1 button nade tossing has to stop in online multiplayer

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Sep 14, 2009
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Omega1k said:
Welcome to Uncharted, the Mecca of cheap kills.
Hell. In Uncharted 2, there was a perk the DROPED A GRENADE FOR YOU WHEN YOU DIED. :|

Does have to stop, that's my favorite part of TF2, no grenades.
there are multiple shooters that do that, COD being one of the most prevalent of them all..


and actually thats why i play the demo man all the time, i absolutely love dominating with the grenade launcher, most of the time people wont get a single shot off on me because i bounce them around corners/off ceilings like a boss.
Saltyk said:
Nichael Bluth said:
To be perfectly honest... I just don't like grenades. Most multiplayer shooters would be improved simply by removing them. Except maybe flash grenades, because those do have tactical uses, but for the most part, grenades simply act to make a game messier. Ideally, they'd be used in special circumstances strategically, but we all know that's not the case in reality.
I know what you're talking about. In a game of MAG, I took an objective single handed. I the held the position from the inevitable, and small, counter attack killing about 3 people due to the element of surprise and superior skill. Next thing I knew they threw some 4 grenades in to kill me. What makes it worse was that even if there were others with me, we would have all likely been wiped out. This annoyed me because they didn't out fight me or flank me or anything. They just spammed so many grenades that I couldn't avoid them all.
well its good to see your opposition isn't retarded, grenades are a basic function of most shooters, and if they lobbed some in, especially on an "objective" then good for them, it just sucks to be you in that case because your refusing to move from your spot.
 

SMR

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Phoenixmgs said:
SMR said:
Dodge the grenade, its that simple.
I can dodge them, it looks stupid when 2 people upon seeing each both throw nades instead of shoot each other in a game that's a SHOOTER. I've gotten really good at the beta, and when I get certain kinds of grenade kills it just feels cheap. Also, sometimes a nade explodes way too soon and it's impossible to dodge, and you can't cook nades in the game.
Still, if you actually die from a grenade, its you're fault for not moving, and if you know its going to happen, you should plan accordingly
 

Phoenixmgs_v1legacy

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Ironic Pirate said:
MGO =/= Uncharted. If you like MGO so much, then play MGO. Uncharted controls are fine, there's no need to do any of this.
I don't get how you feel changing the control scheme slightly makes one game into another. I guess most FPSs are the same exact game then because a large percentage of them share the same exact control scheme. MGO is a game I play rather seriously and get competitive, Uncharted is a game I play for pure fun. I just explained how much it sucks that I have to stop moving to switch to my secondary in Uncharted, that's bad controls for a arcade-y and unrealistic shooter, plain and simple. I don't see why triangle alone (instead of having to press L1 + triangle) can't switch to my secondary (so then I wouldn't have to take my thumb off the left stick).

SMR said:
Still, if you actually die from a grenade, its you're fault for not moving, and if you know its going to happen, you should plan accordingly
Not if the grenade explodes before it's supposed to and you literally can't dodge it. It's like saying it's someone's fault for blowing of their hand with a grenade when it explodes the second they removed the pin.
 

Pedro The Hutt

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Except in video games grenades never go off before they're supposed to. =p It might mean the player cooked the grenade which is just a sign he knows what he's doing rather than it being "cheap". You should always circle strafe anyhow.
 

Phoenixmgs_v1legacy

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Pedro The Hutt said:
Except in video games grenades never go off before they're supposed to. =p It might mean the player cooked the grenade which is just a sign he knows what he's doing rather than it being "cheap". You should always circle strafe anyhow.
You don't cook grenades in Uncharted.
 

Zer_

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Kahunaburger said:
Ordinaryundone said:
honestly, without it grenades are underpowered.
I think grenades are underpowered in games because they don't do enough damage. You could just go for realism by having a switch time and greater damage, which would be an alternate way to balance it. It's all about the system that involves less random grenade deaths while keeping grenades actually useful, IMO.
No, they aren't. You use grenades to throw it around a corner. Just look at Counter-Strike.
 

SMR

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Phoenixmgs said:
Ironic Pirate said:
MGO =/= Uncharted. If you like MGO so much, then play MGO. Uncharted controls are fine, there's no need to do any of this.
I don't get how you feel changing the control scheme slightly makes one game into another. I guess most FPSs are the same exact game then because a large percentage of them share the same exact control scheme. MGO is a game I play rather seriously and get competitive, Uncharted is a game I play for pure fun. I just explained how much it sucks that I have to stop moving to switch to my secondary in Uncharted, that's bad controls for a arcade-y and unrealistic shooter, plain and simple. I don't see why triangle alone (instead of having to press L1 + triangle) can't switch to my secondary (so then I wouldn't have to take my thumb off the left stick).

SMR said:
Still, if you actually die from a grenade, its you're fault for not moving, and if you know its going to happen, you should plan accordingly
Not if the grenade explodes before it's supposed to and you literally can't dodge it. It's like saying it's someone's fault for blowing of their hand with a grenade when it explodes the second they removed the pin.
That would be their fault for not understanding their equipment, and its still your fault if you're hit, you were in the explosion radius, don't blame the grenade for your own lack of skill.
 

Ironic Pirate

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Phoenixmgs said:
Ironic Pirate said:
MGO =/= Uncharted. If you like MGO so much, then play MGO. Uncharted controls are fine, there's no need to do any of this.
I don't get how you feel changing the control scheme slightly makes one game into another. I guess most FPSs are the same exact game then because a large percentage of them share the same exact control scheme. MGO is a game I play rather seriously and get competitive, Uncharted is a game I play for pure fun. I just explained how much it sucks that I have to stop moving to switch to my secondary in Uncharted, that's bad controls for a arcade-y and unrealistic shooter, plain and simple. I don't see why triangle alone (instead of having to press L1 + triangle) can't switch to my secondary (so then I wouldn't have to take my thumb off the left stick).

SMR said:
Still, if you actually die from a grenade, its you're fault for not moving, and if you know its going to happen, you should plan accordingly
Not if the grenade explodes before it's supposed to and you literally can't dodge it. It's like saying it's someone's fault for blowing of their hand with a grenade when it explodes the second they removed the pin.
Yes, Uncharted doesn't have perfect controls. However, what you proposed turns them from "Near Perfect" to "Absolutely Horrible". And for every single point you've made in this debate, you used MGO as your example. "Well, it works in MGO, so clearly it should work in every game". You seem to want Uncharted to be MGO with jumping, except that that rather blatantly isn't anything like Uncharted.

If the grenade explodes before it's supposed to, that means they cooked it. The entire time they were cooking it was time they were vulnerable and you could be shooting them. Also, by that logic, sneaking up on people should be banned, because there was no way they could of avoided it and it wasn't their fault for dying.

I really don't understand your argument. Grenades in Uncharted have a small blast radius, and low damage. You don't start with very many. They glow and beep when thrown, and if the person takes the time to aim then they're vulnerable. You have a roll button, which rolls you outside the blast radius with ease. Unless they actually gave you health there could not be a way to have a shittier grenade, and yet it's necessary to butcher the control scheme to nerf them?
 

MercurySteam

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I recall that the Halo: Reach Beta had the same issue. Dropping a 'nade just as you were killed was almost a guaranteed way to score a kill, but I'm pretty sure they fixed it in the full game. I'm fairly certain that the Uncharted 3 devs can do the same.
 

SovietPanda

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simple solution; go out and make your own game with your super awesome well thought out control scheme. see how well it sells.

few questions.
1) why is it better to remove the ease of pressing one button rather then fixing the behavior of the grenade.

2)What game mechanics are you suggesting we create to utilise this now freed up shoulder button, i'll gladly cycle to my grenades in every game if L1 is a jetpack in every game.

3)isnt your point about having a no win in a gunfight redundant because each firefight is only a 5 second part of the match... noone wins till the timers up, if you get a kill and die at the same time thats fair, you overcommitted you died but atleast you took the other sucker out too

4) If this is such a big deal for you... go play something else more suited to your play style... i get the feeling you may enjoy MGO

EDIT: on a serious note maybe you should have a look at brink... 1button grenade toss and unlimited supply however there is a significant cooldown period so yea you can toss one out in a pinch but you better not want to do it again too soon. Also i know the regening health side of this argument has been dropped but brink also gets that right in my opinion an reading this thread just the way you want it, regen only fills the main bar, however class upgrades, medic buffs and health command posts owned by your team can add extra segments you get shot almost to death and duck for cover and you heal but say goodbye to your extra health
 

Phoenixmgs_v1legacy

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Ironic Pirate said:
Yes, Uncharted doesn't have perfect controls. However, what you proposed turns them from "Near Perfect" to "Absolutely Horrible". And for every single point you've made in this debate, you used MGO as your example. "Well, it works in MGO, so clearly it should work in every game". You seem to want Uncharted to be MGO with jumping, except that that rather blatantly isn't anything like Uncharted.

If the grenade explodes before it's supposed to, that means they cooked it. The entire time they were cooking it was time they were vulnerable and you could be shooting them. Also, by that logic, sneaking up on people should be banned, because there was no way they could of avoided it and it wasn't their fault for dying.

I really don't understand your argument. Grenades in Uncharted have a small blast radius, and low damage. You don't start with very many. They glow and beep when thrown, and if the person takes the time to aim then they're vulnerable. You have a roll button, which rolls you outside the blast radius with ease. Unless they actually gave you health there could not be a way to have a shittier grenade, and yet it's necessary to butcher the control scheme to nerf them?
I use MGO as an example because it does so many things right, and it does do things wrong as well like leveling skills is poorly done and the netcode is bad. MGO has deep player customization options that barely any shooters have. Brink focused on player customization and you can't even play as a female, in MGO you can and MGO did that 3 years ago. Player customization doesn't effect gameplay, and it's something most shooters should have. The SOP system in MGO where teammates can link up and share skills while being able to see exactly where all your teammates are is a great way to encourage and allow for teamwork. No other game has "borrowed" that mechanic like how every game borrowed perks from COD. MGO has a mode called Survival where you join or create a team and battle other teams in various game modes and maps on DEDICATED SERVERS during select times so you can battle the top teams in the community without having to go to a place like GameBattles and set up a match. Survival would be a mode that would be great in any online competitive game (shooter or non-shooter) and it doesn't change up gameplay in anyway. Also, without dedicated servers, no match in any game is fair as you always have a player (the player host) playing with a 0 ping, that's incredibly unfair to all the other players.

I said in a few posts earlier that a weapon cycle system probably wouldn't work if the shooter had more than 3 weapons to switch to. So, in shooters where you don't have the normal primary, secondary, and grenade setup, weapon cycling would be a bad idea so just because it works in MGO doesn't mean it works with every game. I just think you never played a game with a good weapon cycle system (MGO and MAG do) or you just never gave it enough time to get used to it. Some things just take some time to get used to. The 1st time I played a FPS on a dual stick controller, I hated it, it's not that the controls were bad, I just wasn't used to them. MGO and Uncharted play extremely differently and slightly changing the control scheme doesn't make them the same game. I'm not demanding that Uncharted add in the ability to put enemies to sleep, make headshots one-hit kills, and a lot of other things that are in MGO because those are the things that make MGO MGO. Another thing I think almost all online games should have is a lobby/room system instead of just matchmaking (which I hate); a lobby/room system doesn't change gameplay in anyway. MGO has both game rooms and matchmaking, why can't other games?

I should be able to switch to my secondary as I'm moving. Having triangle alone change from primary to secondary and vice verse would accomplish that and so would using a weapon cycle system. They both accomplish the same thing, and I bet you'd be fine with triangle switching your primary and secondary.

I don't think you can cook grenades in Uncharted. If you can, then I take back my complaint.

You don't need to take time and aim grenades in Uncharted; you either position the camera correctly and tap L2 or you throw a grenade while aiming with a gun (which shouldn't be allowed in an online multiplayer environment). I'm not trying to nerf the grenade, you just shouldn't be able to throw a nade as you are losing a gunfight or while aiming a gun. I think the grenade blast radius is too small (it is really small) and needs a bit of an increase. I, myself, get too many cheap grenade kills as I am about to die.

SovietPanda said:
2)What game mechanics are you suggesting we create to utilise this now freed up shoulder button, i'll gladly cycle to my grenades in every game if L1 is a jetpack in every game.

3)isnt your point about having a no win in a gunfight redundant because each firefight is only a 5 second part of the match... noone wins till the timers up, if you get a kill and die at the same time thats fair, you overcommitted you died but atleast you took the other sucker out too

EDIT: on a serious note maybe you should have a look at brink... 1button grenade toss and unlimited supply however there is a significant cooldown period so yea you can toss one out in a pinch but you better not want to do it again too soon. Also i know the regening health side of this argument has been dropped but brink also gets that right in my opinion an reading this thread just the way you want it, regen only fills the main bar, however class upgrades, medic buffs and health command posts owned by your team can add extra segments you get shot almost to death and duck for cover and you heal but say goodbye to your extra health
2) I'm not a game designer or developer, obviously, so coming up with new game mechanics isn't something I'm good at. Even game developers aren't that good are coming up with new cool mechanics IMO as not many new games excite me because of the lack of new mechanics. In MGO, you can aim in 1st-person mode and lean left and right to avoid bullets and correct your aim. FPS leaning is something every FPS should have but none of them do. You can grab enemies in MGO to put them to sleep, scan them (and expose their whole team), use them as a shield, plant C4 on them, etc. I think adding close-quarters combat to more shooters would be a good idea. It's just simple logic that if you have more buttons available, you can allow the player more actions in-game.

3) If you are in a gunfight and you realize you are losing and going to die, you shouldn't be able to chuck a nade at the player at the last second and get the kill; either the health shouldn't be so great to enable that or you shouldn't be able to throw a nade as you are shooting (Uncharted has both of those traits). If two people see each other and one decides to nade while the other decides to shoot, that's fine. You shouldn't be able to do both.

Brink looks interesting to me but I'm still playing MGO weekly and I would also like to get into MAG. I read that nades are one-hit kills in Brink, which I think is a great thing. I say give players more nades while making them not kill in one-hit, it does work great in MGO. Of course, that wouldn't work in a realistic shooter but I see reason why nades need to kill in one-hit in non-realistic shooters, they still would preform the same function.
 

GeneWard

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I personally like having to take out the grenade before you throw it, but I don't think "1BNT" breaks games, it just sort of streamlines the interface. I think it's a personal preference and not a game breaker.
 

Phoenixmgs_v1legacy

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bussinrounds said:
Play more tactical shooters. (even though there aren't that many to choose from)

Rainbow 6 Rouge Spear/Raven Shield, Ghost Recon 1, Operation Flashpoint: Cold War Crisis, Arma2, Swat 4.

Those are the only military type shooters i'll play.
The main online shooter I play is Metal Gear Online, it has all the tactical-ness of realistic tactical shooters but not the extreme realism. For example, dirty magazines are traps are Metal Gear Online.
 

SovietPanda

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Phoenixmgs said:
SovietPanda said:
2)What game mechanics are you suggesting we create to utilise this now freed up shoulder button, i'll gladly cycle to my grenades in every game if L1 is a jetpack in every game.

3)isnt your point about having a no win in a gunfight redundant because each firefight is only a 5 second part of the match... noone wins till the timers up, if you get a kill and die at the same time thats fair, you overcommitted you died but atleast you took the other sucker out too

EDIT: on a serious note maybe you should have a look at brink... 1button grenade toss and unlimited supply however there is a significant cooldown period so yea you can toss one out in a pinch but you better not want to do it again too soon. Also i know the regening health side of this argument has been dropped but brink also gets that right in my opinion an reading this thread just the way you want it, regen only fills the main bar, however class upgrades, medic buffs and health command posts owned by your team can add extra segments you get shot almost to death and duck for cover and you heal but say goodbye to your extra health
2) I'm not a game designer or developer, obviously, so coming up with new game mechanics isn't something I'm good at. Even game developers aren't that good are coming up with new cool mechanics IMO as not many new games excite me because of the lack of new mechanics. In MGO, you can aim in 1st-person mode and lean left and right to avoid bullets and correct your aim. FPS leaning is something every FPS should have but none of them do. You can grab enemies in MGO to put them to sleep, scan them (and expose their whole team), use them as a shield, plant C4 on them, etc. I think adding close-quarters combat to more shooters would be a good idea. It's just simple logic that if you have more buttons available, you can allow the player more actions in-game.

3) If you are in a gunfight and you realize you are losing and going to die, you shouldn't be able to chuck a nade at the player at the last second and get the kill; either the health shouldn't be so great to enable that or you shouldn't be able to throw a nade as you are shooting (Uncharted has both of those traits). If two people see each other and one decides to nade while the other decides to shoot, that's fine. You shouldn't be able to do both.
And now the gritty truth, your not a game designer or developer and as such have not invested hudreds of hours into proper and fluid interface design. so stop raging on something that is simple and basic ergonomic principles in action.

you just seem to not like being taken out by a grenade when you think you 'deserve' the win, i dont know how realistic uncharted is i've not played it but combat armor exists irl with grenade hooks on the chest in easy reach of the off hand specifically so soldiers can throw a grenade while shooting wildly effectively providing their own cover fire.

Can we also try and limit the number of times you say "most shooters should have" or "all shooters should have" in my opinion the only thing all shooters should have is guns, granted alot of them have similar control schemes and similar mechanics and thats not a bad thing, but insisting that any change (ie 1bnt, health regen, player customisation, lobbyrooms to name a few that you've mentioned so far) be implented across the board rather then looking at whether that mechanic needs any fixing at all in any given game is just ridiculous
 

Deschamps

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In Rainbow Six Vegas (and maybe other R6 games - I haven't played them) I thought it was implemented well (though the multiplayer was pretty much broken for other reasons). It was a one button toss, but it's a more deliberate action that takes a moment or so to perform, so it's not something you should be doing while under fire. Most of R6's combat is based around taking cover though, so it's a very different experience than other online shooters.

I like grenades in TF2, but I realize it's also a different situation than other games.
 

Jake0fTrades

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If you think grenades are underpowered, you've clearly never been pre-naded in Call of Duty 4.

But then, this is just the opinion of ANOTHER CoD fan....
 

Phoenixmgs_v1legacy

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SovietPanda said:
And now the gritty truth, your not a game designer or developer and as such have not invested hudreds of hours into proper and fluid interface design. so stop raging on something that is simple and basic ergonomic principles in action.

you just seem to not like being taken out by a grenade when you think you 'deserve' the win, i dont know how realistic uncharted is i've not played it but combat armor exists irl with grenade hooks on the chest in easy reach of the off hand specifically so soldiers can throw a grenade while shooting wildly effectively providing their own cover fire.

Can we also try and limit the number of times you say "most shooters should have" or "all shooters should have" in my opinion the only thing all shooters should have is guns, granted alot of them have similar control schemes and similar mechanics and thats not a bad thing, but insisting that any change (ie 1bnt, health regen, player customisation, lobbyrooms to name a few that you've mentioned so far) be implented across the board rather then looking at whether that mechanic needs any fixing at all in any given game is just ridiculous
The gritty truth? You actually thought I was a game designer until I said I wasn't? Anyways, I played plenty of games to know a good control scheme from a bad one. I'm playing Enslaved right now and the controls are just adequate at best; X to roll, jump, and slide into cover = fail. I don't have to be a movie maker to say a movie stinks or a musician to say a song sucks. Game reviewers don't make games nor do movie reviewers make movies, I guess their opinions are completely invalid then.

I said that my grenade kills are cheap as well.

What's wrong with a game having options? Player customization doesn't change gameplay and almost every online game is doing it now, it must be something players want. Player customization just gives players the option to change their online avatar's appearance; if you like the default look, you don't have to change it. What's wrong with having lobbies/rooms along with matchmaking? What if I'm a noob and just want to play with noobs or I'm a veteran player and only want to play with the better players? Matchmaking doesn't provide those options. Also game rooms allow players to set certain game options and create custom games; players can actually play player-created game modes as well. MGO players make rooms and play game types like City, Hostage, Vampires, Zombies, etc. And, all those modes are not standard MGO modes. I actually just stick to the normal modes but it's nice to have the option to play other modes. I don't see why any gamer would be opposed to having more options so everyone can play the way they want to. I don't see why it's not a standard that you can completely remap the controls (the newest Hot Pursuit game let you completely remap the controls, which was awesome), it's very simple from a programming standpoint to add that in, it takes all of 5 minutes (I did take about 5 programming classes in college, remapping controls is just letting the player change around some variables). I'm playing Enslaved and the shooting controls are mapped to L2 and R2, I would like to have the option to remap them to L1 and R1 like every other PS3 shooter.
 

SovietPanda

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Phoenixmgs said:
I accept that the start of my last post was overly combative, and i dont mean to invalidate your opinion or that of any gamer critic or anyone at all. I just meant to illustrate the fact that game designers spend alot of time making the interface as simple and user friendly as possible, effective interfacing between the player and the avatar makes or breaks a game. Your gripes with uncharted may be entirely founded. My problem with your argument is that you keep seeming to insist that because this change to scrolling to grenades may make uncharted better (or because it works so well in MGO) that it should be applied to all games. Plenty of games have extremely well implemented 1bnt and the fluidity and balance of the game would be thrown out if that was changed.

Also i never said there was anything wrong with player customisation or lobby rooms, they are good features. Does this mean they need to be in every game. Not by a long shot. "nothing wrong with giving options" wont always justify the expense and manhours required to design, code and render all the individual armor or clothing options, not to mention the extra menu screens required. I for one think character customisation in games like halo and brink is a little pointless... I play these games for some twitchy sweat inducing reflexive gameplay and rarely notice the difference in character models... if its moving in the opposite direction to me, i shoot it, and quickly.

I agree with you on remapping however, having the option to reset the buttons to whatever suits your hands better is definately a good thing, i personally get very confused about why so many ps3 games have L1 nd R1 as the iron sights and fire button, that maybe due to me spending alot of time exclusively playing xbox at the start of this console cycle. Though again i wont subscribe to the "its a good idea so everyone should do it" argument, sometimes its jarring going from a game with my preffered set up to a game that i can't remap, but at the same time it can make me rethink my playstyle to suit the control sheme.
 

Phoenixmgs_v1legacy

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SovietPanda said:
Also i never said there was anything wrong with player customisation or lobby rooms, they are good features. Does this mean they need to be in every game. Not by a long shot. "nothing wrong with giving options" wont always justify the expense and manhours required to design, code and render all the individual armor or clothing options, not to mention the extra menu screens required. I for one think character customisation in games like halo and brink is a little pointless... I play these games for some twitchy sweat inducing reflexive gameplay and rarely notice the difference in character models... if its moving in the opposite direction to me, i shoot it, and quickly.

I agree with you on remapping however, having the option to reset the buttons to whatever suits your hands better is definately a good thing, i personally get very confused about why so many ps3 games have L1 nd R1 as the iron sights and fire button, that maybe due to me spending alot of time exclusively playing xbox at the start of this console cycle. Though again i wont subscribe to the "its a good idea so everyone should do it" argument, sometimes its jarring going from a game with my preffered set up to a game that i can't remap, but at the same time it can make me rethink my playstyle to suit the control sheme.
I agree that player customization can take some time and resources to implement, and it's not a simple add-on so not every game should do it. I do think online games should at least let you use the player models from the single player as that is easy to add in to the multiplayer. I think player models in Metal Gear Solid are created differently (and in smaller pieces where pieces of clothing can be easily swapped) compared to most games since you've been able to change character appearances a great deal in the single player game since Metal Gear Solid 3. That character creation method lends itself to easily allow for lots of customization options in the online game without a lot of additional work, most of the clothing options in the online game come from what what enemies and characters are wearing in the single player game.

However, game rooms are a simple add-on. COD already allows private rooms, if you just make those public rooms, you have a lobby/room system in COD, most of the code is already there. Plus, I would think the PC version of COD has game rooms (I don't play PC games but I pretty sure that's how online works on the PC), so the console version literally removes those features. Also, FPSs on the PC give the player the ability to lean while aiming/shooting and that's removed from the console version, and there's enough room on a controller to fit in the game mechanic, MGS4 and MGO fit in FPS leaning in it's control scheme and it's not even a FPS.

L1 and R1 just feels natural for shooting for me, it could be because I've only had Playstation systems the last 2 console gens. I guess the triggers on the DualShock 3 aren't that good as I don't like them for shooting but they work fine for everything else. But, yeah, there's no reason why a player should have to be stuck using a button layout that isn't comfortable to them.