Current Shooters Aren't Bad--They're Multiplayer

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uncanny474

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I hate cover-based shooters almost as much as Yahtzee does. I hate them for the same reason that Yahtzee does. But, unlike Yahtzee, I can kind of see why people enjoy them, so I'm here to tell you people who actually like the grey-brown cover-based shooters why the rest of us hate them.

It's because they are exclusively multiplayer games.

I'm going to try to break down the cliches involved in these games and talk about why they suck for single player but make multiplayer even better.

1) Regenerating Health

Yahtzee said it best in his EP on regenerating health (found at http://www.escapistmagazine.com/articles/view/columns/extra-punctuation/8719-Extra-Punctuation-Why-Regenerating-Health-Sucks). Regenerating health stops players from being rewarded and stops combat from being a narrative. In any other game, if you take a hit, you are penalized through the rest of the level for taking the hit. Look back at the original Super Mario Brothers. If you accidentally hit a goomba or koopa troopa, you would either die, meaning you start the level over, or you would lose the ability to break blocks and possibly even the ability to shoot fireballs, both of which would seriously hamper your ability to survive. But with regenerating health, any penalties for being shot are negated after a few seconds of hiding behind cover. You don't get John McClain ending up as a broken, bleeding mess at the end of Die Hard, you get a main character who has been through hell and somehow hasn't received so much as a scratch. There's no sense of change to your character, as if being shot in the head is a temporary inconvenience as opposed to a serious problem.

You see, when you can't regenerate health by sitting in a corner, it forces you to develop new strategies for every fight. If you only have 5 health left and you know you're about to be attacked, your primary goal isn't to kill them, but to not die yourself. Health kits are actually a detriment in some ways, forcing you to change your strategy back to killing them above not getting hit. And it gives the story a sense of progression, because even if you go through fight after fight, you're getting torn up a bit more each time. You're not the same man from one fight to the next.

However, where this is a great thing in single-player mode, it sucks for multiplayer.

Let's say you're playing a shooter and let's say you don't have regenerating health. You're l33t and the other team is entirely n00bs. However, these n00bs can still kill you. Why? They whittle down your health over and over until you finally can't win against them not because of lack of skill, but because you simply don't have the health to fight them. Regenerating health makes that point moot. Each battle you start fresh, so each battle is a test of skill, not who has more health. It allows a pro to pwn all the n00bs, simply because he doesn't have to deal with the fact that he's coming into each battle handicapped. The game is about skill, not who has the most health.

See, for single-player you're not trying to prove that you're better than each individual enemy, since they're AI-constructed clones. You're trying to prove that you can survive no matter what the odds. But in multiplayer, you're comparing your skill against others', and regenerating health puts both players on even footing so that skill actually determines the outcome.

2) Cover-Based Shooting.

Cover-based shooting makes single-player stagnate. Since you're spending the entire battle trying not to get hit at all, you can't take the risks that allow you to advance. In single player, you're trying to get from point A to point B, and cover-based shooting completely screws you up, since it rewards you for staying still. The AI doesn't even spawn until you're past your cover, so you can't just sit in a corner and wait for all the enemies to come and get sniped. You have to keep moving to beat the level and, ultimately, the game. Cover-based shooting breaks this flow by bogging you down behind cover. I'm pretty sure Yahtzee has said this before, too.

So, why does it work in multiplayer?

Multiplayer isn?t linear. At least, deathmatches aren?t. There are very few games that don?t have ?team deathmatch? or just ?deathmatch? as their standard game type, and those usually don?t have cover-based shooting. You see, in deathmatch, the goal is to kill opponents. If you can find a good sniping spot, you?ll never have to move, and you can rain down murder. A cover-based combat system allows them to not get sniped silly and allows you to not get counter-sniped. It helps to make sniping a necessary part of the game (to keep enemies under cover) without making it overpowering (by giving them cover to keep behind). Cover doubles as concealment, so it can hid a camping sniper as well as protect them, and staying hidden is absolutely necessary for camping. I would argue that the best campers move all the time?they just stay within a good sniping area (like the top of a building), moving from cover to cover. But enough about cover-based combat. Let?s move on to?

3) The Two-Weapon Rule.

I?m going to start with multiplayer first on this one, because once I explain why it?s necessary for multiplayer, it will become obvious why this doesn?t work for single-player.

Only being able to carry two weapons forces players to work as a team. If all you?ve got is a rocket launcher and a pistol, you?re not going to be charging up to the frontlines. You?ve got to hang back and blow up any vehicles the enemy may have. Likewise, if you?ve got a sniper rifle, you shouldn?t be fighting any enemies closer than fifty feet or so. If you?ve got an assault rifle, it?s your job to protect the rocket guys and snipers. See where I?m going? The weapons you carry determine a ?class? of sorts. It forces you to work together to defeat the enemies and it allows you to blame a teammate for your death. And if the main type of fight is ?team deathmatch?...

However limiting the number of weapons a person can carry sucks for single-player.

In single-player, you are supposed to be a one-man army. That?s how almost every single-player story goes, and that?s how you?re forced to play because the friendly AI is almost invariably retarded. Name one game with a decent friendly AI and ask yourself ?was I astonished by the fact that the AI didn?t run directly into enemy fire?? I guarantee the answer is yes, because friendly AI is very, very dumb. If you can carry every weapon in the game, you?re ok to take on any threats you encounter. But we both know that your AI buddy with the rocket launcher is going to choose the basic grunt over the tank every time, simply because the grunt is closer and the AI is dumb. So, if you?re able to carry all the weapons, then you can deal with all the threats. But if you?re stuck carrying only two, then it?s going to be awkward when you try to attack a tank with a machine gun and a pistol.

4) Grey-brown industrial environments.

Ok, anyone who?s ever played in a grey-brown industrial environment should understand why it sucks for single-player--you can?t see and the AI can. The AI knows the position of every character on the battlefield, including you. And while your allied AI is retarded, enemy AI is usually programmed much better. So, you can guarantee that every enemy on the map will know exactly where you are at all times, and that you?ll spend five minutes playing ?Where?s Waldo? trying to find someone to shoot. Camouflage armor is camouflage for a reason?it is hard to see. If your enemies are wearing urban camo, you?ll find it hard to see them, and you?ll get shot to death.

On the other hand, grey-brown industrial is pretty much the perfect place to have a deathmatch.

You both have limited visibility, which makes finding snipers harder, there are lots of high places to snipe from, and it is just generally better for snipers. And as we all know, sniping and counter-sniping is the basis of any shooter that doesn?t involve getting from point A to point B and doesn?t have vehicles, since there are pretty much two or three different ?classes? in those games: light assault, heavy assault/protection, and sniper.

Conclusion:

So, as we can see, the first-person shooter genre is headed towards multiplayer-based games rather than single-player games. Why is this? My theory is because they're less effort to make and are easier to measure. For a single-player game, you have to include a story, a difficulty curve, and some sort of AI. For multiplayer, you just need an engine and a bunch of maps. You don't even need to test for balance--just patch in the balance as necessary. Also, if you need to know what game types are popular, the data is a lot easier to acquire when players are forced to connect to the internet to play the game. So, with multiplayer-focused games on the rise, what are YOU, the gaming public, going to do to make sure that single-player games are still around? Or do you even care?
 

PsychedelicDiamond

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Yes, but i don't get the appeal of multiplayer titles. One of the big advantages of gaming as a hobby is, that i doesn't force you to socialize with people. Yeah, i know, it's a stereotype but that aspect is pretty importan to me.
 

Sabazios

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That's...yeah, that's pretty much it. The SP has effectively become the tutorial for the MP.

What am I doing? I'm playing less shooters, swapping it for something more interesting.
 

ADeskofRichMahogany

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I would like to add a corollary to your third point (The Two Weapon Rule):

Limiting the number of weapons a player can carry in single player sucks, unless it feels thematically correct for the single player. For example, I felt that the ability to only carry two weapons, a pistol, and grenades in the original Call of Duty (2003) and it's expansion pack, United Offensive, appropriately fit the theme of being a foot-soldier in World War 2. On the other hand, it doesn't make sense that Duke Nukem Forever limits the player to only two weapons, first off because you're Duke F***ing Nukem, but primarily because there is a precedent in Duke Nukem games for being able to hold all the weapons.

That was just my thought on the two weapons thing at any rate.
 

Weaver

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I disagree with all of it.
I felt the tournament shooters of old (quake and UT) were far more rewarding, challenging and balanced than the current brand of multiplayer focused shooters. Keep in mind UT was online only and was absolutely the opposite of everything in your post.

Health didn't regenerate, shooting wasn't cover based, you could carry a zillion weapons and the environments were colourful. I prefered twitch based shooting, double tap dodging and pickups.
 

Dr_Horrible

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Yeah, you pretty much had good points all round when it comes to why they do it, I disagree with you partially when it comes to whether it's more fun/appropriate.

Of course, I'm really only into multiplayer for Minecraft and the occasional mmo. LAN parties can be fun though.

Also,
ADeskofRichMahogany said:
I would like to add a corollary to your third point (The Two Weapon Rule):

Limiting the number of weapons a player can carry in single player sucks, unless it feels thematically correct for the single player. For example, I felt that the ability to only carry two weapons, a pistol, and grenades in the original Call of Duty (2003) and it's expansion pack, United Offensive, appropriately fit the theme of being a foot-soldier in World War 2. On the other hand, it doesn't make sense that Duke Nukem Forever limits the player to only two weapons, first off because you're Duke F***ing Nukem, but primarily because there is a precedent in Duke Nukem games for being able to hold all the weapons.

That was just my thought on the two weapons thing at any rate.
Pretty much hits the nail on the head. I didn't mind the 2 weapon thing in COD2 (the only Call of Duty I ever bought/enjoyed), but games where it's appropriate to have lots of weapons shouldn't limit you because it's what all the 'cool' games are doing. Sometimes game developers/publishers are more like kids on a schoolyard than businessmen and artists.
 

StBishop

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uncanny474 said:
I hate cover-based shooters almost as much as Yahtzee does. I hate them for the same reason that Yahtzee does. But, unlike Yahtzee, I can kind of see why people enjoy them, so I'm here to tell you people who actually like the grey-brown cover-based shooters why the rest of us hate them.

It's because they are exclusively multiplayer games.
Gears of War.
Mass Effect.
Conflict: Denied Ops.
Conflict: Global Storm.

Yes, 3 of those are co-op available, and I didn't bother mentioning Army of T.W.O. because it's not worth playing single player. But all of those games are great as single player games and one of them is exclusively single player.

Also, I don't think you're preaching to the choir on these forums.

EDIT:

AC10 said:
I disagree with all of it.
I felt the tournament shooters of old (quake and UT) were far more rewarding, challenging and balanced than the current brand of multiplayer focused shooters. Keep in mind UT was online only and was absolutely the opposite of everything in your post.

Health didn't regenerate, shooting wasn't cover based, you could carry a zillion weapons and the environments were colourful. I prefered twitch based shooting, double tap dodging and pickups.
Also this. After reading further you said that regenerating health makes the game about skill, I think it also makes the game about luck.

I think there's much more skill involved if a "1337 9|20 U83r 84\/\/zzz!" can keep himself alive with no regenerating health and kill the "l0l nub ftgz".

I also think you'll find that the most popular online games tend to not be cover based (CoD series, Battlefield Series, TF2, CS:S, Day of Defeat, Halo Series)

So... yeah. I simply disagree.

Further Edit:

I don't mind the two weapon limit. It is frustrating from time to time, but it works well.

I don't really have much to say on the grey-brown thing. It's not limited to shooters, especially not cover based shooters. But although it works occasionally, we're all sick of the sameyness of it.
Don't get me wrong, I don't think we need to get rid of it, I wouldn't prefer that every game looks like Kirby's Epic Yarn or Mario with colour everywhere and stylised characters. I just think we need a little more variety, especially in the "srs" games.
 

V8 Ninja

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While I kind of agree with #2 and #3, let me argue against every point you have for the sake of arguing.

NOTE: The following points argue against your multiplayer points that you made for each subject. The following points have nothing to do with the singleplayer portions of your arguments.

#1. Regenerating Health

So veteran players should be rewarded with more kills while "n00b" players should be rewarded with a bullet in their skull? To be honest, that isn't very motivational. And regenerating health just encourages campers to continue camping.

#2. Cover-Based Shooting

My problem with this mechanic mostly comes into play with point #4 (more about this when I get to it), but I also don't see a point to the "Sticking-To-The-Walls" cover-based shooting mechanic that I assume you're talking about. Is it really necessary to have a button that snaps me to the wall to avoid gunfire when I can just walk behind the wall and crouch? To me it just seems unnecessary and a good way to spread out resources just to make sure the mechanic works properly.

#3. The Two-Weapon Rule

I have nothing against you about making the two-weapon rule in a "Team Deathmatch" gametype. It makes sense and forces teams to cooperate. However, the problem is that this doesn't really work in every-man-for-himself deathmatch gametypes. Because of this, some classes will never be as good as others specifically because their weapons aren't suited for one-man army situations. I personally like how Serious Sam handled this issue. You spawn with a good selection of weapons (dual-Magnums, Shotgun, Double-Barrel Shotgun, and I believe the Tommy Gun) but are able to find more weapons on the battlefield. This makes the matches more-or-less rushes to get the really good weapons and then see long the high-value target (the player with the really good weapons) can stay alive and rack up as many kills as possible.

#4. Grey-Brown Industrial Environments

The problem with this is that unless the game has a kill-cam, snipers just become unidentifiable blurs on top of buildings/structures, and in conjunction with point #2 it also makes wall-clinging players harder to see. Why should I not be able to see my enemy when they should be easily definable? Also, the wall-clinging mechanic almost encourages people to constantly use the exploit to win. And in all honesty, people who use exploits to win SHOULDN'T WIN.
 

Ando85

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Great points. I've always noted that in games with the same mechanics for single player and multiplayer you have to change your play style completely. For example on Gears of War you would be unlikely to just charge in with the shotgun on single player, but that is what 90 percent of multiplayer is about. On the other hand lancer and using cover is a great strategy for single player, but very ineffective for multi.
 

Kahunaburger

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I think most of the points are good, except #1: regen health. Short version:


Long version:

Having played multiplayer in Halo, CoD, BFBC2, and TF2, I can honestly say that replacing regen health with a medic class makes everything so much better. Regen health makes it possible for players to be meaningfully self-sufficient, which basically encourages all sorts of terrible behavior. Corner-camping, for instance, is really only viable if you heal without outside aid, as are the "strategies" that basically boil down to running around with no real plan in mind, killing everyone you see before they can kill you. Forcing players to rely on their team for quick health regeneration gets them to think more tactically, play the objective, watch their teammates' backs, and above all not to maximize their k/d at the expense of everyone else. It does this by making teamwork more viable than lone wolfing.
 

uncanny474

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StBishop said:
Gears of War.
Mass Effect.
Conflict: Denied Ops.
Conflict: Global Storm.

Yes, 3 of those are co-op available, and I didn't bother mentioning Army of T.W.O. because it's not worth playing single player. But all of those games are great as single player games and one of them is exclusively single player.

Also, I don't think you're preaching to the choir on these forums.

Also this. After reading further you said that regenerating health makes the game about skill, I think it also makes the game about luck.

I think there's much more skill involved if a "1337 9|20 U83r 84\/\/zzz!" can keep himself alive with no regenerating health and kill the "l0l nub ftgz".

I also think you'll find that the most popular online games tend to not be cover based (CoD series, Battlefield Series, TF2, CS:S, Day of Defeat, Halo Series)
AC10 said:
I felt the tournament shooters of old (quake and UT) were far more rewarding, challenging and balanced than the current brand of multiplayer focused shooters.
Replying to all posts like this.

First, I'd like to lay down a quote so old it predates the English language: "de gustabat non disputandem est", or roughly translated "about taste, there must be no dispute". I know that not everybody enjoys the new face of multiplayer--I just wanted to point out that the new style of shooter was specifically made to appeal to multiplayer enthusiasts. The newer style produces a game where the skill aspect of Team Deathmatch is maximized, at the cost of minimizing all the other aspects of the game.

I would also like to point out that I never said that the old shooters didn't require skill. They did. But the new system minimizes the sort of cheap deaths caused by being at 1 health and being hit by a single lucky shot. Not eliminates, MINIMIZES. In that way, it requires "more skill". I would also argue that it requires completely different skill.

As for those games you mentioned:

1) I'm sorry, I was being unclear. It's not that it doesn't work AT ALL. It just doesn't work WELL.

2) I can't speak for most of the games on that list. I've only played the Gears series briefly, and only in multiplayer with vastly superior opponents (and it was those experiences that turned me off to the whole series--I just didn't like that style of gameplay). I haven't even heard of the two Conflict games you mentioned (they flew under Yahtzee's radar, and I don't trust other reviewers) but they have terrible scores on metacritic, both from players and from reviewers, which makes me think they weren't well recieved, which proves my point.

3) I HAVE played Mass Effect (because it's Bioware and they made KotOR, so why not), and I will admit to enjoying it. However, I still believe that the fighting was mismanaged and that it just didn't fit the game. The fighting was the second-most miserable part of that game, behind the driving sections (and I assume behind the scanning, but I haven't gotten my hands on 2 yet).

4) I believe that CoD IS a cover-based shooter, in that any strategy that doesn't get you killed involves hiding behind cover, peeking out, and shooting stuff.
 

StBishop

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uncanny474 said:
StBishop said:
Gears of War.
Mass Effect.
Conflict: Denied Ops.
Conflict: Global Storm.

Yes, 3 of those are co-op available, and I didn't bother mentioning Army of T.W.O. because it's not worth playing single player. But all of those games are great as single player games and one of them is exclusively single player.

Also, I don't think you're preaching to the choir on these forums.

Also this. After reading further you said that regenerating health makes the game about skill, I think it also makes the game about luck.

I think there's much more skill involved if a "1337 9|20 U83r 84\/\/zzz!" can keep himself alive with no regenerating health and kill the "l0l nub ftgz".

I also think you'll find that the most popular online games tend to not be cover based (CoD series, Battlefield Series, TF2, CS:S, Day of Defeat, Halo Series)
AC10 said:
I felt the tournament shooters of old (quake and UT) were far more rewarding, challenging and balanced than the current brand of multiplayer focused shooters.
-snip-
1) I'm sorry, I was being unclear. It's not that it doesn't work AT ALL. It just doesn't work WELL.
Like you said, it all comes down to taste. I have seen it work well in single player.

2) I can't speak for most of the games on that list. I've only played the Gears series briefly, and only in multiplayer with vastly superior opponents (and it was those experiences that turned me off to the whole series--I just didn't like that style of gameplay). I haven't even heard of the two Conflict games you mentioned (they flew under Yahtzee's radar, and I don't trust other reviewers) but they have terrible scores on metacritic, both from players and from reviewers, which makes me think they weren't well recieved, which proves my point.
Conflict denied ops had the misfortune of coming out at a similar time to Army of T.W.O. and trying to do the exact same thing, and not pulling it off nearly as well. what it did manage though was decent AI. Something Army of T.W.O. certainly lacks.

Also, Gears of War had the worst multi player I've played in a long time. Also, playing anything against highly skilled players who don't feel like teaching you is fucking horrible.

3) I HAVE played Mass Effect (because it's Bioware and they made KotOR, so why not), and I will admit to enjoying it. However, I still believe that the fighting was mismanaged and that it just didn't fit the game. The fighting was the second-most miserable part of that game, behind the driving sections (and I assume behind the scanning, but I haven't gotten my hands on 2 yet).
You may not have liked it, but plenty of people did. It was single player and you stated that cover based shooters were exclusively multiplayer.

4) I believe that CoD IS a cover-based shooter, in that any strategy that doesn't get you killed involves hiding behind cover, peeking out, and shooting stuff.
I'm not denying that you use cover. But running and gunning is one of the superior tactics in CoD. Sure, you need to take cover/run away when reloading or when you're almost dead, but if you don't do that in any game you will die.
It's just silly to stand there and get shot when you have the option to run/hide while reloading.
This guy does an average job of run and gunning. But still uses cover a fair bit.
My old room mate only played run and gun and was hugely successful to the point where he was regularly reported for hacking.
 

s0m3th1ng

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Kahunaburger said:
I can honestly say that replacing regen health with a medic class makes everything so much better. Regen health makes it possible for players to be meaningfully self-sufficient, which basically encourages all sorts of terrible behavior. Corner-camping, for instance, is really only viable if you heal without outside aid, as are the "strategies" that basically boil down to running around with no real plan in mind, killing everyone you see before they can kill you. Forcing players to rely on their team for quick health regeneration gets them to think more tactically, play the objective, watch their teammates' backs, and above all not to maximize their k/d at the expense of everyone else. It does this by making teamwork more viable than lone wolfing.
Don't forget that Hardcore mode in BFBC2 basically removes health regen, turning Medics into your best friend.
 

Phoenixmgs_v1legacy

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I see what you're saying and I mainly agree with it. However, regenerating health is something I think completely breaks multiplayer, but can work in single player depending on the game. So, regen health makes the game more single player than multiplayer to me, I understand that lots of people like regen health in multiplayer though. Regen health in single player can work and allow you to make a game that just throws shitloads of enemies at you the whole game; Vanquish without health regen wouldn't be possible and Vanquish is one of the hardest shooters this gen.

Regen health breaks multiplayer to me because if I hit an enemy and don't kill them, that player should be at a health detriment in his next encounter with me or one of my teammates. With regen health, you receive no penalty for just running around the map getting hit; a person strategically moving around the map should be better off than the idiot running around. Regen health may allow for pure aiming skill to be the deciding factor but aiming is not the only skill in a shooter, and regen health greatly negates other kinds of skills like the aforementioned properly moving through the map. With a health system in place, you then have the ability to have a medic playstyle.

With regards to cover shooting, are you talking about games like Gears and Uncharted where you press a button to stick to cover? Because, if you are, the more you actually stick to cover, the more you usually die in those games when you play online; it is really easy to kill other players who are constantly sticking to cover. Cover doesn't work nearly that well against human opponents as it does against an AI. I hate cover shooters as well because they are just a grandiose version of whack-a-mole and nothing else. I think Uncharted may be as good as you can make a cover shooter because it gives you ability to do some daring shit and still remain alive so you are not constantly behind cover and waiting for enemies to pop their heads out of cover. Also, Vanquish is a great example of how to make a shooter with cover as the game gives you all the abilities you need so you don't need to use cover, you are actually playing Vanquish wrong if you play it as a standard cover shooter, and the game takes points off your score when you use cover.

I see no reason why an online shooter shouldn't have players to stay behind cover and use the environment to their advantage as long as the game gives players the tools to expose campers. In Metal Gear Online, you have an item called an enemy-locator with is the size of a grenade and you throw it. The enemy-locator displays all enemies within about a 15-ft radius, you can see exactly where the enemy is (you can see enemies through walls basically). If you want to play an online shooter without any camping or use of cover, the map would just be one big open area with nothing in it and that would be extremely stupid. You need to give players the tools to expose campers and make the game objective based so someone that is camping in some corner of some building is actually a detriment their team.

And, Metal Gear Online emphasizes player skill more than any other online shooter this gen and it doesn't have health regen nor is there any way to get health back. A top player will easily have like a 10:1 KDR in a room full of noobs.

I think the 2-weapon rule is more dependent on the type of shooter it is. If the shooter is going for realism, then it makes sense. If the shooter is arcade-y, then you should be able to carry all the weapons or at least most of them. In an online environment, it would be pretty hard to balance the game if players were able to have all the weapons at their disposal. It does work great in Warhawk though; however, that game has tanks and warhawks in it so you kinda need a RPG and stuff to have a chance if you are on foot.