[font size=1" color="#FF0000]LAST EDITED ON Jan-29-03 AT 06:09AM (GMT)[p]>OK, I'm finally back for more.
>Nothing like stirring up an
>old argument :p
>
>(I won't answer Roshambo unless he
>quits using the cheap personal
>attacks, though.)
I wonder why I even bother replying since you've obviously not achieved any more wits and intelligence.
>I'm not looking for realism, I'm
>looking for immersion. It's not
>quite the same.
And the above lie isn't quite the same load of shit you shoveled in your first post here. Go back and read it in case your experience isn't the only thing lacking and your memory is suffering as well. The post is still there, for fuck's sake. It doesn't take THAT much effort to avoid looking as stupid as you've just managed.
>(no offense to people who
>have experienced combat
Which, I would lay good money, excludes you.
>Do you know how hard it
>is to shoot a moving
>guy in the eyes? I
>can only imagine.
Yes, you can only imagine, much like the rest of your vapid arguments here. You have little to no clue about what you're attempting to blather on about. If you have sufficient skill, getting a targeted shot like that is incredibly easy, yet not at point blank. I'll explain later on, again, despite the fact that I've pointed out the facts of close range combat involving guns a number of times already.
>My complaint is that the
>designers set an arbitrary limit
>to how often you can
>hit. I don't see why
>a master marksman should miss
>5 % of the time,
>even when firing at an
>immobile target at point blank.
Mostly, it is to account for a variety of possible factors that couldn't plausibly be implemented. Something else could be interfering with the shot, or any number of things.
Again, you're wanting to take an already cheap mode of gameplay (leg shots to drop, eye/head shots to kill) into an even MORE cheap method of gameplay.
There's something called GAME BALANCE. Learn what it means, Captain Clueless. I would appreciate it if you put some effort of thinking before you post again. Others would be appreciative if you had some clue about the design of Fallout as well.
>Nothing like stirring up an
>old argument :p
>
>(I won't answer Roshambo unless he
>quits using the cheap personal
>attacks, though.)
I wonder why I even bother replying since you've obviously not achieved any more wits and intelligence.
>I'm not looking for realism, I'm
>looking for immersion. It's not
>quite the same.
And the above lie isn't quite the same load of shit you shoveled in your first post here. Go back and read it in case your experience isn't the only thing lacking and your memory is suffering as well. The post is still there, for fuck's sake. It doesn't take THAT much effort to avoid looking as stupid as you've just managed.
>(no offense to people who
>have experienced combat
Which, I would lay good money, excludes you.
>Do you know how hard it
>is to shoot a moving
>guy in the eyes? I
>can only imagine.
Yes, you can only imagine, much like the rest of your vapid arguments here. You have little to no clue about what you're attempting to blather on about. If you have sufficient skill, getting a targeted shot like that is incredibly easy, yet not at point blank. I'll explain later on, again, despite the fact that I've pointed out the facts of close range combat involving guns a number of times already.
>My complaint is that the
>designers set an arbitrary limit
>to how often you can
>hit. I don't see why
>a master marksman should miss
>5 % of the time,
>even when firing at an
>immobile target at point blank.
Mostly, it is to account for a variety of possible factors that couldn't plausibly be implemented. Something else could be interfering with the shot, or any number of things.
Again, you're wanting to take an already cheap mode of gameplay (leg shots to drop, eye/head shots to kill) into an even MORE cheap method of gameplay.
There's something called GAME BALANCE. Learn what it means, Captain Clueless. I would appreciate it if you put some effort of thinking before you post again. Others would be appreciative if you had some clue about the design of Fallout as well.