I used to have a buddy that was huge into competitive Quake. He had incredible scripts and binds for each of his weapons. Like as soon as he pressed the F key, he'd equip his shotgun with a custom FOV and mouse sensitivity. On release it would switch back to the weapon and settings he had previously.
I'm not saying Bulletstorm needs this level of configuration options. I'm just saying that more options, especially something as simple as a key binding for individual weapon slots, is something that PC gamers expect. I don't think that kind of expectation is unreasonable, either and criticism on this is completely valid.
Can't you just change some settings in the .ini to bind them to different keys? It's slightly more out of the way than an in-game option, but changing ini settings is something you expect with every PC game.
I used to have a buddy that was huge into competitive Quake. He had incredible scripts and binds for each of his weapons. Like as soon as he pressed the F key, he'd equip his shotgun with a custom FOV and mouse sensitivity. On release it would switch back to the weapon and settings he had previously.
I'm not saying Bulletstorm needs this level of configuration options. I'm just saying that more options, especially something as simple as a key binding for individual weapon slots, is something that PC gamers expect. I don't think that kind of expectation is unreasonable, either and criticism on this is completely valid.
Can't you just change some settings in the .ini to bind them to different keys? It's slightly more out of the way than an in-game option, but changing ini settings is something you expect with every PC game.
Changing .ini files is meh.
Now, if they'd offered me a console and a proper .cfg file, I'd be a happy camper. I'd have gotten more enjoyment out of the game if I could /cg_damagedraw 0, cg_runpitch 0, and cg_runroll 0. But I think that about every fps I play. O_o
And I also use many scripts when I play Quake. They're not that hard to do; you can make them up yourself and it's fun. They make the game so much more fun to play.
I used to have a buddy that was huge into competitive Quake. He had incredible scripts and binds for each of his weapons. Like as soon as he pressed the F key, he'd equip his shotgun with a custom FOV and mouse sensitivity. On release it would switch back to the weapon and settings he had previously.
I'm not saying Bulletstorm needs this level of configuration options. I'm just saying that more options, especially something as simple as a key binding for individual weapon slots, is something that PC gamers expect. I don't think that kind of expectation is unreasonable, either and criticism on this is completely valid.
Can't you just change some settings in the .ini to bind them to different keys? It's slightly more out of the way than an in-game option, but changing ini settings is something you expect with every PC game.
Wait what. Hand editing text files to change controls is not the norm. You have been able to re-bind stuff in-game since 1996.
Just wanted to pop my head in here and say that the campaign is some of the best, most ridiculous writing and action and.. Just.. Everything I've ever played. And it's amazing. I'm halfway through Act 1 or Chapter 1 or something. I dunno. Just went into a mine. But yea, it's ridiculous.
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Nova_CI have the needThe need for speedRegistered Userregular
edited March 2011
For people on PC who are having performance issues, I had some framerate lag spikes until I went into the .ini files and turned off the enforced framerate (bsmoothframerate or something). Now it's always smooth as glass (Radeon 5850).
EDIT: After listening to her ridiculous lines in this game I think I'm in love with Jennifer Hale.
I'll give the game the train segment for sure. That was fun. I'd hoped the robot monster segment would be as fun, but on Very Hard I kept getting 2 things: 1, all the enemies would shoot through it and hit me, so I had to stay behind cover, but when I did the robot would turn around, making it hard to figure out where it would actually shoot, and 2, the game kept spawning invincible gyrocopters.
The helicopter gun turret segment was surprisingly easy; usually those things are terribly balanced for harder difficulties.
And that one fight in a lobby toward the end of the game, where it spawned like 4 minibosses in a row. That was good times.
I used to have a buddy that was huge into competitive Quake. He had incredible scripts and binds for each of his weapons. Like as soon as he pressed the F key, he'd equip his shotgun with a custom FOV and mouse sensitivity. On release it would switch back to the weapon and settings he had previously.
I'm not saying Bulletstorm needs this level of configuration options. I'm just saying that more options, especially something as simple as a key binding for individual weapon slots, is something that PC gamers expect. I don't think that kind of expectation is unreasonable, either and criticism on this is completely valid.
Can't you just change some settings in the .ini to bind them to different keys? It's slightly more out of the way than an in-game option, but changing ini settings is something you expect with every PC game.
Wait what. Hand editing text files to change controls is not the norm. You have been able to re-bind stuff in-game since 1996.
It's not the norm, but it's a bit silly to complain about changing controls (that most people prefer) in an ini... when you are going to be changing other things in those files anyway.
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DrakeEdgelord TrashBelow the ecliptic plane.Registered Userregular
I used to have a buddy that was huge into competitive Quake. He had incredible scripts and binds for each of his weapons. Like as soon as he pressed the F key, he'd equip his shotgun with a custom FOV and mouse sensitivity. On release it would switch back to the weapon and settings he had previously.
I'm not saying Bulletstorm needs this level of configuration options. I'm just saying that more options, especially something as simple as a key binding for individual weapon slots, is something that PC gamers expect. I don't think that kind of expectation is unreasonable, either and criticism on this is completely valid.
Can't you just change some settings in the .ini to bind them to different keys? It's slightly more out of the way than an in-game option, but changing ini settings is something you expect with every PC game.
Wait what. Hand editing text files to change controls is not the norm. You have been able to re-bind stuff in-game since 1996.
It's not the norm, but it's a bit silly to complain about changing controls (that most people prefer) in an ini... when you are going to be changing other things in those files anyway.
Most of those things could use a checkbox or two in a menu too.
I used to have a buddy that was huge into competitive Quake. He had incredible scripts and binds for each of his weapons. Like as soon as he pressed the F key, he'd equip his shotgun with a custom FOV and mouse sensitivity. On release it would switch back to the weapon and settings he had previously.
I'm not saying Bulletstorm needs this level of configuration options. I'm just saying that more options, especially something as simple as a key binding for individual weapon slots, is something that PC gamers expect. I don't think that kind of expectation is unreasonable, either and criticism on this is completely valid.
Can't you just change some settings in the .ini to bind them to different keys? It's slightly more out of the way than an in-game option, but changing ini settings is something you expect with every PC game.
Wait what. Hand editing text files to change controls is not the norm. You have been able to re-bind stuff in-game since 1996.
It's not the norm, but it's a bit silly to complain about changing controls (that most people prefer) in an ini... when you are going to be changing other things in those files anyway.
Most of those things could use a checkbox or two in a menu too.
Yeah, why the fuck should we have to go change shit in the .ini file? why isn't there an advanced menu for that crap? This is not some obscure phenomenon, this is the developers being morons or lazy morons. Just another goddamn symptom of consoleportitus. Shit like this makes me want to headbutt kittens.
Wait, what? Jennifer Hale? Steven Blum? Are there like only one set of voice actors in the video game industry? I don't have a problem with either, Blum always sounds like he's had a bottle of whiskey (I swear the whole building shakes when I turn up the base on his lines), but it's just, always, always the same people.
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surrealitychecklonely, but not unloveddreaming of faulty keys and latchesRegistered Userregular
edited March 2011
There is no reason not to have added options. People who care will be pleased and people who don't care won't deal with those options.
It's obviously just not worth the hassle for these companies, one assumes.
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Nova_CI have the needThe need for speedRegistered Userregular
Wait, what? Jennifer Hale? Steven Blum? Are there like only one set of voice actors in the video game industry? I don't have a problem with either, Blum always sounds like he's had a bottle of whiskey (I swear the whole building shakes when I turn up the base on his lines), but it's just, always, always the same people.
It could be that hiring people that are known for doing voice work in games is desirable, but I imagine that it has more to do with contractual or financial reasons than anything. Perhaps Blum and/or Hale have deals with the studios that do the voice work.
Might I suggest a group name along the lines of 'The Intellectual Gentleman's Repository For All Matters Pertaining To The Subject Of Bullets, And The Storms That Ensue Thusly'.
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surrealitychecklonely, but not unloveddreaming of faulty keys and latchesRegistered Userregular
edited March 2011
The Intellectual Gentleman's Repository For All Matters Pertaining To The Subject Of Bullets, And The Storms That Thusly Ensue
Wait, what? Jennifer Hale? Steven Blum? Are there like only one set of voice actors in the video game industry? I don't have a problem with either, Blum always sounds like he's had a bottle of whiskey (I swear the whole building shakes when I turn up the base on his lines), but it's just, always, always the same people.
Just be glad they're hiring actual voice actors instead of celebrities.
Cherrn on
All creature will die and all the things will be broken. That's the law of samurai.
Is it just me or are the leaderboards totally jacked in this game? I have all of the Echo achievements but it doesn't even show I played the Park echo, and when I went back and got 17k on Collapsed Building it didn't update my previous score. A couple of the other ones still show 2 star scores even though I have 3 stars on all of them.
Is it just me or are the leaderboards totally jacked in this game? I have all of the Echo achievements but it doesn't even show I played the Park echo, and when I went back and got 17k on Collapsed Building it didn't update my previous score. A couple of the other ones still show 2 star scores even though I have 3 stars on all of them.
No, it happened to everyone I know at one point or another. I usually exit to the echo menu from the end of level screen and either reload and replay the level again or start up a different one.
It might take a run or two, but you should see the missing score load up eventually.
You have to go back and replay the level and finish it with a lower score. It'll auto-synch your local scores with the leaderboard if you do that.
Make sure the score is lower than your one that didn't display though, because if it's higher it'll update to your older score and your newest, higher one won't display.
You have to go back and replay the level and finish it with a lower score. It'll auto-synch your local scores with the leaderboard if you do that.
Make sure the score is lower than your one that didn't display though, because if it's higher it'll update to your older score and your newest, higher one won't display.
Haha really? I wonder if I can just load it up and die or quit the Echo to accomplish the same thing.
The number of times this has happened to you is a bit above average. I've only had it happen once in the demo, and two times in the full game (I've done a lot of Echo mode too)... then again I could just be lucky.
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Ginger MijangoDon't you open thatTrap Door!Registered Userregular
edited March 2011
Managing to crawl my ass up the global leaderboards (13 now). Getting a lot of enjoyment out of Echoes mode, haven't had a chance to play Anarchy beyond single player yet, mainly because the matchmaking FINDS FUCKING NO ONE, Pile of ass!
This game is all kinds of awesome. If I'm allowed a single complaint, though, it would be that it's a bit too easy. I'm playing it on the hardest difficulty, and the only times I died during the first chapter were when I'd have to complete entire sections using only a mini-gun or something, and I couldn't move faster than a crawl or take cover. So even then, it only felt "artificially difficult", you know what I'm saying?
Maybe it gets harder later? I dunno.
At any rate, Bulletstorm is both fun and gorgeous.
This game is all kinds of awesome. If I'm allowed a single complaint, though, it would be that it's a bit too easy. I'm playing it on the hardest difficulty, and the only times I died during the first chapter were when I'd have to complete entire sections using only a mini-gun or something, and I couldn't move faster than a crawl or take cover. So even then, it only felt "artificially difficult", you know what I'm saying?
Maybe it gets harder later? I dunno.
At any rate, Bulletstorm is both fun and gorgeous.
It gets harder in later chapters. It also depends on how conservative you are. If you constantly hide and don't peek out much, then yeah, you're not going to get much in the way of difficulty.
I'm on Act 4 now, and it's still pretty easy. I probably am a pretty "conservative player" by Bulletstorm's standards, but the game does a decent enough job of forcing me to mix it up. Most of the bad guys are a lot easier to kill with a quick Leash / Kick than with the Peacemaker, for example. Against those agile guys, I slide in with that three-barreled shotgun, or use the sniper rifle. Most of the difficulty I've run into has been pretty artificial though, like the "stand in one spot with a mini-gun while waves of enemies advance", or ...
When I had to control that giant robot? That scene was awesome, except for the very end, when the choppers came in. I never died, but it was amazingly tedious, ducking in and out of cover, trying to get the robot to attack them. I had to eventually run up and get right beneath them so the monster wasn't getting in the way of my goddamn targeting lazer. Again, I didn't die or anything -- it was just frustrating. Artificial difficulty all up ins.
I guess I'm finding it easy because enemies don't pursue me; if I pop back behind cover when I'm bloodied, nobody rushes in for the kill. And when I Leash an enemy towards me, it kind of feels like enemies stop firing at me so I can pull off the combo. Don't get me wrong - I'm having a fucking blast with Bulletstorm; I just expected the hardest difficulty to be ... hard?
see you haven't hit the part that I found hardest on Very Hard yet
patience, my son
Right on.
Also, I had no idea Jennifer Hale was in this. Somebody needs to copy in some of her lines from Bullestorm over to a Mass Effect video; I'd love to hear FemShep tell a Batarian he, "reeks like a sun-baked asshole".
I think this is the one game where the sniper rifle isn't my favorite weapon. Not that it's bad, it just doesn't seem as fun as other guns. The parts where you have to use it are kind of tedious.
I think this is the one game where the sniper rifle isn't my favorite weapon. Not that it's bad, it just doesn't seem as fun as other guns. The parts where you have to use it are kind of tedious.
Pistol though? All over that one.
See I loved the sniper sections, my only problem with it was that points scoring during those sections went down because outside of a headjob or premie it was harder to get a good cha ching. Also bullet locking is weird, like you'd lose communication with it right in front of an enemie and miss. This is especially sucky for the alt fire.
Preacher on
I would like some money because these are artisanal nuggets of wisdom philistine.
I think this is the one game where the sniper rifle isn't my favorite weapon. Not that it's bad, it just doesn't seem as fun as other guns. The parts where you have to use it are kind of tedious.
Pistol though? All over that one.
I like the sniper rifle, but it's pretty flawed. The radio-controlled bullet is a neat concept, but the shot "fails" if you try to move more than a few inches away from your target. Like, I fired at a guy earlier, and noticed there was a red barrel just behind his leg, so as he dove out of the way, I steered the bullet toward the barrel. Unfortunately, the bullet just disappeared before it could hit and cause an explosion.
I think this is the one game where the sniper rifle isn't my favorite weapon. Not that it's bad, it just doesn't seem as fun as other guns. The parts where you have to use it are kind of tedious.
Pistol though? All over that one.
See I loved the sniper sections, my only problem with it was that points scoring during those sections went down because outside of a headjob or premie it was harder to get a good cha ching. Also bullet locking is weird, like you'd lose communication with it right in front of an enemie and miss. This is especially sucky for the alt fire.
Yeah, I understand they couldn't just let you drive a bullet all over the place, but having it disappear inches from a dude standing right next to the guy I was aiming for is irritating.
I guess I'm judging it from a "I'd rather be sliding and shooting and leashing" perspective. It would be cool in other games but in this one it just feels slow.
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Actually, on second thoughts it might make it even more awesome.
pleasepaypreacher.net
Can't you just change some settings in the .ini to bind them to different keys? It's slightly more out of the way than an in-game option, but changing ini settings is something you expect with every PC game.
Changing .ini files is meh.
Now, if they'd offered me a console and a proper .cfg file, I'd be a happy camper. I'd have gotten more enjoyment out of the game if I could /cg_damagedraw 0, cg_runpitch 0, and cg_runroll 0. But I think that about every fps I play. O_o
And I also use many scripts when I play Quake. They're not that hard to do; you can make them up yourself and it's fun. They make the game so much more fun to play.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
Wait what. Hand editing text files to change controls is not the norm. You have been able to re-bind stuff in-game since 1996.
EDIT: After listening to her ridiculous lines in this game I think I'm in love with Jennifer Hale.
The helicopter gun turret segment was surprisingly easy; usually those things are terribly balanced for harder difficulties.
And that one fight in a lobby toward the end of the game, where it spawned like 4 minibosses in a row. That was good times.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
It's not the norm, but it's a bit silly to complain about changing controls (that most people prefer) in an ini... when you are going to be changing other things in those files anyway.
Most of those things could use a checkbox or two in a menu too.
Yeah, why the fuck should we have to go change shit in the .ini file? why isn't there an advanced menu for that crap? This is not some obscure phenomenon, this is the developers being morons or lazy morons. Just another goddamn symptom of consoleportitus. Shit like this makes me want to headbutt kittens.
Currently playing: GW2 and TSW
It's obviously just not worth the hassle for these companies, one assumes.
It could be that hiring people that are known for doing voice work in games is desirable, but I imagine that it has more to do with contractual or financial reasons than anything. Perhaps Blum and/or Hale have deals with the studios that do the voice work.
fixed for stuff
Just be glad they're hiring actual voice actors instead of celebrities.
I wanted to avoid the alliteration on 'that thusly', because alliteration is a douche.
It might take a run or two, but you should see the missing score load up eventually.
Man Marina is the hardest fucking solo echo, so little enemies.
pleasepaypreacher.net
Make sure the score is lower than your one that didn't display though, because if it's higher it'll update to your older score and your newest, higher one won't display.
Haha really? I wonder if I can just load it up and die or quit the Echo to accomplish the same thing.
The number of times this has happened to you is a bit above average. I've only had it happen once in the demo, and two times in the full game (I've done a lot of Echo mode too)... then again I could just be lucky.
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Maybe it gets harder later? I dunno.
At any rate, Bulletstorm is both fun and gorgeous.
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I guess I'm finding it easy because enemies don't pursue me; if I pop back behind cover when I'm bloodied, nobody rushes in for the kill. And when I Leash an enemy towards me, it kind of feels like enemies stop firing at me so I can pull off the combo. Don't get me wrong - I'm having a fucking blast with Bulletstorm; I just expected the hardest difficulty to be ... hard?
patience, my son
Right on.
Also, I had no idea Jennifer Hale was in this. Somebody needs to copy in some of her lines from Bullestorm over to a Mass Effect video; I'd love to hear FemShep tell a Batarian he, "reeks like a sun-baked asshole".
I had no problem until I hit chapter 6. There is a specific room that is almost like a fucking boss rush in intensity and difficulty.
Pistol though? All over that one.
See I loved the sniper sections, my only problem with it was that points scoring during those sections went down because outside of a headjob or premie it was harder to get a good cha ching. Also bullet locking is weird, like you'd lose communication with it right in front of an enemie and miss. This is especially sucky for the alt fire.
pleasepaypreacher.net
I like the sniper rifle, but it's pretty flawed. The radio-controlled bullet is a neat concept, but the shot "fails" if you try to move more than a few inches away from your target. Like, I fired at a guy earlier, and noticed there was a red barrel just behind his leg, so as he dove out of the way, I steered the bullet toward the barrel. Unfortunately, the bullet just disappeared before it could hit and cause an explosion.
That's ... pretty dumb.
Yeah, I understand they couldn't just let you drive a bullet all over the place, but having it disappear inches from a dude standing right next to the guy I was aiming for is irritating.
I guess I'm judging it from a "I'd rather be sliding and shooting and leashing" perspective. It would be cool in other games but in this one it just feels slow.