Glic
08-28-2001, 11:11 AM
I've heard a few people comment that they never use the "bullet time" at all, i.e. they just use the shootdodging. I think this is a mistake. One of the best techniques I've found is the "extra slow" shootdodge. Just turn on bullet time for a second before you shootdodge. The effect is that Max starts doing his shootdodge slower than normal. With this method, you can get off two shots with the pump-action shotgun in one shootdodge.
Also, if you hold down one of the direction keys and the shootdodge key while in the middle of a shootdodge, Max will start doing another shootdodge immediately when the first one ends. This can a handy last resort if Max ends a shootdodge that leaves him in a vulnerable position.
With a group of enemies, I like to turn on bullet time and strafe around as long as possible, then go into a shootdodge only when it looks like Max is about to get his ass fried.
Another handy trick is to turn on bullet time for a second whenever you see or hear someone shooting, but don't know exactly where the enemy is. If the enemy is behind you, you can turn around "instantly", giving you a huge advantage. It's also great to use with the sniper rifle; you can often pick off a guy before he has the chance to return fire.
Anyway, I figure this advice is all old news to the "pros" but maybe someone will get some use out of it images/icons/smile.gif I just read Gamespot's Max Payne Game Guide and it didn't seem to mention any of this stuff...
Btw, has anyone tried turning off the "bullet time aid" option? I messed with it a bit and noticed a few interesting things.. for example, you can turn on bullet time during a shootdodge (i.e. so he can come out of the shootdodge in slow motion). Unfortunately it didn't seem very practical to actually use this during the game. images/icons/smile.gif
One last question: does shooting enemies award more bullet time than normal if the game is set on Dead on Arrival? I was using it very liberally when I played on this setting, yet the bullet time gauge always seemed to be close to full.
Also, if you hold down one of the direction keys and the shootdodge key while in the middle of a shootdodge, Max will start doing another shootdodge immediately when the first one ends. This can a handy last resort if Max ends a shootdodge that leaves him in a vulnerable position.
With a group of enemies, I like to turn on bullet time and strafe around as long as possible, then go into a shootdodge only when it looks like Max is about to get his ass fried.
Another handy trick is to turn on bullet time for a second whenever you see or hear someone shooting, but don't know exactly where the enemy is. If the enemy is behind you, you can turn around "instantly", giving you a huge advantage. It's also great to use with the sniper rifle; you can often pick off a guy before he has the chance to return fire.
Anyway, I figure this advice is all old news to the "pros" but maybe someone will get some use out of it images/icons/smile.gif I just read Gamespot's Max Payne Game Guide and it didn't seem to mention any of this stuff...
Btw, has anyone tried turning off the "bullet time aid" option? I messed with it a bit and noticed a few interesting things.. for example, you can turn on bullet time during a shootdodge (i.e. so he can come out of the shootdodge in slow motion). Unfortunately it didn't seem very practical to actually use this during the game. images/icons/smile.gif
One last question: does shooting enemies award more bullet time than normal if the game is set on Dead on Arrival? I was using it very liberally when I played on this setting, yet the bullet time gauge always seemed to be close to full.