![]() The only reason we don't see a higher player count are due to the engine (UE) constraints and current technology gaps. If said constraints didn't exist we'd be seeing an actual depiction. It was however platoon on platoon or typically greater level (company - battalion +) operations. Granted, Market Garden was it's own unique campaign and SUE's did indeed conduct their own ops/obj seizures, they however were few and far between. Sorry mate, but it was rarely, if ever, squad level engagements during Market Garden or for the entirety of WWII for that matter. It relies on everyone to spread out in an completely ahistorical fashion where the teams are so small whence defending or assaulting an objective as to be narrowly pushed or pulled in one direction. It does however have everything to do with the map sizes vs player count and in that regard they're far too large. I never said the BF series should be used as an example of the game-play, which you seem to be intent on comparing my statement to. But thanks for putting words in my mouth in an attempted but failed deflection on your part. As for the map design, it has nothing to do with the linearity and what I might find approachable. All of those quirks, bugs, and often bad design decisions with regards to that game are present in this one. As much as I enjoy PS, it's a Squad clone in a WWII skin. I like Post scriptum and that's just your opinion, if you prefer smaller more linear maps that's cool but it's not my case, Im confident that the final product will be great and Im glad I bought it.īF incarnates everything I don't want to see in my historical fps. I wasn't expecting a simple screenshot to trigger a rant about a type fo game that everyone wanted and waited for. Hate to say it, I really do, but the PS and HLL developers should take a note from the BF franchise with regards to terrain and map creation. It adds nothing to the gamplay and more often than not hampers it. But these niche devs these days take it to another level, making them as large as they can with no other reason as to make them expansive for the sake of doing so. I'm all for large maps and all, albeit within reason. Developers these days see other games that have these immense, grandiose maps, and for some reason or another feel the need to emulate that. Massive maps, far too much downtime, little if any reward, an obscure progression system, and a game that is ultimately boring. It's an engine (UE3-4) historically ill suited for large, MP based games, and the more you introduce complex systems into it (ballistics, armor penetration vals, TRD elements, ect) the worse it gets requiring developers to sacrifice one element or system for another to maintain playability. While the engine (UE) is certainly capable of some truly beautiful visuals, the gameplay is hampered because it. It reeks of the issues that have plagued Squad since it's inception and seeing as how it is built around that game it suffers for it. The maps are far too large for the player count, objectives are haphazard and often superficial in the grand-scheme, and the majority of your time is often spent sitting around. While I do kinda enjoy PS for what it is, the game still puts me to sleep. This German soldier was being perticularly rude. ![]()
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