Instale o Steam
iniciar sessão
|
idioma
简体中文 (Chinês simplificado)
繁體中文 (Chinês tradicional)
日本語 (Japonês)
한국어 (Coreano)
ไทย (Tailandês)
Български (Búlgaro)
Čeština (Tcheco)
Dansk (Dinamarquês)
Deutsch (Alemão)
English (Inglês)
Español-España (Espanhol — Espanha)
Español-Latinoamérica (Espanhol — América Latina)
Ελληνικά (Grego)
Français (Francês)
Italiano (Italiano)
Bahasa Indonesia (Indonésio)
Magyar (Húngaro)
Nederlands (Holandês)
Norsk (Norueguês)
Polski (Polonês)
Português (Portugal)
Română (Romeno)
Русский (Russo)
Suomi (Finlandês)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Relatar um problema com a tradução
I feel like as someone plays different types of games they'll begin developing skillsets that are almost unrecognizable.
Like the number of times I've seen CSGO pros bet their life on a 50/50 they didn't need to have is astronomical, but fighting game players often get taken out before their skills even come into play. Wrong open window to walk by; didn't know the ins and outs of every map perfectly. Or CSGO players that can't fight more than 5 seconds without a reset, and are constantly voiding the initiative trying to re-establish distance with walking instead of their fists.
Fighters committing to a fight in a hallway that disfavors them, etc.
One's sneaking around a hallway full of ghosts and pitfall traps full of shotguns, the other is punching ghosts down the hall so they can't pull anything. After a certain point they become the same thing, but one game or the other is going to favor a certain approach 90% of the time.
Most of them are known though; you don't necessarily know what corner someone is sitting behind as you walk around a map, and that constant unknown can be a deafeningly pervasive variable. Every single corner needs analysis, and you can't afford to slow down to do it.
But somebody in a fighting game who is the equivalent of a gold (average) rank probably won't really win at all against a grandmaster ranked player. There's just too many mistakes that can be made by the lower ranked player that will result in them being open to a juggle, and they probably lack the reflexes and the moveset knowledge.
Well, and this means no offense, but if all you are thinking about when shooting is just shooting, then I'd surmise you are not really playing at a high level. Siege, as an example here, relies upon a lot of multitasking. Strategic drone placement to cover multiple angles and blindspots, checking those drones and being aware of your surroundings at all times, etc. Shooting at a wall or down a corridor is easy, sure, but you can't just be shooting. You need to be thinking of where the enemy is going to be next if you didn't manage to get that elimination. Where and when are they going to peek? Are they going to throw a gadget? Where should you relocate for a more advantageous position since your cover is blown? You have to answer these questions while you are shooting, not once you've started reloading as then it's too late. People at the top level aren't just shooting or scanning an environment, they have multiple plans while doing it based upon their map awareness. APM isn't really calculated in a shooter game like it is in a game like Starcraft or fighting games, but you still need to be maximizing your actions per minute.
A fighting game is, of course, much more action intensive, but it's also much shorter of a fight. There isn't really a slow moment because it's a duel that starts immediately after a 3-second countdown but most fighting games don't have more than, what, a two minute round timer? You don't really get time to prepare to the same extent that a game like Counter-Strike has big maps where you can easily position yourself in time before the enemy appears. But a 1v1 in a shooter game still requires a lot of thought process because you need to constantly be thinking one step ahead of your opponent as well. Where are they going to insert? Which bomb site are they going to plant at this time? What gun did they choose?
I'm skeptical that someone who's cultivated a proficient level of technical skill in a fighting game is ever going to be lacking in sense or awareness, though. It pretty much comes with the territory of experience.
True and you're not wrong and both feats are indicative of good mechanical proficiency and awareness.
That's the thing, though, I'd say shooters have a more luck based aspect to them. For example, in Siege you could be firing at someone and then accidently shoot one of their teammates through a wall and get a kill. There's arguably less luck in fighting games.
If you find someone who has never played a video game in their life and give them either counter strike or street fighter, they're very likely to struggled in both. Years of gaming experience makes it easy to forget there there actually isn't anything inherently intuitive with video games.
The key difference between fighting games and FPS games that make the latter perceived as easier is the fact that FPS games are far more abundant and they're far more likely to have pve modes. As such, people are just more likely to have experience with FPS games that make getting into more of them easier. That experience is what makes common design patterns intutive to understand.
As for fighting games, they (usually) don't actually play anything like other genres and have unique ways of doing what you would do in an action game (holding back to block, for example). This is also on top of the fact that fighting games have been niche for years and are only more recently starting to enter the mainstream. The experience that makes common fighting game design patterns intuitive to understand just doesn't yet exist for most people yet. As time goes on and fighting games get more and more popular (and we hopefully start getting good singleplayer modes), the average person will be more likely to understand how to play a fighting game.
Learning neutral[glossary.infil.net] is far more important, all the practiced combos in the world can't help you if you can't even get the first hit in.
Not really. Sure if you're playing something like cod then yeah, whoever sees who first wins. But there's a lot of shooters that aren't like that. There's games like Counter Strike or Siege where you have to learn the maps and how best to position yourself to account where you expect your opponent to be, who are all doing the same. Games like splatoon exist where players can be so fast and nimble that seeing the other player first doesn't mean you win as they can use their mobility to try to get out of the dangerous situation you tried to put them in. You also have games with slower ttks where where encountering another player really is more of an active fight.
Not true. Even top players won't know every matchup in the game. Generally the only the most popular characters are ones you specifically need to know how to fight (unless your character is just that privileged). In fact, one of the advantages to playing weaker characters is that people aren't going to know how to fight your character so you can win with knowledge checks.
Long story short… in MOBA even if you win the battle you can still lose the war.
This. And fighting games require faster reflexes.
I disagree
They both require different skills.
FPS the extra energy goes into manouvre and aiming that is not being put into the combo / special moves of a fighting game from MK to Tekken to BioFreaks - yeah I used retro as examples cos I'm cool.
So to be clear imho they both require skill not one genre over the other maybe in certain individual games pending circumstance.
-Tantive IV battlefront 2 classic. (The iconic boarding ship at the beginning of New Hope and where as a child I realised the rebels are liars and Vader is doing a pretty good job of things all things considered ).
If you want to keep your own spawn rate down you need seriouz skillz.
One person who first came upon that map in multiplayer said
'whoever designed this map is a psychopath'