VineBigBoss
GGXRD <3
Having three types of Stingers is pushing it (Stinger, Straight and Gunstinger).
I know you can charge Straight and cancel Gunstinger into three Point Blank but they could easily cram all these applications into a single move (a Stinger you can charge that cancels into Million Stabs, canceling into three Charged Shots is redundant).
It's not because the moves have one same trait that they are "redundant", this is just your levelling down things. They all have different properties to work with, try to Stinger one Enigma on DMD and then try to Gunstinger one and you'll see the difference. The monsters react different to shots and melee attacks in the game, and the three point black charged shots as follow-up are very useful as you don't really need to charge anything (just buffer).
Like I said, it looks more like they're just trying to fill up slots at this point.
The thing is that you just said, not argumented your point and don't presented any evidence that they don't have different uses within the game.
A variety of redundant moves.
Already answered: different properties and uses.
Like the opinions you have been spouting?
Can you point out some opinion without foundation or evidence i've written here?
These differences are too little to warrant two different moves.
Compacting them both into one was a better idea.
These "little differences" sums up to make very different usages of the move, just levelling things down again. If you can argue some more about how this was a better idea or promoves more variety into the game, feel free to do so.
So it's just "same thing but more powerful".
Sorry but I like DmC's idea of "powered shot with a new property" better.
Nope, it don't work that simple within the game mechanics. The first attack of Vergil's aerial rave actually deal more stun than the second one but deals less damage. The charged shots of E&I deals more stun and more damage, and you can charge at least 4 ou 5 shots per charging, allowing things that i said in the earlier posts that otherwise won't be possible to do staying in the ground and within a distance from the monster in juggle state (which allows more time for buffering).
The Rico-Shot allows me to stun multiple enemies, staggering one, while juggling another, giving me more openings to charge stuff or follow up with another move.
Still, it's only one shot. And a good example of how NT succeed in doing unbalanced moves like all Aquila's moveset and shot that alone practically juggle the enemy by himself for a good time.
Not "fact" when some of these moves are redundant copies or just plain useless.
They have different usages, and what move is useless?
It's not set like Gears Of War, where the camera is always behind him. You can see Raiden running in all directions.
Also, such camera is automatic in DMC4, for bosses. Even without locking on, the camera always focuses on the bosses (with the exception of Agnus and Echidna, where the camera frees up so you can focus on the minions they spawn into the field).
This happens mostly when doing Ninja Run, and you're not in "combat mode" when doing this. Just like when you're not locking on in DMC.
The dumb lock-on mechanic from the first 4 DMC games are an ancient relic waiting to be discarded, not to be compared with the current over-shoulder camera, which is very functional for 3rd person games.
Being an "ancient relic" doesn't sum up to be a bad mechanic, cancels started in fighting games as glitches in the 90s and compose the very foundations of combos and blockstrings in a lot of fighting games and hack'n'slashers.
Which is something DMC needs to get rid off.
I'm glad they did so in DmC. Hopefully, it gets carried over in future incarnations of the series.
You don't demonstrated yet how it's a bad mechanic or doesn't fits DMC overall design.
Yes, you can do that on DmC, via L3.
Not much difference, essentially.
Whenever you press R1 in the past DMC, you're not guaranteed to get the right enemy either and may need to toggle around.
Interesting, how do you know what monster are you locking-on and from what distance can you do that?
You're already showing the "signs" of a bad arguer.
I was just simulating your own behaviour when you said to me that "I just defend this mechanic because of nostalgia". It's just play dumb to search for "hidden intentions" in another people instead of adress his arguments properly. This is just a sign that you are a bad arguer and can't keep up a debate without trying to create a negative impression around the other arguer.
At some point, people who can't argue with me will pull the "you don't like it because you suck at it" reasoning or something similar.
In this case, you're calling me a "casual", with the implications that I'm a "less skilled" player.
Listen up, kid.
I grew up on the Resident Evil series since 1996.
The difference between you and me is that I am not deluded by nostalgia and can recognize when something is outdated or dysfunctional.
I grew up with it too, what a coincidence! And what this have to do with our conversation?
You've not yet proved how it's dysfunctional or outdated: you're just showing other designs that works too and forcing this "old mechanics are **** XDDDDD" talk to validate your point.
There's nothing functional about being forced to hold down a button just to focus on an enemy, while being forced to slow down when doing so.
I could argue in this same subjective way talking about DmC's mechanics to change weapons. "It's not functional to hold a button just to use a different weapon". What i said was not simple a vague word before, i adressed the minus that giving up the lock-on did to the franchise but never said that it's "not functional", it works well within DmC design but would not work in a more classic DMC game.
If it's "important" because the moves "require" lock-on, then common sense dictates that the moves are revamped to make it not "lock-on dependent", allowing more freedom for the character.
You have the plus but still have the minuses of killing variety. I give you that: allows more freedom of movement, that's why you work an enemy to actually work with the character design that the player have in hand. This is not really an "issue" or "flaw", it's a trait of the mechanic itself. It's very different from a broken or non-existant mechanic that should be there (like at least a "free" lock-on in DmC for you to actually hit where you want to hit an Overdrive, for example)
Maybe you are the casual, because you can't do anything unless there's some specialized mechanic that ensures you are always facing the enemy?
Nope, i beated DmC in DMD mode in two weekends in my friend's house while training SSFIV with him and teaching him OSes and some gameplans to his characters (Akuma and Yang).
I have played a bunch of other hack and slash games and they work.
The DMC system works too.
Vergil has it
In DMC3 both Vergil and Dante have it. You cannot just ignore the lack of a movement for Dante.
Crammed into Uppercut, which is a good choice, rather than making it a different move.
And how do they did that? It's pretty much a Rising Dragon and not a Real Impact. "Good chocie" is subjective: good choice for what? To fullfil what purpose? What we are discussing here is variety, no matter how you try to damage control, it is minus 1 movement for to have in your arsenal and apply in different situations for different outcomes.
Possible if "Demon Dodge" was converted into "Demon Guard" instead.
There's still a lot of room for cramming there.
Still doesn't exist in the game itself.
You mean "RedundantSlinger".
Why do you need a "special" move to shoot a downed opponent, when you can just... shoot a down opponent?
And how much is Gunstinger different than a regular Stinger (especially in DMC4)?
I thought I could use that on a Blitz without taking damage, just to find out that it's a contact attack.
Why do you need more than one movement if one is sufficient to kill an enemy? See the level of dumbness this "argument" reachs? It's a plus to have another cool animation that deals more damage than just plain shooting the enemy in the ground, this gives room for you to give the guns powerful moves but without overpowering the guns themselves (with their normal or charged shoots, for example).
The point of this Gunstinger example being?
More moves is objectively better but if they're going to be redundant, similar and can only be inserted in a very special application that can only be utilized by the most hardened experts, what's the point?
There's no such thing as "objectively better", it varies heavily on what is your goal. We can talk about what have "more" or "minus" something, in this case: variety that is the subject of this conversation.
DmC may not have screaming dual blades of separate elements or a guitar that shoots electric bats but I am liking how despite the mundane appearance of the weapons, they're very functional.
Good for you, man. But that's not the subject here, you liking the art design of the weapons has nothing to do with the combat mechanics.
Why not?
You'll be surprised how there are lock-on in some adventure game or TPS.
You should have looked around first before making that post.
It's self-explanatory: if a game doesn't need a lock-on mechanic, why it should have it? It's not obvious?
I never said that they don't exists, i'll quote my very own post:
A lot of 3D games doesn't really need a lock-on. Why do you would have a lock-on on a TPS, adventure game or plataformer? Just if they really have some mechanic that needs a lock-on.
You should learn to read properly before answering too
The need to hold down the button instead of toggle.
Loss of movement speed when locked-on.
Do I need to repeat myself?
I asked how this hurts the overall game design. Where it hurts the player? It's impossible to evade an attack? Impossible to get from a distance quickly while locking something? State the problems it brings so i can answer you. You doesn't liking the mechanic is not proof that it is flawled.