ironyuri said:
Kill.switch was a console game, mainly, released in 2003, not 2005. Skyway you just fucked yourself by arguing that you don't "play shitty console games" but used a console title to refute my PC cover-systems argument.
There are no PC cover-systems. Because you don't need one on PC as you play with a mouse and keyboard. Also I haven't played kill.switch
I've owned a PC for 17 years, and before that a Commodore 64. So if you think I'm a newfag then you'd be wrong, sorry.
For how much you owned them doesn't matter. Newfag isn't age - it's a state of mind.
As for Company of Heroes- DoW and CoH are both relic games, ergo it was an RTS gimmick deployed by Relic.
See you keep proving my point. It was there way before CoH (in DoW1 it was just craters giving defence bonuses) and already got perfected in Outfront which is 2004 (you may know it as the first ever prequel to Men of War) and had a much more complex cover system than anything in CoH where your units could've hidden behind even a single wheel that rolled away from the truck when it got blown.
(As for the accusation that I know nothing about RTS, I started RTS with Dune and Warcraft, later Starcraft and spent 7 years playing Age of Empires II while refusing to upgrade to anything newer, so fuck yourself.)
See. Do you know other RTS games apart from the most mainstream ones?
in 2006 the tactical or sticky cover shooting mechanic became a mainstream element in gaming; in both shooters and RTS games.
Didn't you say that CoH was the last game to have it?
Also there is nothing tactical about sticky cover and RTS doesn't have sticky cover - in fact it works there in a totally different way, so what are you talking about?
Mass Effect was an RPG in more ways than it was a shooter or action game (inventory system, character building/development system, dialogue system, quest mechanics inc. quest hub, skill system... etc etc) and as an RPG it brought the sticky cover system into the genre in a big way with its 2008 release.
Mass Effect had no character building or development system found in RPGs, it had no stat and skill checks. Enemies had 0 stats too, they were just bots. In RPGs all enemies have stats and skills too. Hey I can argue that ArmA2 is even better RPG than ME - it has inventory system, it has classes with different abilities, it has dialogues, it has quest hubs and quest mechanics and it even has non-linearity depending on your decisions - something that ME lacks. Wow it must be the best RPG ever!
Is the *STICKY* or *TACTICAL* cover system, which is a recent gimmicky mechanic in gaming, which is the current paradigm in third-person action game design and which has come into the RPG genre through titles like Mass Effect and Alpha Protocol going to remain the paradigm? Is it just a one-trick pony which will be replaced? Can it be done right, if so, how could it be improved?
ME and AP are not RPGs so I can't see how it has come into RPGs. See you are being very newfaggy here.
And further- Don't tell me that a shooter is good because you can strafe left and right while dodging enemies. Try to run side to side in real life while shouldering a rifle and shooting at someone with perfect aim.
Try hiding in the real life behind the wooden box under high caliber fire and then just pop from behind it and instantly shoot 3 people in the head like you do it in AP?
Wait what are you saying that Arcade Shooters are not realistic?!
Just because it was in DOOM or Hexen or Quake doesn't make it a good mechanic; it just makes it old.
Yes it's old, so is sticky cover system. Except it adds fun to the game instead of taking it out.