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PostPosted: Feb 17, 2012 23:04 
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Archelon wrote:
Speaking of Revelations, if RE6 uses a similar control scheme, I hope they separate the knife from the grenades this time. I like finally having a dedicated secondary weapon button, but I think it would be preferable if it isn't shared by both grenades and the knife.


Like the defense mechanic in REmake?
would be awesome in my opinion.


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PostPosted: Feb 17, 2012 23:44 
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Jill Sandwich
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That's not quite what I meant.

I just mean that you have one button for the knife, and one button for the various grenade types. You press the knife button to slash your knife, the grenade button to throw a grenade.


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PostPosted: Feb 18, 2012 3:23 
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Oh, well yea that would be cool!
especially giving more room to hold items, healths & key items :]


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PostPosted: Feb 18, 2012 15:24 
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Yea I hated wanting to knife a crate and accidentally chugging out a grenade instead or mashing on left to cycle through subweapons trying to get my knife while an enemy is on the floor and I want to get my free hits in to conserve ammo.

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PostPosted: Feb 19, 2012 15:31 
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Another thing I hope they change from Revelations (and Resident Evil 5, for that matter) is the laser sight dot. In Resident Evil 4, the dot would disappear once you killed an enemy, so you had a visual confirmation that their HP had been depleted before they fall to the ground and dissolve. That way you wouldn't waste ammo by still shooting an enemy that was already dead.

I could never understand why, but they didn't bother with this little detail in Resident Evil 5, and it's even more pronounced in Revelations, where the death animations for the Ooze aren't nearly as pronounced or obvious as those of the Ganado and Majini. And if you have more than one enemy lined up behind one another, if you're still shooting while the enemy in front is dying, you're wasting ammunition, because the bullets won't register hitting the enemy behind the one taking its time going through its dying animation. Even though you're not actually hitting the dying enemy, it still registers as a hit (though I assume this isn't a problem if you have piercing upgrades equipped on your weapon).


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PostPosted: Feb 19, 2012 15:54 
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That was never a problem for me in RE5 because it was easy to tell when an enemy died. But I agree in Rev its a pain because the ooze take a moment to start their melting animation and indeed block shots from hitting other enemies. But I've gotten better at telling when an ooze is dead so I can stop firing.

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PostPosted: Feb 19, 2012 15:59 
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Jill Sandwich
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It was never much of an issue in RE5 for me, either. It just always struck me as an odd oversight.


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PostPosted: Feb 20, 2012 3:09 
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Some of you will hate me for this but i actually wouldn't mind the First Person View to be back for RE6, it will be optional so it shouldn't be a problem.

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PostPosted: Feb 20, 2012 3:44 
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Vito wrote:
Some of you will hate me for this but i actually wouldn't mind the First Person View to be back for RE6, it will be optional so it shouldn't be a problem.


As long as it is optional fine. I always prefer over the shoulder perspective though


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PostPosted: Feb 20, 2012 13:09 
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Jill Sandwich
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Vito wrote:
Some of you will hate me for this but i actually wouldn't mind the First Person View to be back for RE6, it will be optional so it shouldn't be a problem.


I would be okay with the first person view returning, but if I'm using a weapon with a scope, I want to be able to use it. (I'm referring to assault rifles, not sniper rifles.)


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