Iâ€™ve only played the Wii version of Resident Evil 4, so someone please tell me â€“ were the aiming controls as sluggish in the PS2 and GameCube versions of RE4 as they are in RE5? I donâ€™t mind that you canâ€™t run and gun like you can in Uncharted, but seriously even on the â€˜Fastestâ€™ setting the cursor moves way too slowly.
The Wii version supports classic controllers, so I suppose I could go figure that out for myselfâ€¦
On another, happier note, Valve has updated Team Fortress 2 today with what most people would regard as a surprisingly good update. Among the changes are a couple of things that the competitive crowd has been asking for for a long time:
- The ability to turn off random damage at the server level (something which I alluded to in an earlier post)
- The ability to turn off weapon models or adjust the weapon modelsâ€™ FOV (to improve the viewing area)
- The ability to turn off the â€˜nemesisâ€™ icon above charactersâ€™ heads (this was giving away enemy positions)
In addition, theyâ€™ve made changes to how critical hits and random damage work in the normal game â€“ the ranges for random damage have been reduced from Â±25% to Â±10%, meaning that we should no longer see the Demoman occasionally one-shotting Scouts and Snipers with his grenades. On top of that critical hits have been changed, and for the better, I think. The base chance to crit that every player has has been reduced from 5% to 2%, and the maximum it can go is now 12% as opposed to 20% before. On the other hand, Valve has also reduced the amount of damage you need to deal in order to get a bonus to your crit chance. The idea (according to them) is to make crits less random and more based on recent performance, which is a good idea â€“ in theory, at least.
There are a bunch of other fixes, most of which are assorted class buffs and bugfixes. Theyâ€™re mostly being overshadowed by the stuff I mentioned above, though â€“ the Steam forums are honestly going nuts right now. And this is before the Scout update has even been revealedâ€¦