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heftig | 2 months ago

The game logic is also weird. It seems like they started with at attempt at a realistic combat simulator which then had lots of unrealistic mechanics added on top in an attempt to wrangle it into an enjoyable game.

As an example for overly realistic physics, projectile damage is affected by projectile velocity, which is affected by weapon velocity. IIRC, at some point whether you were able to destroy some target in two shots of a Quasar Cannon or three shots depended on if you were walking backwards while you were firing, or not.

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embedding-shape|2 months ago

> depended on if you were walking backwards while you were firing

That sounds like a bug, not an intentional game design choice about the game logic, and definitely unrelated to realism vs not realism. Having either of those as goals would lead to "yeah, bullet velocity goes up when you go backwards" being an intentional mechanic.

heftig|2 months ago

To be clear, walking backwards (away from the target) reduced your bullet velocity relative to the target, reducing the damage you were doing and leading to you needing more shots.

Cthulhu_|2 months ago

It may not be intentional, but it sounds like it's a fun, emergent gameplay mechanic. How much fun have people had with physics and silliness with Valve's Source engine, which was one of the earlier full physics games? Or going back further, "surf" maps in e.g. Unreal Tournament or CS that abused the movement physics to create a movement puzzle (which, arguably, led to some of the movement mechanics in Titanfall).