2 ms·
Every video game played at the highest levels tends to have this kind of weird execution barrier. Coming from CS mechanics to my current favorite of Planetside
by syntheweave 4y ago
Every video game played at the highest levels tends to have this kind of weird execution barrier. Coming from CS mechanics to my current favorite of Planetside 2, I had to learn that movement meta wasn't so important, burst and range was. The automatic guns reset their bloom in durations of just a few frames, so if you are doing it right it doesn't actually look like you let go of the trigger, which is absolutely baffling if you are used to CS burst/tap and spread patterns. And all the guns are projectile based with unrealistically slow bullets which adds some unintuitive target leading and situational preferences based on whether you need faster bullets and sprint-to-ADS times or slow but powerful at range.
And when you get to learning those parts of the game, you always end up sitting down and drilling a small part of the technique for hours over the course of a few sessions, because that's the only way to get the right muscle memory.
It's unavoidable wherever games are doing abstract things: mouse/stick/button inputs are meaningful because of the context, not because they are the actual action being performed.
When I want a game that feels fully connected, I play pinball. Virtual games get close(and work great on a phone) but real ones let you nudge the machine finely.