And even if it is in the works, I don't think it'll be any good unless they go out of their way to completely replicate 3rd gen's (3, SL, Nexus, NB, and LR) feel and mechanics while also telling everyone "it's classic controls only, and if you don't like that then I guess you just won't play". And that part about classic controls is the few things I will be a gatekeeping asshole about, because it's annoying to talk about the series without that one guy who jumped in during 4/FA thinking they're a fan of the series when they continually write off anything before 4 solely because they have "bad controls".
At the end of the day, I have a feeling it's going to end up being more 4/FA, which is a damn shame considering just how much 4/FA dumbed down the series and removed like all of the difficulty from it.
AC at least before 4/FA kinda mucked that up was primarily a mech/mecha game, and imo one of the main things that makes a good mech/mecha game is that they don't control like Call of John Halo. Like for example if you ever asked me if I think Mechassault is a mech game (i'd also tell you it was a bad game despite it being a mechanically passable game), i'd tell you that it's honestly a third person shooter trying to pass itself off as a mech game.
Also the classic controls happened because the dual analog controller didn't exist yet when the first AC was being made, and they work very well if you put in the time to learn it.
Noita is a fucking trip. At first you think it's a silly little wizard rogue like. Then you see someone build a chainsaw orbiting death cross map deleter spell and realize that you haven't even begun to scratch the surface of what is possible in the game.
I'd be fine with an option for various control styles while allowing multiplayer matches to force classic controls as another option, since I agree the multiplayer in 4 was not nearly as fun because of it.
the problem with it was really simply because the Quick "press 'E' to rocket jump" Boost made standard twin stick shooter controls mandatory to get any mileage out of it, even though 4/FA did have options for classic controls those options may as well just not have existed with how much that game's movement was designed around the Quick "press 'E' to rocket jump" Boost.
Yeah I definitely liked the various tradeoffs in builds you were limited to if you wanted to be zipping around and airborne for any length of time in 3 whereas it took away some of the uniqueness of the super light builds in 4.
When in the entire history of armored warfare has controlling an armored vehicle not been a UX nightmare? Mechs should be a clunky pain in the ass to drive, otherwise you're just playing a first person shooter with a scale problem.
And even if it is in the works, I don't think it'll be any good unless they go out of their way to completely replicate 3rd gen's (3, SL, Nexus, NB, and LR) feel and mechanics while also telling everyone "it's classic controls only, and if you don't like that then I guess you just won't play". And that part about classic controls is the few things I will be a gatekeeping asshole about, because it's annoying to talk about the series without that one guy who jumped in during 4/FA thinking they're a fan of the series when they continually write off anything before 4 solely because they have "bad controls".
At the end of the day, I have a feeling it's going to end up being more 4/FA, which is a damn shame considering just how much 4/FA dumbed down the series and removed like all of the difficulty from it.
deleted by creator
AC at least before 4/FA kinda mucked that up was primarily a mech/mecha game, and imo one of the main things that makes a good mech/mecha game is that they don't control like Call of John Halo. Like for example if you ever asked me if I think Mechassault is a mech game (i'd also tell you it was a bad game despite it being a mechanically passable game), i'd tell you that it's honestly a third person shooter trying to pass itself off as a mech game.
Also the classic controls happened because the dual analog controller didn't exist yet when the first AC was being made, and they work very well if you put in the time to learn it.
deleted by creator
I think it's bizarre how we used to have video games like AC:AA
really steep learning curve
whatever happened to that :sadness:
everything in this society is throw away
You ever played Noita? Took me about 300 hours to beat the game.
Noita is a fucking trip. At first you think it's a silly little wizard rogue like. Then you see someone build a chainsaw orbiting death cross map deleter spell and realize that you haven't even begun to scratch the surface of what is possible in the game.
I'd be fine with an option for various control styles while allowing multiplayer matches to force classic controls as another option, since I agree the multiplayer in 4 was not nearly as fun because of it.
the problem with it was really simply because the Quick "press 'E' to rocket jump" Boost made standard twin stick shooter controls mandatory to get any mileage out of it, even though 4/FA did have options for classic controls those options may as well just not have existed with how much that game's movement was designed around the Quick "press 'E' to rocket jump" Boost.
Yeah I definitely liked the various tradeoffs in builds you were limited to if you wanted to be zipping around and airborne for any length of time in 3 whereas it took away some of the uniqueness of the super light builds in 4.
When in the entire history of armored warfare has controlling an armored vehicle not been a UX nightmare? Mechs should be a clunky pain in the ass to drive, otherwise you're just playing a first person shooter with a scale problem.