Mostly cosmetic. Not sure if the difficulty setting played into it.Yeah there's not many I think of accept the souls series perhaps.
Getting ambushed, trying to avoid multiple enemies, certain weapons not working well in enclosed spaces hiding behind the pillars from orenstein and smough lol.
Did the environmental kills do more damage in the last of us or was it just cosmetic ?
Based on God of War which I am replaying now on PS5, the answer would be no. There's too much variety in a good melee based combat game. It's a longer and more dynamic gamplay loop then just popping your head above a cover and pressing the right trigger.Before I start, I do enjoy ranged combat (or shooters), for instance Mass Effect and Deus Ex.
My thinking is this, in melee combat there is much more emphasis on defence, for example blocking and parrying which can't really be replicated if you are being shot at. Further, since you can defend so can the enemies so whilst in ranged combat they have shields etc it is not like having to work around a shield which you can work around positionally. This makes attacking enemies more complex than a shooter would have.
Obviously the execution of combat can vary in shooters and melee style games so shooters can be better in practice, my question is though of the inherent advantages of the combat style.
Am I being fair to ranged combat games (I'm thinking of real time rather than turn based games, that would make a difference)? Are there things that ranged combat can provide that melee cannot?
Range combat is the only good combat in Skyrim.
The artful mincer gave you two really good replies but I'll elaborate as requested.Could you elaborate on that please
To sort of boil it down again: without ranged combat, the player does not have to contend with threats from a distance. As such the developer would have to 'push' you in other ways, like putting a timer, making stage hazards or just having long corridors. How interesting the ranged combat is depends on what the developers are going for.
Well, Overwatch has a few options where ranged attacks can be blocked or deflected.
If you play cool games like Max Pain 3 or Destiny 2, I think yes.Before I start, I do enjoy ranged combat (or shooters), for instance Mass Effect and Deus Ex.
My thinking is this, in melee combat there is much more emphasis on defence, for example blocking and parrying which can't really be replicated if you are being shot at. Further, since you can defend so can the enemies so whilst in ranged combat they have shields etc it is not like having to work around a shield which you can work around positionally. This makes attacking enemies more complex than a shooter would have.
Obviously the execution of combat can vary in shooters and melee style games so shooters can be better in practice, my question is though of the inherent advantages of the combat style.
Am I being fair to ranged combat games (I'm thinking of real time rather than turn based games, that would make a difference)? Are there things that ranged combat can provide that melee cannot?
At a higher level, it's mostly timing. Which can become a mental game of who will use their ability first and reading enemies movements to predict intentions.Is there much skill involved in doing that in Overwatch?
To a point yes but the melee character would still have to navigate the environment to get to the ranged enemy and it wouldn’t matter how deep your combat system you won’t be able to use any of it until your within striking distance of the enemy.Wouldn't this just apply to the enemies rather than the playable character? Ranged enemies make sense to mix thi
Wouldn't this just apply to the enemies rather than the playable character? Ranged enemies make sense to mix things up even if you're a pure melee character
ngs up even if you're a pure melee character
This is another good point on why projectiles are so superior to hitscan weapons.They're just different.
Ranged attackers can still have parry mechanics like hit L1 and return a projectile to stun/damage. Godfall and Valhalla both have done this recently.
They can have weakpoints like in Horizon or Valhalla. This can be elemental or different damage types (tear etc.)
There isn't a traditional defence in terms of up close and personal - good positioning (cover, concealment and obfuscation) and good stealth/distraction can make this interesting but the enemy AI needs to support it.
To a point yes but the melee character would still have to navigate the environment to get to the ranged enemy and it wouldn’t matter how deep your combat system you won’t be able to use any of it until your within striking distance of the enemy.
Then you’re having to rely on other factors like level design, traversal abilities. Etc A ranged character however would tons of choice at any given moment.
This is where weapon choice becomes important in shooters to compare melee vs ranged.
Let’s say we have an annoying sniper up on the cliff that’s difficulty to get to does it matter if you’re carrying an axe, sword, dagger, spear etc nope your still gone have to trudge your way up close to him. Does it matter if he is in cover or not? Nope you’re still going to have to trudge your way up to fight him.
Now with the ranged character does it matter weather you have a pistol, shotgun, sniper rife, machine gun, rocket launcher etc absolutely. The sniper rife is the obvious first choice here but you may be low on ammo so you may need to get closer to use your other weapons the shotgun useless until you get close, but the pistol or assault rifle might be good at midrange. If he is not in cover screw it, just spray your machine gun is his general direction and you kill him. Oh he’s in cover well I might be able to get better vantage point and get a clearer shot. He is standing next to a wall great rocket launcher time splash damage will take of him I do not even have to aim.
Hopefully that helps great topic dude I could go a little deeper on other stuff if you would indulge me lol
Just so you know, he's not an alt of mine lol, even though we're definitely on the same wavelength regarding this topic.Indulgence granted. Less time in purgatory for you.
I used to think like that but hitscan has its function that projectiles can't really accomplish. The simplest example is Doom (1993); without the hitscan zombies, there's a noticeable lack of immediate threats that you have to prioritize.This is another good point on why projectiles are so superior to hitscan weapons.
You can parry,block and dodge projectile's,
Hitscans nah, I guess they can encourage good level design
As a quick aside, you never did mention what games you had in mind when singing the praises of melee combat. Could you give 2-3 examples? (I'm guessing I've probably played at least one of them.)
Errr your examples of ranged combat aren't exactly top of the pile....both are rpg, stat driven games.Before I start, I do enjoy ranged combat (or shooters), for instance Mass Effect and Deus Ex.
My thinking is this, in melee combat there is much more emphasis on defence, for example blocking and parrying which can't really be replicated if you are being shot at. Further, since you can defend so can the enemies so whilst in ranged combat they have shields etc it is not like having to work around a shield which you can work around positionally. This makes attacking enemies more complex than a shooter would have.
Obviously the execution of combat can vary in shooters and melee style games so shooters can be better in practice, my question is though of the inherent advantages of the combat style.
Am I being fair to ranged combat games (I'm thinking of real time rather than turn based games, that would make a difference)? Are there things that ranged combat can provide that melee cannot?
Errr your examples of ranged combat aren't exactly top of the pile....both are rpg, stat driven games.
Honestly this is a great thread to see who has played DD and who hasn't.try Dragon's Dogma
best range combat
best 3rd Bow combat. i dont think any recent game come close. Ranger, Assasins gameplay, especially Magick Archer. even Monster Hunter's bow gameplay pale in comparison
also, best ranged sorcerer/mage gameplay.
lol okay thenIndulgence granted. Less time in purgatory for you.
This is really good pointI used to think like that but hitscan has its function that projectiles can't really accomplish. The simplest example is Doom (1993); without the hitscan zombies, there's a noticeable lack of immediate threats that you have to prioritize.
Being able to block and parry hitscan isn't new, it's more a matter of whether it makes sense within the design of the game.
Some examples:
- Ninja Gaiden Black allows you to block hitscans simply by holding the block button. The tracking is a bit loose to give you the opportunity to roll away from grabs (which breaks blocks).
- Metal Gear Rising lets you use Ninja Run which auto deflects all hitscans.
- Overwatch with Genji's deflect. Works on Widowmaker's snipes and McCree's Ultimate etc.
- Fortnite allows you to build cover in real time to 'block' hitscans.
If DD had a decent plot and main quest I would be all over it. It just seems that the fun is fighting monsters in the way of you completing quests. I really dislike random encounters because it just feels like it is in the way of completing my mission.Honestly this is a great thread to see who has played DD and who hasn't.
Deus Ex is quite interesting in that you have the option of both ranged and melee stealth. When I was categorising types of combat in my head my main distinctions were melee and ranged but also stealth and aggressive (for want of a better phrase). Stealth certainly would be too limited as a purely melee style of combat unless traversal was really important and interesting. I say that but there may be example of a good version I am unaware of.lol okay then
The last two main example's I can think of are regarding stealth and resource management. Ranged combat seems to work better with both.
I was playing ghost of tsushima and your only close quarter stealth option seems to be sneak up behind guard and press x to kill. (Or press x to jump off roof and kill guard). Where as the ranged options involved about 4 different arrow types, 2 blow guns and 4 different throw items all which have different strengths, weaknesses and effects. E.g. poison blow darts, explosive bombs, light or strong arrows distraction tools with different volume levels etc. Stealth games often have crouch and crawl and you can still engage the enemy with all your ranged options still intact and often with risk reward mechanisms in place. E.g., While Prone your accuracy but less mobile, When standing less accurate but more mobile.
With resource management basically, by limiting ammo you force the player to make more interesting choices or play better. At a basic level this encourages headshots or other weak spots, grouping enemies together for splash damage, making sure you get right up close to deliver that shotgun shot etc.
For a more interesting example in resident evil 2 remake, you didn’t have enough ammo to kill every zombie. You had to revisit areas so you had pick and choose which zombies you wanted to kill, However you could also take out the zombies legs with less ammo forcing them to crawl along the floor making them less of threat and easier to avoid next time you visited the same area. To be fair I think this could work in a melee game but it's an immersion thing i think. Players have no problem running out of ammo but if you sword suddenly breaks there will be hell to pay! Just look at the breath of wild discourse.
Like Hawk said feel free to poke holes in anything I've written as well it make's me think more lol
You're certainly right about traversal mechanics completely changing the game regarding stealth. Batman Arkham, spiderman, dishonoured and assassin’s creed are good examples. Hell in spiderman you can takeout about 10 dudes in 30 seconds if your goodIf DD had a decent plot and main quest I would be all over it. It just seems that the fun is fighting monsters in the way of you completing quests. I really dislike random encounters because it just feels like it is in the way of completing my mission.
Deus Ex is quite interesting in that you have the option of both ranged and melee stealth. When I was categorising types of combat in my head my main distinctions were melee and ranged but also stealth and aggressive (for want of a better phrase). Stealth certainly would be too limited as a purely melee style of combat unless traversal was really important and interesting. I say that but there may be example of a good version I am unaware of.
I'm conflicted on limited ammo. On the one had it helps make strategic decisions but in other cases it is just annoying. I like the idea of rarely being able to kill everyone in an area even with basically unlimited ammo so that you have to think more about which enemies are the most important and in the way of the objective rather than the let's kill everyone and then move to the next room tactics.
Never played Skyrim VR huh?
It’s the best
Main difference between hitscan and projectile is time and personally, that just means whether it's humanly possible to react to or not.This is really good point
What your suggesting is hitscan can be used to force the player into a more interesting playstyle or learn valuable gameplay mechanics?
I.e. why bother building in Fortnite if you can dodge all incoming attacks.
I recall someone mentioning that in uncharted 4 you should have been invulnerable when rope swing to encourage you to do it. At higher difficulties in those games, you basically had to hunker down in cover and couldn’t really take advantage of all drakes mobility options.
No worries, we're here to help one another appreciate the games that we manage to find time to play.See the thing is I don't have that much time to plays games given work/family and I mostly play RPGs because my wife likes to play alongside. So actually the best combat I have experienced relatively recently is probably Deus Ex Mankind Divided which is ironically mostly a shooter. As for melee the best could well be Kingdoms of Amalur although I stopped playing because the game was really dull overall. Bar that it might be the Witcher 3 Blood and Wine that has the best melee I have played (yes I know it is poorly regarded combat wise).
My thoughts on melee came from watching videos of other games particularly Dark Souls (combat looks awesome but the lack of a main narrative and focus on exploration plus the difficulty puts me off).
First off: neither Mass Effect nor Deus Ex have IMO particularly good ranged combat. ME3 was ok, but especially the first ME was incredibly clunky, and in Deus Ex having to shoot yourself out of anything felt like punishment. Way better are e.g. Vanquish, which was already mentioned, Doom, Bulletstorm, Titanfall, Rainbow Siege, CS, and plenty more better games to mention for ranged combat.Before I start, I do enjoy ranged combat (or shooters), for instance Mass Effect and Deus Ex.
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Am I being fair to ranged combat games (I'm thinking of real time rather than turn based games, that would make a difference)? Are there things that ranged combat can provide that melee cannot?
Fair point complete invulnerability would be a bit much (although I would rather be doing that than stuck behind cover ha-ha) Uncharted saving grace was its low ammo count and 2 weapon limit so you always had to get on your bike to find resource’s and like we discussed you can be flushed out from cover by flanking and grenades etc.Main difference between hitscan and projectile is time and personally, that just means whether it's humanly possible to react to or not.
The threat of hitscan is immediate and unless you offer a solution that counters it entirely (eg. imagine a forcefield that negates hitscan bullets), it's almost always the highest priority problem.
IMO the worst thing about hitscan is that in the past two decades it has been pigeonholed as "bullets you can't see with the naked eye".
In the original Quake trilogy, we had the Lightning Gun and Railgun, both of which are hitscan with obvious visual presence, just different damage and range properties.
From a shooter's perspective, hitscan tests aim and tracking, projectiles test prediction and leading. Stuff like Apex Legends is interesting, where the bullets are really fast but not literally hitscan, so you have tracking combined with variable leading based on distance to the target.
And yea your Fortnite example has the right idea, if everything was slow projectiles there'd just be a lot of kiting. It could be interesting if they developed along those lines, but that's another topic entirely (lol).
About Uncharted, it's easy to see how invulnerable rope swings would be abused: what's to stop Drake from swinging on ropes nonstop? Ideally the AI could be programmed to ease up on the tracking or an easier way would be to have slo-mo you could activate (a la F.E.A.R., Max Payne, Vanquish) which has always been a tool for the player to leverage (and it looks cool!).
Oh slo-mo was just a quick and easy suggestion.Fair point complete invulnerability would be a bit much (although I would rather be doing that than stuck behind cover ha-ha) Uncharted saving grace was its low ammo count and 2 weapon limit so you always had to get on your bike to find resource’s and like we discussed you can be flushed out from cover by flanking and grenades etc.
I’m torn on slow mo it's benefits are obvious (Horizon uses it a lot as well ) it's always felt like cheating. Mind you I don’t have a better solution other than super tight controls.
No worries, we're here to help one another appreciate the games that we manage to find time to play.
It's been a while since I played Mankind Divided but I seem to recall guns felt pretty good, lots of customization and you did have to mentally wrestle with the densely packed levels just due to sightlines, both vision cones and weapons.
Regrettably I didn't play KoA extensively, but I'd like to get back to it one fine day.
I think with Witcher 3, the main issues people had with it were due to relatively unsatisfying animations and possibly the biggest offender: no invulnerability frames (usually called i-frames) on evasive moves. At least, that's what I felt from my partway playthrough of the game...
Here's an odd suggestion: you could try playing some classic Street Fighter II with your wife. There's a lot to be learnt about close and long ranged combat, though it's certainly not in the same 'container' as the other games we've been discussing, the concept of controlling space is similar and carries over to most games involving some kind of ranged combat.
And in case that's out of the question, give this a read when you can:
Domination 101: Controlling Space
Domination 101 is a series of articles written by Seth Killian before SRK's forum crash in 2003. Controlling Space by Seth Killian A big part of controlling the match is controlling not just the opponent, but the space around them as well. Really seeing how moves can control a space is pretty rareshoryuken.com
You're certainly right about traversal mechanics completely changing the game regarding stealth. Batman Arkham, spiderman, dishonoured and assassin’s creed are good examples. Hell in spiderman you can takeout about 10 dudes in 30 seconds if your good
dishonoured as well
There is certainly a lot of conflict about ammo limitations haha. Recently the developers of Doom eternal cut the ammo limits of all their weapons in half compared to Doom 2016 this was an attempt to get there players to switch weapons more learn new tactics etc. Some players loved it others did not lol I think some players just love using certain weapons and get annoyed when they can't use them (In Doom most players love using the super shotgun).
Having said that I think ammo limits allow for greater power diversity in weapons. E.g. the BFG couldn't exist as it does without a hard ammo limit not unless your happy with all challenge and skill going completely going out the window.