Zamieszczono: 24 maja
First "tactical" game I've seen in a while that actually deserves the name. One of maybe three games I've played ever, wherein you could actually use real-world tactics, and those tactics not only work, but they work in-game, for the same reasons they work in real life. Button-hooks, cross-overs, "slicing the pie", etc. etc. This could be used as a kind of "sim-lite" for real-world operators-in-training, who just want to see tactics in action, while exploring why they work. Beyond that, it's a fairly entertaining game, giving you all the gear choices, squad-building, and planning that you need for a game to actually be "tactical", a term that is either misused these days, or avoided for fear of losing the instant gratification and hand-holding market. With both one-off missions, several campaigns (with more to come, apparently), random mission generator, and Steam Workshop support, there's endless hours of play available.
I do have some relatively minor complaints, though. For one, any tactical game that uses a weapon and gear unlock system breaks my immersion just a tad. Real world units don't have to unlock weapons and gear. They simply use what they feel best fits the task at hand. So I kind of wish they would have gone the classic Rainbow Six route, where everything is at your disposal from the get-go. Also, there are some rather unrealistic balancing issues. Targets wearing body armor are human bullet sponges. I've watched in amusement, as my full-armored operator unloaded round after round of 5.56 from an M4 into one of these vested "tangos" at point-blank range, only to watch the target giggle, scratch his nuts, wink at my wife, and blow my up-armored operator away with a few rounds from his sub-gun. I'm sorry, but no vest exists that will stop a full-powered rifle round without at least incurring incapacitating trauma on the wearer. But no mind, it's just a game after all. Just frustrating at times.
I've also gotten the sense that the developers understood "rate-of-fire" to be more important/significant than stopping power, which is ridiculous. I'm not claiming to be one of them, but if you talk to anyone with any experience in a job where firearms use and training was in the job description, they'll tell you that 99.9% of the time, you're going to use that full-auto weapon in semi-auto mode, and you're trained that way for a reason. Accuracy and stopping power are what keep you alive, and rate-of-fire negates accuracy, and therefor also negates stopping power (because you're not hitting anything), as it increases. But again, not a big deal. It's just kind of awkward when you get the sense that your MP5 on full-auto, is somehow proving more effective than that M4 with well-placed shots.
All in all, this is a great game, and I would highly recommend it to anyone who enjoys tactics and planning! I've already put an obscene number of hours into this one, with many more to come!