Gnam said:
It seems like they nerfed all the ranged weapons to make melee weapons more usefull...The rockets have extremely small splash damage, and even on direct hits, it takes atleast 3-4 shots to kill. The sniper rifle takes 4-5 shots to kill (unless you get a headshot), and the fire rate is SUPER SLOW. Imagine the Quake 2 rail gun, but even slower, and instead of doing 120 damage, it does 20 damage. That's what the UC2 sniper rifle is like. I don't even know if headshots are an instant kill, or if they just do double (ie, 40) damage, but it anounces a headshot when you finish people with it.
Head shots from sniper rifles are instant kills (the ripjack can also do this). The rocket launcher has varying degrees of effectiveness depending on the character. Lauren can't take a direct hit from a rocket launcher, Szalor can take 2 if he is freshly spawned, 3 if he has extra health beyond the spawned health. He can also sometimes take a reflected rocket hit without dying if he has extra health (reflected shots have more power than the initial shot). Most of the time, Anubis will die from a direct rocket hit, too.
Gnam said:
I'm also not crazy about being stuck with the same 2 weapons the whole match; it gets rather repetative, and rescource control is much more difficult, as you're only picking up ammo and adrenaline most of the time. This means the only key point on each map is the Udamage, and occasionally the Keg o Health or the Super Adrenaline (basically an Arenaline Keg).
It's all about choice and thinking what weapons will work best. In the final game you'll have to worry about people laying mines with the grenade launcher, or laying poison gas clouds with the bio rifle, or shock combo traps with the shock rifle, as opposed to just rockets, stingers, rippers, or sniper shots. So each player will have to play a llittle differently depending on how the other players are playing.
Gnam said:
It doesn't help that the demo only had 4 weapons to choose from either.
It is just a demo, you know. Next you'll complain that the demo doesn't have all 14 characters available. Maybe they should have just put the full game on there for you, so you didn't have to buy it later if you wanted.
Gnam said:
Also, the Stinger sucks, so it's basically just 3 weapons to choose from. BTW, the Stinger doesn't really act much like the Unreal 1 original. The primary fire is basically like a Minigun, and the secondary fire is like the Needler from Halo. The sidearm weapons every character spawns with aren't too hot either. If the rocket launcher is so weak takes 4-5 direct hits to kill with, you can imagine how weak the pistols are. Lauren's Enforcers are ok, because they are insta-hit, but they are still really weak. The other 2 are plasma pistols, so they are hard to hit with and weak. The skarjj guy's pistols in particular are really bad; they follow of the UT2004 Link Gun's example of terribly slow rate of fire, and the damage doesn't really make up for it.
Again, it all depends on how you like to play. I, for example, have been using my melee weapons almost exclusively. I'm learning timing for reflections, learning how to hit and get away real quick against Szalor, and when to hold in my attack button for the more powerful combo attacks from my melee weapons.
And now you're exagerating with the rocket launcher's damage.. earlier you said 2-3 hits, now it's up to 4-5? Why not just completely change it and say you need to hit with 10 rockets to kill someone? That'll make it sound nerfed.
The truth of the matter is that it all depends on the character being shot at, and how well the person shooting the rocket launcher is with it. Yeah the Skaarj in the demo can take 2-3 direct hits depending on his health, but unless you're constantly playing against no other character, you're full of ****. I play as Lauren most of the time, and I have to watch out for rockets, because I know she can't take a direct hit most times from a rocket launcher.
Gnam said:
All of this nerfing, is done to put an emphasis on melee combat, but the melee combat really doesn't seem that great. There are a few different melee moves...first there's the stand primary fire, which is a fast spin attack. Then there's the alt fire for reflecting enemy fire, and the shield which is put up by pressing alt fire and primary fire (it's a lot like the shield alt fire). Then you have have the melee button (same as Halo) which does a "fierce attack". The fierce attack looks cool and does a little more damage, but it's slow, hard to hit with, and after you do it you have to stand still for a second, which is the equivalent of eternity in Unreal. Basically, it's useless because it doesn't do enough damage to offset the terrible delay afterward. Often, even if you find an opportunty to use it, and you actually land it, your opponent will just survive and hit you back 3 times with the spin attack while you're standing there doing nothing. It will kill pretty reliably if your opponent has allready been hit 3-4 times, but then so will spamming the spin attack, which is a lot safer. Furthermore, even if it does kill your opponent, someone else is likely to kill you while you're stuck in the wind down pose.
You actually have a three hit combo with the primary fire of the melee weapons, done by holding down the primary attack instead of releasing it while on the ground. The second and third hits do more damage than the first, but are leaving you vulnerable to counterattacks.
I'm quite adept at using just melee attacks to win matches. And I barely use my feirce attacks. I do, however, use my Coup de Grace to kill people at least 5 times a match (when someone diesn't kill me in the middle of it or spam me and my victim with rockets to kill us both). My kill to death ratio often isn't great, because I have to get in close, but I am quite adept at melee so far. 3-4 hits with my swords will freeze my opponent, and I Coup de Grace them. While it leaves me vunerable, it is satisfying to kill the Skaarj like that, knowing if he it me once, maybe twice during that time I'd have been dead.
Gnam said:
Then, there are the jumping attacks. If you use primary fire while in mid air, you will do the dash attack. The dash attack is cool because it zips you across the air really fast really far, and does good damage, but it is preceeded by being frozen in mid air for atleast 1 second. Then there is the other dash attack which is done by pressing the melee button in mid-air. It's basically the same, but you're only frozen in the air for about half a second and you don't go as far. The problem with this set up is that:
1) You can't do a regular attack, like the quick spining attack you do on the ground, while jumping. So basically, when in mid air, you're rather defenseless.
2) Because the slow dash attack is the primary fire, you constantly press in instinctively trying to do a regular attack, and **** yourself over being frozen in midair for an eternity.
3) The quick dash attack would have been much more practical for the primary fire, because it is faster, more natural, and more practical. Furthermore, it is akward to use because it is on the face button, which forces you to take your thumb off the control stick to press it, so basically you can't aim the attack.
4) You can still reflect attacks with the alt fire in mid air, but since much of the time you're jumping you're using the jump to evade an attack, there isn't a lot of use for it. It would have been worth ditching to make control of the other attacks more natural. It would have made more sense to retain the spin attack for primary fire in mid air, and make the dash attack the alt fire. Furthermore, I don't see why there needs to be two dash attacks since the primary difference is speed vs power, since the main dash attack is controlled by holding the button down and charging up the power anyway. They could have just made it the alt fire and made it so you can release the button and attack sooner, and it would have worked out better.
As for the jump attack, you can also end it before you go flying off (primary fire jump attack, not B button) by hitting the alt fire while in the air. The primary jump attack should be used to get away from others or to get to other areas of the map, not as a means of attack, really.
Still, I do agree that I'd prefer you to have to charge up to do the flying primary fire attack instead of it auto happening. However, you obviously have forgotten about the lock on (click the right analog stick), which makes hitting with either attack from the air easier. Locking on in melee is a must if you expect to be able to hit and defend against counter attacks, and this is the same for being in the air.
Gnam said:
Overall, melee combat is not terribly satisfying, because like everything else, it takes 4-5 hits to kill. There is not a single decisive attack which will somehow make a quick kill if you can pull it off, which is primarily a failing of the running "fierce" melee button attack. There are the "coup de gras" fatality moves, but you have to freeze your opponent with the pistols first, and you need adrenaline, and the coup de grass probably leaves you vulnerable to all the other players while you're doing it, cause it's really slow, even though your opponent is frozen so it doesn't matter to him.
You also have to guage what you will do in a given situation. This isn't just run and gun anymore, this takes some strategy. When you lock onto your opponents, you actually know how much health they have (it's above the scoreboard), so you can know if you can kill them quickly or not. Locking on makes you more vulnerable to attacks from the flank and rear, but you're always in danger of those anyway. And freezing opponents is easy WITHOUT the pistols, just hit someone 3-4 times in a quick succession with your melee attack. And when you know how to do the Coup de Grace, it can be done real quick... people have been asking me if I have a macro controller because I do it so fast (it's almost instant from me when they are frozen). The problem then is just waiting through the animation and hoping you aren't killed from behind. If done at the right times, though, I can do them almost every time I kill someone.
Gnam said:
Most of the time, it seems like melee combat just consists of using the air dash to get close, then chasing your opponent and spamming the spin attack till he/she's dead. Occasionally, you will have to spam the shield if your opponent is hitting you back. If you opponent is using a ranged weapon, you can spam the reflect move, which can often kill your opponent faster than actually attacking him (if your opponent charges a triple rocket volley, and you reflect it back, it may not always be an instant kill, but it'll do a hell of a lot more damage than your melee attacks).
You must not be playing the same game I am, then. Reflected shots don't always kill your opponent, but normally only if the attack wasn't hitting you head on when you reflected it (I've reflected rockets to the side of me because they just barely hit my reflection and would have otherwise landed next to me and hit me with splash damage). And returning 2 or 3 rockets in a reflection that was otherwise hitting you dead on WILL kill the shooter if all of them hit him (they'll even track him somewhat to hit him if he was moving), reflected shots do more damage than the initial shot. Plus, if you are U Damaged when you reflect, the reflected shot gets the reflection power PLUS the U Damage as well.
Hell, we've played games of tennis with rockets in some matches to see what happens... we can get 5 reflects, then the damn thing moves too fast to reflect, and is glowing so brightly it can kill 3 people if they are too close to the reflected shot.
Gnam said:
All in all, UC2 feels very watered down. Nothing you do does very much damage and it takes forever to kill. When you have more than two people in a skirmish (in DM), it feels like a random toss up as to who will get the kill. Getting in the first shot means nothing. There is almost no way to finish off your opponent quickly before someone else joins in, so other people are constantly jumping in in the middle of the fight and getting in the last shot on your opponent. Meanwhile, most of your kills will be from single stray shots you fired in a group of people who had been wearing each other down, not from your own work.
Sounds to me like you're just more upset that you can't get quick kills. You're just not playing the right way. Fight a bunch of people playing Lauren and see if you can't kill them quickly by spamming rockets, because you will. Firght a bunch of Szalors and see if they can't kill you when you are Lauren or Anubis in 2-3 hits with thier regular melee attacks right quick, because they can.
I constantly kill people, by myself, using Lauren and just her melee weapons. You just have decided that since this isn't exactly like UT2004, that it isn't working right. It isn't meant to be UT2004 on the Xbox. It's meant to be something made for consoles, and it's meant to be different from UT in ways that help it to work on consoles.
Gnam said:
This nerfing effect might not have as much effect on one on one, but I can't tell from the demo. All of the maps in the demo seem too big for one on one, and since there are no weapon pickups to go after, you spend most of your time jwandering around aimlessly looking for the other guy. What's worse, when you do find eachother, with the nerfed weapons, you will probably only chip off a little health before you lose eachother and spend another 4-5 minutes wandering around. The movement speed seems slower than UT2004 too, which makes it even worse.
Again, you just aren't learning how to play the game the way it should be played. I know one guy who uses the sniper rifle in ways I could never imagine, getting head shots while jumping around like it was nothing. If I can't get close to him, I just try and reflect his sniper shot back at him, and I do about once in every 5-6 hits he hits me with. But he knows damn well that if I get next to him, I am deadly with my swords.
And I never "lose" my opponent when we are melee fighting... I lock on and follow them around, freezing them and Coup de Gracing them in a matter of seconds. If I "lose" him or her, it is because either I had to get away because someone started shooting rockets at us and I need health, or he flew away to get health in areas he could jump and get away before I could hit him.
And movement speed is quite fast, as long as you aren't Szalor all the time. Lauren is quick, and Anubis is quick too, just not as fast as Lauren. Just be sure to not always play the Skaarj and maybe you'd see this, and play in third person for some weapons and you'll see the difference. I know I play in third person for almost every weapon right now, except the sniper rifle. But, since I play melee only for most of the games, it is a moot point, since that is always third person (I don't set up the games as melee only games, though, I like the challenge of winning against rockets and other weapons with just my swords).
You should see how fast Lauren is when she has U Damage (which speeds you up slightly) and her speed adrenaline power on, it's so damn fast it's nearly blinding.
Gnam said:
Coming from Quake III, I had a bit of a hard time accepting UT2004's nerfing, such as rockets only doing 90 damage, but in UC2, 90 damage would be a luxury as it seems like rocket damage is closer to 30 or 40. In the end I understood the reasons for UT2004's nerfing and accepted them, but UC2 is just too much.
Again, what you see as nerfing is actually just the difference in characters and their powers. Rockets aren't nerfed, some characters just have more health than others, and some characters can jump out of the way of things faster than others. You did also notice that different characters have different timing for reflections and melee attacks, right? Faster characters can melee attack and reflect faster than slower characters. When you actually learn the game, even if it is just the demo, you'll notice this.
Nothing has been nerfed, what has happened is this game simply isn't Q3A or UT2004. If you can't accept changes, then simply don't play it... don't bitch that it's been nerfed because you simply can't grasp it.
Gnam said:
And finally, my ISP is giving me 400-500 pings right now, so I can't try it online, so overall my experience with the demo has been a disapointment in almost every aspect.
Well, if it does let you play online, look for my games, gamer tag Uncle Thursday. I'll show you just how fast it moves, and just how deadly all the weapons can be.