Strinova

Strinova

TimeTimeTime Dec 10, 2024 @ 2:04am
Do you think the jump-n-gunning is a little too accurate?
Like, I like how it lets you have more freedom than Valorant does; I think Valorant goes way too far in how restrictive it is. I like the freedom to focus on other tactical areas, but the jumpin' gunning is pretty spammy, lol. It takes away from the tactical play a bit, gun-wise.

I mean, I would probably add a little more penalty; however, maybe it's fun as it is. What do you think? I think the less restrictive the game is, it's more fun, but there are tactical aspects that I think are diminished by some decision. This is one of them.

Like, the closeup shots make sense, but some people are jumping with precision guns from far away and hitting perfect head shots, lol. At least, that is how it seems from my end. Maybe there is a microsecond when they land from the scope to do the shot, but it seems mid air to me. I should try it, but there isn't much jump penalty even in that case.
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Showing 1-7 of 7 comments
Shiro♌ Dec 10, 2024 @ 3:46am 
I don't have any particular problems with that, I'm used to such playstyle from all the years that I spent in Call of Duty titles where such peeking styles were a bit too common, something to see in about each lobby from pretty much everyone.

What I tend to struggle with are players sticking to walls, so I don't hear their footsteps anymore and then catching me by the surprise, easily winning the duel.
I'm of the opinion that the could be some speed penalty applied towards wall climbing, at least for about half of a second upon stickin onto it, but that could merely be me trying to have things fit myself, thus being unreasonable.

To be honest, I do have to see some E-Sport first to offer a reasonable suggestion and opinion, because the competitive-arcade environment and E-Sports are too different types of matches.
Luxaeterna Dec 10, 2024 @ 5:15am 
Coming from Rogue Company and other TPS. I have more problem not being able to switch shoulder FOV, having disadvantage on your left side.

Having the camera stuck on right shoulder is only okay in PvE games. But in PvP it has significant disadvantages of being a blind spot.
EasyCompany Dec 10, 2024 @ 6:50am 
Short answer : This is not mil-sim.
Waryth Dec 10, 2024 @ 8:38am 
Why are people questioning ANIME LOGIC?
TimeTimeTime Dec 10, 2024 @ 3:07pm 
Originally posted by Luxaeterna:
Coming from Rogue Company and other TPS. I have more problem not being able to switch shoulder FOV, having disadvantage on your left side.

Having the camera stuck on right shoulder is only okay in PvE games. But in PvP it has significant disadvantages of being a blind spot.

I realized this issue, too. It would be nice to switch the camera shoulder to better make use of the other side. I agree.
TimeTimeTime Dec 10, 2024 @ 3:11pm 
Originally posted by Shiro♌:
I don't have any particular problems with that, I'm used to such playstyle from all the years that I spent in Call of Duty titles where such peeking styles were a bit too common, something to see in about each lobby from pretty much everyone.

What I tend to struggle with are players sticking to walls, so I don't hear their footsteps anymore and then catching me by the surprise, easily winning the duel.
I'm of the opinion that the could be some speed penalty applied towards wall climbing, at least for about half of a second upon stickin onto it, but that could merely be me trying to have things fit myself, thus being unreasonable.

To be honest, I do have to see some E-Sport first to offer a reasonable suggestion and opinion, because the competitive-arcade environment and E-Sports are too different types of matches.

I enjoy the 2D element making tactical less all-knowing, lol. You can sneak up on people. What I really hate about Valorant is how someone with good ears could just pinpoint you from the whole bomb site just from a jump in some random corner miles away. The 2d element makes sound not as over suppressive and more tactical, IMO. Tactical in having more options to address a problem with it's own risks and benefits.

I wouldn't call Strinova an arcade game. I would put it as a hybrid of Rogue Company and Apex legends with timing elements from Valorant.
Shiro♌ Dec 10, 2024 @ 3:21pm 
Originally posted by TimeTimeTime:
Originally posted by Shiro♌:
I don't have any particular problems with that, I'm used to such playstyle from all the years that I spent in Call of Duty titles where such peeking styles were a bit too common, something to see in about each lobby from pretty much everyone.

What I tend to struggle with are players sticking to walls, so I don't hear their footsteps anymore and then catching me by the surprise, easily winning the duel.
I'm of the opinion that the could be some speed penalty applied towards wall climbing, at least for about half of a second upon stickin onto it, but that could merely be me trying to have things fit myself, thus being unreasonable.

To be honest, I do have to see some E-Sport first to offer a reasonable suggestion and opinion, because the competitive-arcade environment and E-Sports are too different types of matches.

I enjoy the 2D element making tactical less all-knowing, lol. You can sneak up on people. What I really hate about Valorant is how someone with good ears could just pinpoint you from the whole bomb site just from a jump in some random corner miles away. The 2d element makes sound not as over suppressive and more tactical, IMO. Tactical in having more options to address a problem with it's own risks and benefits.

I wouldn't call Strinova an arcade game. I would put it as a hybrid of Rogue Company and Apex legends with timing elements from Valorant.
That's true, the stringification does wonders here, but I was meaning to refer to the 1 Vs. 1 fights of two players with fairly good aim being incapable of hitting each other and sticking to walls to avoid getting shot at, this repeating until one of the players runs out of ammo and punishes the other one out, or by a sheer coincidence.
Anyway, your point is very valid and I can see that as a legitimate strategy, however I disagree with Valorant working that way. There's actually a circle of what you can hear on the minimap - Anything that's further, be it by even the tiny one meter away from the corner can't be heard, regarding the footsteps, jumping sounds, dropping to the ground sounds.
Gun fire and abilities should still be heard across the entire map, though with Ghost, Spectre, and Phantom being the exceptions, possibly even Fade's prowlers if we exaggerate and take into consideration the map as a whole.

I think that the game will always be an arcade game, mainly due to the matchmaking having to yet find the proper way of matching people of equal skill levels together.
But, perhaps I am merely expecting a bit too much..
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Date Posted: Dec 10, 2024 @ 2:04am
Posts: 7