick at the cover, anywhere in a 360 degree radius, and Nate will lock to said cover.
And AFAIK no other review has mentioned this 'massive issue' and the game got unilateral praise for how its gameplay mechanics work (even if people had issues other with it, eg structure or pace etc).
"Git gud" was tongue in cheek.
I didn't say equally good "combat mechanics" as MGSV. I just said the combat was equally good - albeit completely different. That's not a reference to the mechanics specifically, but the overall tone and effect of the combat and how it was designed by these two master developers.
You clearly value precision and sterile accuracy over all else, so yeah, I guess the conversation is over. I love Uncharted 4 for the character, nuance, and visceral impact they squeeze into every shot, punch, jump and explosion. Into every frame. MGSV has god-tier mechanics in terms of design, but it's, as I said, very sterile and military. I never found hiding behind cover and popping out to shoot a guy as satisfying in MGSV as I found it in in Uncharted 4. That's because Uncharted 4 is trying to be a high-octane thriller MGSV isn't. MGSV is a more realistic and nuanced thriller. This conversation is like comparing real-world footage of soldiers in a conflict zone with a Michael Mann film.
If you value that authenticity and precision, then sure, for you MGSV's combat is better. I value affect, style and 'cinematic' moments more, and MGSV has never given me any of those. In MGSV I've never clambered up on to a ruin, leapt off and smashed a guy's skull in, dodged a grenade, kicked a dude off a cliff, then rope-swung off said cliff around a building and smashed another guy's skull in. It's just doing a different thing from Uncharted. I would call those actions 'better combat' than MGSV. In MGSV I just dive and shoot. Dive and shoot. (MGSV is obviously a masterwork though and it's one of my favourite games.)
And no, in Uncharted 4 I have never rolled past cover or got stuck on the wrong piece of cover. This happened to me maybe four times in Uncharted 1, never in Uncharted 2 or 3, and never in Uncharted 4.
Uncharted 1 and 3 do have very flawed gameplay, though. Mainly because of the level/encounter design.
Well, arguably it does. Because in my experience I have never, ever rolled past cover, because I have pointed the stick at it. Point the stick at the cover, anywhere in a 360 degree radius, and Nate will lock to said cover.
And AFAIK no other review has mentioned this 'massive issue' and the game got unilateral praise for how its gameplay mechanics work (even if people had issues other with it, eg structure or pace etc).
I actually prefer 2 to 4.
The open areas, cover constantly getting destroyed, not being able to throw back grenades makes certain encounters incredibly annoying on harder difficulties. I feel like its REALLY encouraging you to use its halfassed stealth mechanics. Also feels like there's less weapon variety, especially early on.
Honestly I think UC4 is a game who's review score is most effected by hype but that's a completely different discussion. But the argument "it doesn't happen to me so it doesn't happen" is one of the worst a person can make.
Haven't read the entire thread, but I disagree with some parts of the OP.
"It's about movement" and "don't always stay in cover"? That's easy for you to say when you play on Normal. The game is generous and you can take hits while moving around without problem. On Hard and Crushing you will die really fast if you do that.
The thing that sucks the most about the combat in this game, however, is how the button for taking cover and dodge-rolling are the same button. "You have to move around not stay hidden!" Okay, champ, but half the time I want to be rolling Nate gets glued to a random piece of cover that gets in my way, sometimes at ridiculous range because the animation is canned and he just gets vacuumed into that cover from far away, and half the time I want to be ducking under cover Nate rolls away into the hail of gunfire.
I don't know, I'm not sure what people see in it.
Endless waves of bullet sponge enemies doesn't qualify as great combat to me.
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So how's mgsv's multiplayer doingI mean ask around I've seen the complaint. Compared to TLoU where you just stick to cover Uncharted has a problem with rolling when near cover instead of just sticking to it.
And overall Uncharted has good gunplay mechanics but not great. Anyone who has played Gears of War or especially MGSV knows what a truly tight TPS experience is.
I've done moves like this on Hard and Crushing, FYI.
So how's mgsv's multiplayer doing
I'm having trouble believing you based on my experience with hard and crushing. He'd be dead on hard before he could even leave the rope. I'm sure if you widdle down the number of enemies to the point where there isn't always someone with a line of sight on you this stuff is possible, but until then being mobile isn't reliable. It feels like im fighting against how the developers intend for me to play.
I've definitely done shit like this on hard. You just have to look out for a good opportunity, which present themselves more than you think.I'm having trouble believing you based on my experience with hard and crushing. He'd be dead on hard before he could even leave the rope. I'm sure if you widdle down the number of enemies to the point where there isn't always someone with a line of sight on you this stuff is possible, but until then being mobile isn't reliable. It feels like im fighting against how the developers intend for me to play.
I wish the developers stuck to validating that more mobile playstyle when designing the harder difficulties because Crushing will often penalise you for moving around (or maybe devs didn't test the highest difficulties to still be fun). Sure they might try to flush you with grenades but often you can just move to the next piece of cover and get back to stop-and-pop. They tried to make it harder for Uncharted 4 Crushing by taking away the ability to throw back grenades. This is a contrast to a recent TPS, Quantum Break, where on the hardest difficulty, you are forced to be more mobile or you're dead and are made less vulnerable when moving around. While in Uncharted 4, you're more vulnerable to shots such as when rope-swinging (i.e. negating the cinematic action hero feel with bullets whizzing past him).
I can't speak for crushing yet, but playing on hard, I've definitely been forced to move around a lot more than on my moderate playthrough. And unless every enemy is on my ass all at once, I rarely had much trouble rope swinging either. You just gotta pay attention for an opportunity to present itself.I wish the developers stuck to validating that more mobile playstyle when designing the harder difficulties because Crushing will often penalise you for moving around (or maybe devs didn't test the highest difficulties to still be fun). Sure they might try to flush you with grenades but often you can just move to the next piece of cover and get back to stop-and-pop. They tried to make it harder for Uncharted 4 Crushing by taking away the ability to throw back grenades. This is a contrast to a recent TPS, Quantum Break, where on the hardest difficulty, you are forced to be more mobile or you're dead and are made less vulnerable when moving around. While in Uncharted 4, you're more vulnerable to shots such as when rope-swinging (i.e. negating the cinematic action hero feel with bullets whizzing past him).
Well I would agree with you if you were talking about only Uncharted 4 but Uncharted 1-3 had the most annoying meat shields in all of video games. Tell me how it's okay to shoot a heavily armored grunt twice with an RPG and he is still standing? Then of course there is the fact that there are endless hordes of this type of enemy in the end of all the games. Uncharted 4 fixed this issue thanks god with it's excellent pacing and one shot kills with the RPG.
I wish there were more encounters.
I love the Uncharted series' gameplay. As of now, they're my favorite shooters of all time. I love the "puzzle" nature of the arena battles throughout, especially in 1-3. I felt like Uc4 lost that quite a bit and so as of now I'm not as high on the combat as I was with the previous ones, but I have yet to do my crushing run. That might change things. With 1-3 I always felt like each encounter was highly designed and mapped out unlike a lot of shooters where it felt like they just dumped shit on you. I felt like I had to map out where I was going and what to grab and who to prioritize and take out while moving around. My first play through of Uc4 so felt more like a dumped horde than the first three games, unfortunately.
This right here is what made the game go from week one to a sale half price down the road buy.
Is the same fucking problem TLOU has, incredible gunplay but so few times to put t hose mechanics in use.
Jeez ND put some horde survival mode in your games please god damn it.
Endless waves of bullet sponge enemies doesn't qualify as great combat to me.
If you have terrible aim and/or no concept of headshots, recoil or flinch, sure.