Whatever they decide to do in the future, just give me more Sherry. That's all I'm asking.
Dont know what verision of re4 and 5 you played. There was never a shortage of ammo when I played. of course it doesn't excuse them for making artificial difficulty by making ammo more scare in a game more action oriented then re5.
If I played through the demo with the ammo scarecity of Resident Evil 1 or 2 I'd be very very upset. Guess ill wait to torrent before buying =(
One of the things I remember most vividly from my first RE4 playthrough is how much I sometimes struggled because I had no ammo/healing during certain parts.
That aside, my bro and I didn't have ammo problems as we actually preferred to melee the crap out of the mooks for fun.
When we got to bosses and bigger enemies we could easily light them up.
Also having drop rate increase unlocked and equipped at nearly all times might have helped too. Not sure if people bothered to do that but I did find enemies to be dropping ammo rather often like this.
And hell, on the Ada scenario I remember having to toss out 'nades to hold more ammo because I had so much ammo (and I never really used any grenades the whole game other than the occasional Flash Grenade)
I had the same experience. I constantly had to throw things away because I had so much ammo. Then again, I also melee'd things to death. I found it far more superior than shooting everything, personally, especially with increased melee damage equipped. Sometimes I'd shoot something to stun it and make it more vulnerable to melee attacks, but that's it.
This game is deceptive because while melee was effective in RE4 and 5, it's really fucking effective in 6. In 6 it feels like your bullets do nothing (combined with the post RE4 mistake of FUCKING UP HEADSHOTS (seriously Capcom, how do you do that?)), and generally common sense dictates when you're getting shot at to duck and cover, not run at the guys shooting you to punch them in the face.
I was trying to do the old trick of shooting bitches in the legs and then QTE owning them. But with the dodge mechanics in place you can pretty much just dance around bitches and slap them. The problem is the game needs to be played in pretty specific ways and the game nor Capcom knew it and so they didn't tell you about it.
You can shoot them in the legs and then QTE own them.
You can also stealth kill (I know that sounds weird but trust me) and you can combo them... the melee in 6 is freakin' amazing and I highly suggest you play around with it. So fun.
Also, guns are highly effective with well-placed headshots. Even with melee bonuses equipped (and nothing for firearm damage) sometimes blasting dudes in the face was just the best way to go. I imagine that if we had gun bonuses on we'd have been wrecking hardcore with guns too. Melee is just more fun though.
Nah son I disagree. I never had issues with ammo/healing items in 4 or 5. Any difficulty I had in the games was as a result of that particular spot being difficult by design. Not being given the illusion of difficulty by lack of items. If the amount of ammo/items in 4 or 5 were in RE6 you would steamroll the game in an hour and a half. I found the plot and dialogue in both 4/5 to be much better than in 6. My point is with RE6 the only difficulty stems from a deliberate shortage of critical items, not from actual enemy/scenario difficulty. Which imo is a cheap way to go. It's lazy.
Well, I and at least two others on this page didn't have ammo problems.
I don't know what to tell you, maybe you need to backflip kick more J'avos or something.
I didn't figure the enhanced melee was there for no reason at all. Ignoring mechanics ain't the way to go.
I also came to the conclusion you and I have the longest titles on the site. But I miss your Luda picture.
I was basically saying that I was using the shoot in the leg then QTE when I started, but eventually I just opted for full out brawl style fights with occasional gun play when shit got annoying (or I had excess ammo to play with). Most of the time in Sherry's campaign I was rocking the stun rod and whacking shit in the face. I started to really like the game once I stopped being a pussy (because that's what RE has so far trained players to be).
Essentially RE6 can be (and I think has to be) played differently than 5 or 4 which is why people complain about it. The main problem is even though headshots are damaging, they still punish you with extra forms/mutations after killing them and dealing with them can be a pain (this also applies to most limbs), they also have that cocoon shit that makes them stronger in that area. To me it feels like the enemy design is the worst part because it can be so random and inconsistent, I like that you have better options to deal with everything but in general if it were more consistent when using either approach it would be better. But I've only played Sherry's campaign and a few parts of Chris so if there are ways to make enemy encounters more consistent I don't know about it.
I still like the game, but it's not hard to see why this version isn't as well received as 4 or 5 (which were far more consistent enemy wise, more so in 4). The controls are better in 6 when you get used to them, but I really think RE lives or dies on enemy design.
My guess would be that it was a result of the game never really taking much of a step forward. Let's face it, people expected really big things from this game. And in most cases they felt let down with the end product. It ended up being a more action packed reskin of RE5 with less ammo and forced h2h confrontations.
Oh, it definitely doesn't "have to be" played differently. My brother in law never really tried the melee before I went and played it with him.
It was actually me opening his eyes to the awesomeness of it that had us rocking shit left and right just completely breaking the game with punches and kicks.
The game can be played typical pussy style or you can run in there and do work. The skill system allows you to do things however you want. Just gotta be smart about your equip sets.
I'm going to guess that anyone here who had problems with the game likely only had 1 skillset and never actually toyed with incorporating both melee and gunplay into their style (which they also wanted you to do in 5 btw). I highly doubt there'll be even a single exception.
No, you fool. Read Elcura's post.
Playing it normally is where most of the problems arise, well, not that so much as the lack of h2h training the game gives which later forces people into situations they aren't ready for. Playing normally gets you so far until you run out of ammo, then most people are left feeling uncomfortable as they have to start meleeing shit.
RE has classically never relied on melee attacks until 4, which they were commonly only effective when doing the QTE attacks. 5 increased the need and use, but still never really trained people for it despite moving even further in that direction. Then we have RE6, which is even more melee friendly and even more effective, but you come from RE5 where your frame of mind is set and nothing really explains to you the need to melee. The lack of ammo is a huge hint, but without proper training and instruction you're just left kinda in the dark.
Like I can hang back and pop headshots all day which is what I usually did if I wasn't doing shot > QTE, but mutations and enemy durability would usually win over what ammo I had. Melee at first is difficult but then you get good (and it feels sick) so you do it more and more until you notice that splitting between highly effective melee and guns is the best way to play, well, at least for me it was. Then ammo isn't a problem and you can start using guns when you need to use guns.
edit: I do agree with Brill that being forced into melee isn't ideal. People should be allowed to fully play whatever style they want, but RE6 doesn't easily allow for this. Personally I don't mind, since melee in this game is more fun so it worked out, but I get why other people would be turned off by that.