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翻訳の問題を報告
>graphically
>u w0t m8
S4's graphical design is so much more lively, futuristic, and has an anime tone to it
GunZ 2 is more industrial and has more realistic tone to it.
How the hell are they comparable?
S4 League does not.
I' downlaoded it again today and the US server had less than 30 people on. Most already in-games.
Not like it matters. All the servers are hosted in one location on the globe.
Totes. my ping is 25 on NA ones, and then 120 on the Europe one, hosted in the same place? It used P2P as well.
Anyways, S4 League was always in a state of major imbalance, even when Pentavision was still developing the game. Counter Sword has always been, and STILL is, the most overpowered melee weapon in the game. Fastest melees, widest AoEs, most cancels, above average movements and damage, able to shut down about 70% of all other melee attack by a simple right click.
Then, when they released new weapons, they completely disregarded the balance even further. Spy Dagger, able to kill in one move. Smash Rifle, able to single fire, have 50 bullets per clip, high rate of fire, tight spread, decent damage, more overpowered spread. Breaker, completely overshadowing the Storm Bat, especially since the bat got nerfed TWICE. Assault Rifle, with the highest base damage of all rifles, and with random criticals. Earth Bomber... Yeah.
And then, again, when they released newER weapons, they have no idea how to even make good weapons. Katana, with THE LOWEST damage, range, and speed. Sigma Blade, having to require an SP draining Awakening mode, which also disables weapon switching. Homing Rifle, with limited ammo, first non-hitscan bullet projectiles, and low damage. Dual Magnums, redesigned to limit your movements, damage, and aim, also with limited ammo and two SP requirements. Iron Boots, super slow, bad range, and THE MOST SP intensive.
These two statements conflict with each other. Are you saying that meleeing is still effective, or does it ultimately get overpowered by gunfire? Actually, don't answer that. It was more about who had the better weapon to begin with.
On Melee. Almost every S4 melee had the rare chance of one shotting. If you got a critical with the plasma sword and the moon was blue, you might kill them outright, but it was rare. Other weapons were similar, though some easier than other, assuming no ap weapons or armor. Most melee weapons took 2-3 good strikes to put a person down and people consistently used melee proven by the fact that most players had a melee weapon on them.
Unrelated to the above, but if you wall jumped at a shallow angle, like 20 degrees, you'd go flying along the wall. I honestly prefer the wall running of GunZ 2, it is more fun and looks better. My point was that S4 League had either equal mobility or better than GunZ 2, to the limit of ones SP bar.
I, no, we are not saying S4 was a perfect game, that is why we are turning to GunZ 2 after all. But, we would like to see GunZ 2 learn a few lessons from the good points of S4 League, like its mechanics and pacing of battles.
GunZ 2 is a better looking game than S4 League, no question about it. It's textures are higher resolution, the 3d assets are better made, and the engine supports moving objects.
Is the realistic styling of the graphics better? Well that is subjective. I personally preferred the S4 League anime/cybernetic'y graphics style. It made the battles feel more lively and forcing enemies to a red color made friend-foe recongization easier. But that is all my opinion/personal taste. I won't force it on others.
With that last sentence, it makes me wonder why they didn't allow the shield trooper to do most standard moves in midair.
Then again, S4 League had a lot of stuff that would be considered overpowered in Gunz 2. The railgun (sniper rifle) could fire perfectly straight without having to scope, none of the weapons required burst-fire, and almost every melee weapon killed in just one hit because crits weren't random (if you thought they were, you didn't play S4 enough). One of the reasons I started playing S4 League in the first place is because I saw a video and found out there was wall damage. Smack someone into a wall, they take more damage and you get a longer window to kill them while they're sliding down.
S4 League wasn't really in a state of "major imbalance", though, not before Patch 10. That's kind of an exaggeration.
However, Gunz 2 doesn't have an SP bar. That means more to me than you might think.
Edit: In terms of what S4 League is RIGHT NOW, though, including the pay-to-win? Gunz 2 is currently better, because I put that much value into player balance.
I commonly used a Shotgun,Semi-Rifle,Katana combo. Semi-Rifle for its ability to fire at just about any range with a decent amount of firepower. Shotgun to open up a melee engagement and a katana to finish a melee engagement.
If you look at GunZ, they effectively are doing the same thing. A melee weapon of some description, some with unique features. A close-midrange gun of some description. And finally, a some unique weapon for the character, grenade launcher for Elena, sniper for Ivan, etc etc. The point of a weapons and characters unique properties, is to make characters feel different in their gameplay.
Would you play Elena the same way you play Rena? No. Would you play Max the same way you play Ivan? No. To do so would be silly. Those differences, while requiring extra effort to balance, make the game more enjoyable.