274
Anon doesn't like snipers
(sh.itjust.works)
This is a place to share greentexts and witness the confounding life of Anon. If you're new to the Greentext community, think of it as a sort of zoo with Anon as the main attraction.
Be warned:
If you find yourself getting angry (or god forbid, agreeing) with something Anon has said, you might be doing it wrong.
What counters a sniper in the end is good map design. Basically, no matter where the sniper is, there has to be route that allows reaching him without him seeing you before you get into close enough to shoot him.
I feel like "just design the rest of the game around it, dude!" is as much a condemnation as it is a solution. Imagine if chess needed a big wall halfway through to block the queen.
It’s more like, you wouldn’t put guns in a sword fighting game unless you disadvantage them in a way to still be fair. That’s just balancing. And balancing can have a lot of different shapes and forms. Speed is one way. Works for guns in sword games (flintlock guns are naturally slow to reload so you can believably do that in a period setting) and to some extent for snipers.
Map design would just be another way of balancing. Games are always designed around their mechanics (or at least good ones are). Super Mario wouldn’t be fun if you could just fly to the end of the level. If you put obstacles in the air as well though it’s balanced again. You change the design of the level to fit the gameplay. And in a game that has a somewhat powerful sniper, you don’t design a map with an impenetrable sniper nest that can overlook the whole map.
That’s kinda what the pawns are tho
I... I really can't argue with that I guess.
Is advocating for good map design about designing the whole game around it, or is it just balancing the game?
Plus, game developers should be designing their entire game around what’s in it, that leads to balanced, cohesive games. A shooter with bad maps is a bad shooter.