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1037 Views Created 2 years ago By Philipp • Updated 2 years ago

Created By Philipp • Updated 2 years ago

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Man, Arena FPS Games Are So Frustrating

Man, arena fps games are so frustrating. I can never kill anyone and the weapon I start out with freaking sucks. Everyone else is running around with rockets or that cheap laser gun and instantly kills me. I'm pretty sure most people are hacking too. Hey bud. Most would concur that the primary axiom of AFPS is that resource management is paramount to achieve success in the arena. A common error that plagues neophytes and hampers their chance of success is an overall avarice for frags, when in fact it is crucial to instead err on the side of self- preservation when deciding to engage an opponent. Thus, an overall meta of item control is established as health and armor are the only limiting factors given that both opponents are equally equipped. I think my bro has laid important groundwork with his statement but l'd be remiss if I didn't bring up movement in any capacity. Many novice players struggle finding enjoyment in AFPS because they have yet to even be exposed to such concepts as Strafe Jumping, Circle Jumping, or any other principles of air strafing derived from the design lineage of the first Quake title. While most shooters suffer from a two-demensional and aim heavy design philosophy, most AFPS games offer a third dimension as movement within itself offers something that could be perceived as a mini-game within the main game overall. You totally hit the nail on the head there boss. I would like to address another concept that may be possibly alienating fresh players, that being the weapon balance. As the years have come and gone, modern gamers have undergone a near Pavlovian level of conditioning as far as the tools of combat are concerned. One may possibly attribute this to the meteoric rise of console gaming and the often two weapon limit that their respective controllers impose, thus the limited arsenal that the player carries must also retain a sense of balance between the rest of the options. This conundrum of design is not prevalent in the realm of PC focused AFPS games, and as such a novice would be confronted with the task of internalizing a combat system employing eight or more weapons, as well as even the base execution skill floor of having keybinds committed to muscle memory. Although the myriad of options and decision-making may cause one to demur, the level of depth that such a diverse arsenal provides ensures that no two combat situations will be the same. I hope you achieve solace in the fact that everything my associates and I have explained become perfunctory in little time.
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Buff Guys Help Out Nerdy Kid

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