PrettyDeadman
Guest
I duno its kinda bad. Like nuDoom 2 but everyone has hitscan enemy and every enemy is a punk humanoid with extremely dumb ai. Also constant freezes even on 150 fps.
The hitscanners that spawn infinitely behind your back in the side jobs are the worst part of the game and all they do is push the player to just run past mooks and beeline for the objectives since killing them is a waste of HP and ammo. It's obvious that Streumon, for all their passion, can't seem to figure out good game design to save them. This is their 3rd attempt and they still fail.I duno its kinda bad. Like nuDoom 2 but everyone has hitscan enemy and every enemy is a punk humanoid with extremely dumb ai. Also constant freezes even on 150 fps.
The hitscanners that spawn infinitely behind your back in the side jobs are the worst part of the game and all they do is push the player to just run past mooks and beeline for the objectives since killing them is a waste of HP and ammo. It's obvious that Streumon, for all their passion, can't seem to figure out good game design to save them. This is their 3rd attempt and they still fail.I duno its kinda bad. Like nuDoom 2 but everyone has hitscan enemy and every enemy is a punk humanoid with extremely dumb ai. Also constant freezes even on 150 fps.
Edit: oh yeah, and you get a limited supply of medkits, and the only other way to replenish your health is to do those press-key-to-takedown things. .
Yeah, the highest difficulty was really brutal (for a while I couldnt complete any side missions), but now after some grinding (the defense missions are great for that btw) I finally got some decent gear the things are becoming somewhat manageable.
I like the game. As others mentioned the control scheme takes a bit of getting used to, the healing on melee kills kinda forces you to play very agressively in most situations (which aint great tbh fam, but w/e), but generaly, the game does what it set out to do pretty well. I just wish someone would make a 40K Metro (since asking for a 40K STALKER would be too much I guess)...
Edit: oh yeah, and you get a limited supply of medkits, and the only other way to replenish your health is to do those press-key-to-takedown things. .
you can just shoot them, you dont need to takedown for autosanguine to activate
Edit: oh yeah, and you get a limited supply of medkits, and the only other way to replenish your health is to do those press-key-to-takedown things. .
you can just shoot them, you dont need to takedown for autosanguine to activate
Oh, that's good. I'm going to adjust my playstyle to be more aggressive then and see if that helps.
Good thing the takedown system is so awful looking I don't wanna do them. The way it locks you into an animation state and clunkily "transforms" back to gameplay is really off putting.
It was Space Marine.Maybe there was some other culprit that started it, though?
In SM though it wasn't that easy though, as your execution animations could be interrupted since you could still be attacked, which meant you had to prioritize WHEN to do one so that you weren't shot to death (especially with the chainsword, whose fatality was too slow IMO). It wasn't an awesome button.Other games had flashy awesome button takedowns but SM popularized executions giving you health to allow aggressive play.
In SM though it wasn't that easy though, as your execution animations could be interrupted since you could still be attacked, which meant you had to prioritize WHEN to do one so that you weren't shot to death (especially with the chainsword, whose fatality was too slow IMO). It wasn't an awesome button.Other games had flashy awesome button takedowns but SM popularized executions giving you health to allow aggressive play.
In SM though it wasn't that easy though, as your execution animations could be interrupted since you could still be attacked, which meant you had to prioritize WHEN to do one so that you weren't shot to death (especially with the chainsword, whose fatality was too slow IMO). It wasn't an awesome button.Other games had flashy awesome button takedowns but SM popularized executions giving you health to allow aggressive play.
I as I said the game is meant to be played on OldSchool difficulty. I assure you 90% of the time event trying to get close for takedown means death.