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Don't think I've hated a control scheme quite as much as LP2's scheme in regard to competitive multiplayer.
Whereas I had a blast helping my buds take down a giant slug thing in the coop demo months ago, all that goes out the window when reflex is paramount and you rather not want your dodge mechanic to be a shift key command. Apparently no mapping for controls makes this a catastrophic let down for what's otherwise a neat sci-fi shooter. When RoXy was terrorizing me in a mech and all I had was cover and my wits, the game goes from frustrating to badass. Then you're fumbling with the combat roll and the much too short zipline and you're wanting to head back to coop ASAP.
The zipline is a series trademark, I understand? Making the range greater would get more enjoyability out of it, as well as usefulness.
I had a big team game and was horrified to find that friendlies appear as red markers on your radar. Jesus Christ who let that slide? I was bewildered for a bit and even after a whole match I never got used to allies being red on radar. I also played what was essentially a conquest mode and the nodes did not appear on radar. That's just bad design (and perplexing seeing as how similar spawn-point nodes do appear in the deathmatch gametype).
Overall competitive mode is a let down, and I figure coop will be the game's selling point.
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