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 Nocom 4 - ChainFire's compiled opinions

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ChainFire420
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PostSubject: Nocom 4 - ChainFire's compiled opinions   Sat Mar 19, 2011 1:17 pm

We all know this: its not Socom.

So the only way to look at it is from a neutral stand-point, how is it for a modern shooter?

The Controls
>Okay, not great but okay.

---R2 still acts weird for grenades, especially cause 90% of people will start and use grenades first. Should be able to "hold" grenade at the ready, cook or no cook. I want to aim my grenade, not "wing" it. Overall, R2 is a wasted button when it should be very important.

---Snap to cover is too restricting. Your Turn Speed drops significantly while behind cover, even if you're not using L1 to aim.

---Where's the control options used in every Socom past? Turn Speed, Acceleration, Dead Zone. These are one of the many things that have made Socom a step up from other shooters.

---Sprint seems fine.

---Push-To-Talk (PTT) on Dpad Up is not only inconveniently placed, but requires you to take your finger off atleast one other critical control, whether its the joystick or your L1 aim. Dpad Down would be better but still not ideal.
**Note: all Dpad controls are set for single-player Squad Controls, irrelevent and wasted when in Multiplayer**

---Playstation Move controls feel the best of any Move shooter yet. Unfortunately, because most players are hiding behind objects and sprinting through bushes, you rarely have clear targets to make good use of the Move with. Aiming at a specific spot is VERY difficult, no matter what game because most people's hand aren't rock-steady.

---The L2 equipment menu it very difficult to do on the fly. If you want to change grenades/equipment you need to find a nice safe coner to hide while you bring up the menu and switch. It takes a little longer than it did in Confrontation, and Confrontation wasn't a fast-paced respawn-based game. They need to make this faster and more responsive.
- - - - - -Additionally, I dont like the way you change Fire Modes. It should just be the tap of a button, I shouldn't have to open a gear menu to make a minor change. Not to mention if you're not paying attention to which weapon you're using, you might switch weapons rather change fire modes because they use the same buttons to make the change/switch.

Gameplay
>A slightly slower paced CoD, with MAG graphics and weapons.

---Airstrikes are well done, no one can deny that. Not only does it require you accomplish certain tasks to obtain them (5 kill streak, secure data, etc.) but it is only available as long as you're alive. If you die, you lose that airstrike. In addition, it takes time to acquire your target for an airstrike because your target has to be visible and stay visible while holding R2. Kudos to Zipper for a brilliant airstrike system!

---The camera needs work, but everyone already knows that. Camera was fixed by being moved back. Environment still messes it up though.

---Movement speed seems a little slow, but i actually think its a decent speed. Because the maps are so small, if you move any faster, you'd be impossible to hit running through bushes and around boxes. Everyone is used to Lightweight Perks and Marathon at this point, so it's nice that everyone is restricted to moving the same (though it should vary based on your loadout)

---Knifing seems a little broken. I have swung my knife at many opponents and unless they are directly in front of you, the knife will miss even if your swing arc goes through the opponent to the left or right of dead center (Confrontation's knife was dangerous as long as it was out, even to the sides of the swing). But if you come up behind someone, you will almost always get the kill.

---The character kinda floats when he jumps. He's air-born just a little too long.

---There's not enough indication as to when you're getting hit, often times none at all if its coming from behind you. You'll hear gunfire nearby, and ignore it while you're fighting someone else, but it turns out you were being shot in the back the whole time.

---The mic is open-mic when playing Respawn games (I like this). I would honestly feel better if Socom went open-mic, rather than PTT. If nothing else, it frees up a button because trying to place a button for the mic on the controller is difficult without making something else awkward. BUT, it should be PTT in the lobby.

---Grenades. Fixed.

Interface
>Needs improvements, badly.

---The voting system is horribly obstructing ESPECIALLY when sniping. And its on-screen for way too long. MAG had the opposite problem, it was barely visible at the bottom of the screen, but its not that important anyway. Voting doesn't need a "box", just 1 or two lines of text at the top or bottom of the screen (in SMALL font).
Voting was improved, but its I think its still too big and distracting. It needs to be a minor thing in a small area of the screen.

---There's no good reson to put giant solid-red diamonds over an enemy's head unless they have an objective or something with them. If you shoot an un-silenced weapon, the "direction of fire" indicator should be enough indication of their position, and if must be, make them appear on the radar. DONT put giant red markers over them, cause its a death sentence if you're that guy you're near their base.

---It's VERY difficult to tell friend from foe. Solid blue diamonds are obstructing and give no distance indication to your allies. What happened to the diamond outline? The character models of both teams are very similar and its incredibly difficult to tell friend from foe, especially in close-quarters.
This was fixed. The diamonds are smaller, outlined rather than solid, and are better located over friendly players heads.

---The Post-game screen goes away waaay too quickly. The scoreboard is the LAST screen we have to scroll to see. And why are Medals so easy to get? Every game is another 10-20 medals.

---The Clan Challenge area. Is there no way to sort the list of clans to the right? When this game comes out, there will be HUNDREDS of clans listed. You should be able to sort by Status (ready/not ready), Alphabetical, Time Zone, Rank, etc. This is textbook.
- - -In addition, why not using the Clan Lobby as a way of making a party system for regular games? Clan Deploy, like MAG except into the regular games, not Clan Matches. (Note: there should also be a party system for inviting friends and such, like MAG's "Group Queue").


Overall, once you get past all the obvious problems, and you get used to the controls and the flow of the game, its alright and I use that term loosely. Yes, you absolutely can have fun with this game, and playing with friends is always a huge plus. I have had a great time playing this game whether alone or with my clan. Personally, I prefer the respawn over the Classic in this game because you can feel it as you play, the maps and game-play were designed specifically around respawn. Its very apparent even while playing in Classic. Classic has waaaay too much camping. When I play a shooter, i wanna kill things and all the camping is a waste of my time.

Bottom line though, if i'm paying $60 for this game, the single-player had better be mind-blowingly awesome. Based on this beta, this should have been a $20-$30 PSN store game. I have yet to see where the years of work have gone into this game.




Last edited by ChainFire420 on Mon Apr 25, 2011 11:35 am; edited 6 times in total
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PostSubject: Re: Nocom 4 - ChainFire's compiled opinions   Sat Mar 19, 2011 2:37 pm

That's a great list and well thought out, mine was generic but to the point. LOL.


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ChainFire420
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PostSubject: Re: Nocom 4 - ChainFire's compiled opinions   Sat Mar 19, 2011 7:53 pm

Its a collection of the scattered posts i put up before, and I plan to edit/add/update that post as I find or remember things. It's really just so i can organize my thoughts and keep them all in one place.


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PostSubject: Re: Nocom 4 - ChainFire's compiled opinions   Sun Mar 20, 2011 7:10 pm

Socom is dead....i cant even play the beta anymore just trying to play with my clan....i mean ex clan cuz more than likely i won't have a game to play with them anymore....this saddens me..Very disappointed.......To many guys are that are true vets just accept this game and say they will buy it...I hear "you have to move on...It had to change sometime". Well thats true but with a socom name I'd expect a socom game not a cod ripoff....
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PostSubject: Re: Nocom 4 - ChainFire's compiled opinions   Sun Mar 20, 2011 7:45 pm

I see people on the Beta forums defending this game as "the new socom", well FUCK those guys. They are idiots and are far beyond our help.


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PostSubject: Re: Nocom 4 - ChainFire's compiled opinions   Sun Mar 20, 2011 8:32 pm

these socom 4 guys will claim to be socomers,
what a joke
mag in 3rd person
cheesy xp popping up to reward the kiddies
gay ass gun unlock bs...
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ChainFire420
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PostSubject: Re: Nocom 4 - ChainFire's compiled opinions   Mon Mar 21, 2011 6:20 pm

The more I read the Beta forums and everyone's "Lists", the more i feel people need to learn to adjust to the game rather than adjusting the game to them. There are the big obvious fixes like Camera, Grenades, and Vote-box, but others things I think are fine like the gun spray, "bloom", OTS camera, crosshairs, etc.

I haven't had any issues in getting kills and doing well in this game. Like i said before, skills carry over from shooter to shooter. People think that CoD players that try this game will by default suck total ass. I can play almost any shooter and its not the shooting people that's any different, its usually just the controls. Once you get the controls down, its all the same.

People need to start accepting some changes because that's how it goes. That's life fellas, things change.

The real shame is that people are idiots. Just glancing over the titles of the threads people make on those forums I can tell that ZERO of those people will ever be pleased because they don't know how to adapt.


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PostSubject: Re: Nocom 4 - ChainFire's compiled opinions   Mon Mar 21, 2011 7:06 pm

nice list


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