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  1. #7
    Jona's Avatar I can be mean.

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    I totally see where you're coming from, especially given how fgunz often revolves around large scale TDMs and AnDs. But let's not lose sight of the fact that gunz isn't all about those big battles.. it's a game with many faces, appealing to the solitary duelist as well as the team player. While the charged massive might not be the main event in those large battles or duel rooms, it's still a part of the game's tactical toolkit. It's not just about knowing which buttons to push, it's about feeling the rhythm of the game and internalizing that beat.. introduce a timer, and you risk muting that rhythm, that gunz vibe. About the clutter, yeah, there's a lot happening on the screen in those big rooms, but isn't that all the more reason to be wary of adding even more? Each addition chips away at that sleek, minimalist aesthetic. Too much clutter and the game starts feeling less like a high-octane duel and more like a glorified spreadsheet.. and about the dance, it might sound a bit silly to talk about dashing around with a massive as a dance, but isn't that exactly what a seasoned gunz player does? They take the game's mechanics and weave them into this kind of ballet of feints, dodges, and perfectly timed attacks. The intuition, the understanding of timing, that's all part of the dance, and a massive timer could undermine that. So yeah, a QOL change for charged massives might make things easier for newbies, but again, gunz isn't just about being easy, it's about depth, reward, and rhythm. That's the rhythm we might be risking with changes like this one. But hey, that's the beauty of these discussions, right? We're all here because we love the game and want to see it thrive. Let's keep improving it, but in a way that amplifies its unique rhythm, not water it down.

  2. The following user said thank you to Jona for this useful post:

    Menotso (07-20-2023)

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