At the same time while some of you folks are saying that that TPS's are "suffering" from this need to remember one thing though: you can do it too.
By that I mean the idea of using the camera from behind cover to see things that are happening that your character cannot see. It is a fundamental part of the game, nay the genre, that players can do this. It is your job as the player to be vigilant about this, to be aware that people can hide behind corners to get the drop on you running by. I understand sometimes you have to play fast and loose but that's the risk you take by running down that empty hallway without throwing a grenade down it or paying attention to radar to see what enemies are close by. My point it, all the powers that people are having a hard time with, also have them, the playing field is level in that regard.
Furthermore, if you are that person who is sitting at the end of the hallway waiting to blast people, you have to remember one thing: your situational awareness is pretty much gone at that point. All you can see is really just down that hallway and maybe a little on either side of you if you are twisting the camera around and if you that, you lose sight of the hallway, the main reason you are there.
Also, while people are saying that it is "unrealistic" to able to do that, remember that when you stacked up against the wall someone can come from what is directly in front of your character but you cannot see them as your camera is facing down wherever you are going. Someone is essentially sneaking up on you while your character is directly facing them. Now tell me that ain't goofy.
What? But this isn't a balance thread. Actually, sure, since you like talking about balance so much, let's talk about it from a balance perspective. (as ridiculous as it is to argue about balancing a whole genre, I am here to entertain)
My point it, all the powers that people are having a hard time with, also have them, the playing field is level in that regard.
The "but anybody can do it, and you can do it too, so it's balanced" point is moot. If a fighter had a light punch that did 100% damage, and everybody could choose him, I GUESS it would be balanced, but it would also be broken, wouldn't it? That's why some fighting games have characters that are banned. They're just no fun. Hallway camping isn't fun, and to the person being dealt the insta-headshot, it's pretty OP. Spare me your "Play to Win" mantra, I'd rather play to win in a game that's fun to play first.
If you're playing a team game, you're likely have a battle line. A sniper for instance, would have the assurance that he can snipe from a tall forward position, given that he knows his teammates are at the correct positions as well, forming a line in which the enemy is unlikely to be able to flank without directly engaging your allies. This doesn't happen in COD because you respawn in random areas of the map, mind you, but otherwise I see this occurring a lot in games.
So far, this is fine in either FPS or TPS. The problem with TPS however, is that snipers are formed in these battle lines from simple hallways... without even requiring a sniper rifle. You're arguing that your situational awareness is lower when you're camping a hallway, but with good teamwork, you can effectively eliminate the enemy's movement into one area (your hallway), risk free. Let's not forget how long these hallways can get! With the right hallway length, a hallway camper could probably just keep one eye out for his next catch to come by, and pop out whenever he wants. A hallway camper gets about 4 seconds to react, a hallway runner gets a fraction of a second until he is headshotted. Theoretically, you cannot take out the hallway camper risk-free. If you try to throw a grenade, not only is he at option to shoot you first, you've also risked a whole grenade on the fact that he might not even be there. This paragraph is hard to argue concretely, seeing that many different variations of the theoretical hallway could exist. He could be sitting next to a laundry chute that an enemy could drop a grenade in, or he could have his back completely walled off. So wait, maybe it is the mapmaker's responsiblity to ensure that no hallway is OP. And generally, every TPS has its hallways and campers.
I just don't see how you can argue hallway camping to have large disadvantages. What's better? Camping in a first person shooter, which is likely in the corner of a room, or camping in a third person shooter, against a hallway where you can peek risk-free? Which one do YOU think has better situational awareness?
you have to remember one thing: your situational awareness is pretty much gone at that point. All you can see is really just down that hallway and maybe a little on either side of you if you are twisting the camera around
Now I might be a big meanie by taking your quote quite possibly out of context here, but my opinion stands that hallway camping is an unholy artifact created by TPS's that FPS's do not have. All forms of camping inherently have their disadvantages, but hallway camping has more advantages than regular forms of camping.
Sure, the playing field is level, but it still sucks that peeking over corners is a risk-free action. I'm not claiming that it's imbalanced. I'm saying it's lame. You say it's a fundamental part of the game, I say games can change.
Also, while people are saying that it is "unrealistic" to able to do that, remember that when you stacked up against the wall someone can come from what is directly in front of your character but you cannot see them as your camera is facing down wherever you are going. Someone is essentially sneaking up on you while your character is directly facing them. Now tell me that ain't goofy.
It sure is goofy now that you mention it, but it ain't a broken tactic. It's a third person shooter issue that I can concede on and do not care to argue about. It seems that you were trying to use the "If Goofy X is OK, then Goofy Y must also be OK!" argument, but it doesn't hold here because it has little relevance. You can fix third person camera awareness, with character-restricted awareness, but you can't so easily fix it the other way around.
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