SoF2Test Impressions
by Steve Gibson, Apr 19, 2002 12:18pm PDTSo now that a lot of folks have gotten a chance to download the SoF2test and play last night, I suppose it's about time to share some impressions of the game. I played it for about an hour or so total I think before finally getting some sleep. I liked it. There were certainly some Counter-Strike overtones but that's pretty hard to avoid really, if you're going to use present day weapons and have any sort of teamplay modes you're gonna get that. It was easily a huge improvement over the SoF1 multiplayer, as I'm actually looking forward to playing some more this evening. Cant say that about too many games. Need more time to figure out why it's fun, and get past the whole initial "just playing something because it's different" phase. Looking at the poll, quite a few other people enjoyed it to, care to share why? Here's the download link and the supercool nationwide Shack servers we got going through the Speakeasy folks
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Comments
r_vertexlight is cheat protected. Way to shaft the people that can't or don't want to play in lightmap and all its fps hogging glory.
The running animation is incredibly hokey, I'm sure it will be fixed soon however.
Is there a dynamic crosshair option? I hate it when my crosshair gets enormous, I'd like to keep it the same size. Yes, I know it signifies spread, however, I like to calculate for spread mentally instead of having a huge crosshair on my screen telling me that there is spread. This is why you do 3 round bursts in auto mode, anyone who has played more than 5 games of cs is already accustomed to this (cs's xhair is also not as obnoxious as sof2/rtcw xhair).
Weapon damage and accuracy issues. Apparently moving/running around while shooting don't affect accuracy at all. Why have semi realistic weapons, semi realistic (if hokey) movement, the ability to jump only once in succession, and not have semi realistic accuracy? Makes no sense to me.
^^^Someone is going to jump down my throat and say "this isn't cs, the guns are actually accurate here, so stfu." I don't WANT cs. However, if the guns are accurate when moving, why not give people an incentive to move by making player movement faster, and by allowing them to jump more than once in succession? Now people are going to say "stfu you bunnyhopping faggot!" It seems like raven is trying to ride the fence with the semi realistic tone of the game, but I think this could be the downfall of the game. Basically, all you get to avoid fire is people strafing around like mad because it doesn't affect accuracy at all..if they can strafe around like madmen, where is my more than one jump in succession to avoid fire as well? Just seems lame to me, I don't want q3 or cs, but I do want a game that decides on the movement vs accuracy issue, and in deciding, gives players good odds for dodging fire or makes them play more slowly in order to not get shot. Since the weapons are all hitscan (in accordance with your ping, as soon as you shoot, the gun hits, much like the q3 railgun), you'd think there would be MORE ways to get out of the way of fire (prone, roll, dive, jump more than once in succession). Instead, there's the "strafe back and forth way" which is pretty stupid.
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Secondary weapon choise is extremely important, and I hate having to wait for my primary weapon to reload at the end of a clip when I could be switching to another weapon. Please provide a cvar for this.
Spectator mode of course.
Bumps over 400 real quickly in that spot too. :)
gf3ti200 and 1.3ghz tbird on NON-ddr board.
1024x high detail. In game I get 50-70fps and 100-120fps in hallways. I'm happy. I love the quake3 engine.
rjohnson@ravensoft.com
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Need more team-related stuff. Like team movement and position-related msgs maybe. And of course "HOOOORJ!"
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One problem I've noticed: the 'radio' spamming. There needs to be a throttle on that, we had to vote-kick a guy off the DC server ... what a pain that was to organize everyone, but we DID do it.
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The rounds have a low time limit, I really like that. It means there is less of a gameplay penalty for death. There is still a penalty, but you wont be waiting 4 minutes or something.
Because there is less of a penalty, so far I have seen less cowardice in the players. I actually saw people rushing as a group.
Oh and the auto shotgun is really quite nice, once I get the hang of it properly I should be quite dangerous :)
tis a nice game.
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Rick, is Assassin going to be included in the final? That was my favorite from the first game.
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I like a lot of what I see in it with some minor gripes:
*The M203 does no damage unless it HITS the person. That is wrong. Fix it.
*The player moves too slow. See Urban Terror for proper player physics.
*The weapon spread is hard to judge. It will take getting used to, but it's hard to tell where some of your shots are landing.
*Climbing ladders is not done in a natural way. Also found it annoying trying to get off the top of a ladder.
*Auto-weapon switching needs another option called "Just Weapons Not Grenades". Very annoying having it autoswitch me to grenades every time I pick them up.
*Weapon switching is slower than, say, Urban Terror, and it doesn't show you an ordered list of what you are carrying while you switch, so until you memorize the order of the weapons and what you are carrying, it can be frustrating getting to the right weapon with a mousewheel or other button bound to "next weapon" or "previous weapon".
*Jumping and ducking at the same time to get onto ledges is too finicky. Harder to do than it should be, probably because the player moves slowly... and doesn't jump very high (which isn't necessarily a bad thing).
*No way to "run" for short bursts, and "walk" feels almost as slow as normal movement... you're just quieter.
*Lack of an "action" button - open/close doors, etc.
*Grenade toss is awkward and laggy and some of the grenades seem awfully... LARGE... in the player's hand.
*Textbox to show text you are typing in a message doesn't always appear when you are typing. Your message will still work but good luck knowing what you're typing as you type it.
That said, the weapons are very nice, the map is well done so I suspect all of the maps, if they are as complete as the test one, will be nice, and the player skins are decent as well. Game seems to play well, at least in FFA (Death Match free-for-all) which is all I seem to find servers playing even though there are other game modes in the test. The weapons seem pretty balanced although the pistols DO seem kinda weak.
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the guns are nice, except the sniper rifle.. that thing is a pos, takes forever to get the scope up and does little damage it seems.
Even tho is a SP game, the multiplayer still has limitless potential with mod and map makers.
I just hope this doesn't turn into CS.. counter-strike is full of cheaters and assholes now.
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It's like Counterstrike, without having to worry about money.
-Xian
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http://members.rogers.com/max.payne/sof/
;)
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rjohnson@ravensoft.com
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WinXP w/ v5 5500
xp 1900+ w/ 256 pc2100
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But the game and netcode seem pretty sweet. I am able to totally domininate in the FFA DM! :) This is another must-have game!
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http://www.planetquake.com/ztn/nvreffix/
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But. What is really new here? Nothing. Does it have out-of-this-world level design? Nope. How about a fps on the pc side which has a physics engine? I know its not really a pc game but MGS2 has some cool physics. Your in the kitchen. Bullets zap left and right and not ONE item can interact with anything. I love Raven games but just like JK2, the short development appears more and more obvious. I hope the single player offers more and new stuff. In the end, SOF2 wasnt meant to be a MP game like CS anyway.
Just my 2 cents.
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Weapons I like:
microuzi (i just destroy people with that gun)
greasegun
Weapons I can't use well:
autoshotty
Weapons I can't find:
that gren launcher thing with the 8 grens
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