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This means that waiting for an enemy to stop running around so you can get an accurate headshot is a good strategy but isn't fun at all. The area-based damage means you can't predict how much damage to dish out to an enemy when trying to hit them accurately. Since most shots hit in the upper torso, the number of shots to kill an NPC can't be predicted since a lot hit the arms/hands. NPCs have area-based damage (getting shot in the head does more damage but hands/arms do considerably less damage).NPCs have no hitboxes and instead use per-polygon collision (further exacerbating the above issues).īecause of the slow projectiles and bad collision mechanics, getting close is needed to reliably hit them which puts you in more danger.Projectiles have no hitboxes and only hit directly at their center.I've found a number of issues with gunplay that, when combined, make for an increasingly terrible experience: In Jedi Oucast, the gunplay and combat design is so bad that the saber basically has to come to the rescue later in the campaign. The original Jedi Knight had great gunplay which was only enhanced by the saber and force powers. I think that this is what makes this game so frustrating.
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