Quote:
Originally Posted by ect301fps Equating an SFIII super meter to ammo is also a stretch to compare since your ammo rarely runs out in CW and could be simply equated to a generic attack rather than a tide-turning super attack. They're good articles to get into the mood of competitive gaming, but it takes some imagination to try to relate them to gunz. |
Gunz is like a really gimpy FPS and fighting game.
It's not difficult to imagine Gladiator fights as a fighting game. There's 'less' variety, if you consider just moves (although I'm sure someone could argue that void step, slash-block, etc. etc. merit consideration as separate moves), but glad fights are spacing-oriented (footsies, if you read the articles). I've never seen the top gladiators fight (the closest I've seen is Bolten, who is probably not in their league), but I am confident in saying that all of them are incredibly good at controlling space.
Hell, just the fact alone that we have to lead means that we need to cultivate a good sense of spacing. It's not just looking all pretty and shooting a bit ahead of the opponent, because if it were that simple all of us would have 10/10 aim. If you don't understand the movement pattern on a flashstep, let alone the movement pattern of your opponent's flashstep, it's that much harder to hit it. Understanding what space your opponent's character controls is important for good aim. Admittedly, the space that your weapons control is pretty trivial (what space you can see, you can control), but the threat to that space is dependent on where you're looking, how good your aim actually is, what kind of weapon you're using, etc. etc.