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Thread: SOCOM's one minor flaw

  1. I don't know, but I would sure like to know what that reason is.
    Well that's like, your opinion, man.

  2. Rich: Hmm...I will look into this. I'm not sure if I'll be as comfterable..cause you gotta have THE WHIP...YAKNOWHATIMSAYINNNNNN? ;p

    Theres just something that feels so wrong about playing an FPS like SOCOM with a controller..
    Play Guitar Hero //

  3. Ok I have to step in and say something, did it ever cross your minds that maybe the perspective isn't from behind the gun and more of at the point of the gun... if that is the case the gun would not be visable, on scoped rifles you don't see the barrel anyway so there isn't a problem there, I guess it just comes down to preference but I don't think it was a flaw

  4. OK. Lets refer to it as "Socom's major mistake in game design" seeming as it was intended.

    PS: I think they left it out to save Polys...

  5. The whole thing is SOCOM isn't a FPS since it only changes view when you zoom in while most of the game is played in a 3rd person perspective... MGS2 is more of a FPS then SOCOM is

  6. Hmmmm an online shooter thats meant to played in third person? Just doesn't sound right to me.
    Well that's like, your opinion, man.

  7. #27
    .....I'm going to watch Aqua Teen Hunger Force - The Moonites right now, thanks to the beautiful avatar of Cloud. Maybe I will return from the depths of divx with some new quotes.

    And yea, this is genre-creating shit right here. Welcome to SOCOM, the TPS (no, not tony hawk, figure it out) that relies on stealth and consumes the lives of those whom fall in it's path like myself.
    SOCOM really shouldn't be compared to any other FPS, since most of them are run and guns which benefit greatly from FP, while as SOCOM relies on stealth and spotting far away enemies in camoflauge thus benefitting from the third person view. (greater area of view)

  8. #28
    Andy787 Guest
    You have the greatest avatar ever, Cloud. Just thought you should know.

  9. Ok I have to step in and say something, did it ever cross your minds that maybe the perspective isn't from behind the gun and more of at the point of the gun...
    But then you'd be running into walls a foot or so before you actually reach them, and your view for placement would be off... that'd be stupid.
    In 1P you don't see alot, so the gun would block half of your view..
    That would just be bad design. Of course, that seems to be the norm here...
    SOCOM really shouldn't be compared to any other FPS, since most of them are run and guns which benefit greatly from FP, while as SOCOM relies on stealth and spotting far away enemies in camoflauge thus benefitting from the third person view. (greater area of view)
    Well then how about the games it is like? Should it be compared to those? And isn't using a higher camera to spot people hiding kind of removing the purpose of hiding? You know, the whole "out of line-of-sight" thing? That rather takes out most close-range strategies and cheats for peeking into areas.

  10. Originally posted by MechDeus
    But then you'd be running into walls a foot or so before you actually reach them, and your view for placement would be off... that'd be stupid.
    Not really, if you ran into a wall with your gun drawn would you hit at the front of the gun or would your gun and arm mysterously go through the wall so you face could hit

    And as far as placement I prefer that view, it gives you a better view of the area and you really don't need to have the behind the gun view because it has no real use and just takes up space

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