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Between the regular gl, the nail bombs, and the grenades and mines...every time i was gonna pick a key object, or unlock something, any ambush would turn into giblets in a manner of seconds.
Also, you are sleeping on the railgun. The acid grenades are better for Juggernauts sure, but the railgun is a one hit kill on everything else, with no set up or preparation any more complex than "point and click" at any distance. And even then is a 3 shot kill on a juggernaut on commander diff
Absolutely love this game though. So much care went into it and it shows.
I think that's where my problem lies. It IS an aggressive weapon. In that case it's more of a playstyle weapon choice. However, I'd like to share my experience with it, to give context where I am coming from.
Normal Difficulty, standard stuff. When I get the Penetrator, my arsenal consists of 4 weapons, 3 of which are the main workhorse. I approach combat in a careful, tactical manner, using my environment for cover and forcing the AI into chokepoints, so that I can use nades and mines, while picking off enemies with headshots at a distance with my Rifle. Anyone who comes close, I simply retreat to the next corner and use either the Cricket or Shotgun, depending on range, but Cricket dominates because of it's firerate and stagger ability.
The reason for this approach is that even on Normal, enemies can chew through your armor and health like no tomorrow if you stand too long in one place. Now because of that, the peek-a-boo approach I use with my Rifle is ideal not only in saving on health and armor, but also ammo. This is where the Penetrator (and to an extent SMG) fails for me. It uses the same mechanics as LMGs in BF2142, but with a mag count of 60 the max accuracy isn't sustained for long, and because of the small enemy count, and because they don't group up a lot, I waist ammo, risk health and even if I do manage to get on target, it's applied DPS is lower than if I just two-shot with my Cricket, Shotgun or used the Burst Rifle attack. Then there are also the upgrades which are super expensive and you get the required tech modules way too late, compared to other weapons.
Imo, that is way too much of an investment to consider a weapon good. In FEAR, aggressive playstyle was allowed because of bullet time, something we don't have in Selaco... yet. However, the Penetrator, as I said before, turns into A++ because of the turret. Not only are they more accurate than the gun (they don't use the accuracy spool up), but you can also move them, turning the weapon into a combat tool that compliments your other gear.
The SMG is competing in the CQC category with the Shotgun and Cricket. But, again imo, it's worse because of the ammo guzzling, ammo which I could've used for the Rifle. Without the spread upgrade, it's too inaccurate. Concentrated Fire gives it slightly more options. But the SMG as a whole has the same problem and issue Doom Eternal has, it's way too specialized weapons, i.e. SMG is ONLY all around good & intended vs crawler mines and manhacks. ID Software doubled down on this issue in the DLC, making combating certain opponents REQUIRE a specific single weapon w/ specific mode. That's bad game design.
As I was typing this I did come up with ideas for the Penetrator and SMG which can give them a better niche, something to call their own.
The Penetrator can go the route of the Stakegun from Painkiller. Same mag size, but slower rate of fire. It acts as a huge knockback/stagger weapon, with upgrades increasing these to 11, where upon killing an enemy they can get propelled back and knockdown/stagger enemies in it's path. Maybe there can be a pinning down upgrade that can stop enemies in their tracks. This makes the Penetrator ideal for making breathing room.
The LMG niche can be filled by the SMG. Doubling down on the ROF, one of it's upgrades/modes can be EYE's "Fuller Auto". Triple the ROF, with upgrades that can increase the mag size to 100+ and you have a perfect CQC panic weapon if the Shotgun doesn't cut it. Making it a huge sacrifice of ammo for guaranteed quick kills. Alternatively the taser/shocking path can go the HL2 Hunter route, a burst fire of flechettes that explode, stunning for a short while everything in radius, or firing at a shocked enemy spreads the effect to nearby enemies.
That being said, if you like the Penetrator and SMG - good. Nothing I said should be considered absolute. Maybe it's intentionally made for specific playstyles and tastes.
Oh, so it's a 3 shot on Juggs, then the Railgun is S+ easily. The two I killed in Endgame were taken down in two shots, and that was after surviving the Acid+Mine bath I gave beforehand.
What I was telling in OP is a tale old as time of saving up the BFG ammo for the late game boss... only to not get a boss fight in this case. So, yeah, S+.
My rig is 1070ti and AMD Ryzen 7 1800X with 32GB RAM. I stay above 60 FPS for the most part, aside from the two locations I've described. I do get dips when enemies spawn, but those quickly fade, same if a lot of stuff blows up at the same time. For GZDoom it's very well optimized.
Agree. Conveniently, Yahtzee released his review partially touching this issue. And you know what, it just dawned on me. The emptiness can be justified, if there was a super effective evacuation procedure. Sure the dead bodies we see is the inevitable "someone has to die", as nothing can be done without casualties. But in general, through notes, at least from Sal, we need to get to a specific location, and after that somewhere else, if I remember correctly it's ACE HQ.
The way I see it, the hospital was a tactical choice to strike, so it was hard to hold off the invasion force to buy enough time and evacuate all personnel, hence the body count.
BUT, and if we give it a bit of thought, the environment detail and storytelling gives us the impression that Selaco is at least Manhattan sized, skyscrapers and all. Now with that kind of size and population, and the implication that Earth fell because of an invasion, there should be procedures and drills in case of future invasions, like this one. Now how would a Manhattan sized station be able to evacuate that amount of civilians so effectively?
Number one is always the media. There is no faster way to send information to the masses. Aside from the obvious PSA/EBS/EAS and Air Raid Siren blasting there should be constantly repeated messages on speakers, tabloids and holo-ad stands telling where to go. Road signs should have clear indicators to ACE HQ, also, the station AI.
Second is the military. In this case ACE troops setting up blockades, outposts and checkpoints to quickly and in fashionably order guide civilians to safety and uphold order to prevent panic, holding the line against the invaders, and when falling back or retreating, they blow up the tunnels and doorway passages.
Third is personal or short range communication, be it through radio, smartphones, wall messages etc. Something that is meant for stragglers or those left behind.
From the amount of cars in working condition and the lack of scenes of outright massacre, and the inclusion of underground infrastructure, I assume there could be a whole system of underground evacuation tunnels at least nearby to each building, like fallout shelters, only connected, and those were used for evacuation.
All this may give justification and explain the emptiness, if it were played on more. That being said, seeing more out-of-bounds combat and noises won't hurt either, along the aftermath of previously fought battles.
The pleasure is mine. Really like the game and wish only the best further down Early Access.
Compare that to the rifle which becomes pretty meh the moment you take zoom off of it.
Plasma rifle simply needs the velocity upgrade and it becomes outstanding mid ranged weapon on the move. Bigger issue I found is that it kind of needs that mag upgrade which you don't get until late. Naturally late when you get the gravity gun upgrade it raises the utility of the weapon exponentially.
SMG while it chews through ammo is surprisingly good gun to kill on the move. Noted I only found it really good when having two. I didn't find the other modes that appealing since rifle can just fit that niche better.
Sniper rifle is better from the hip than zoomed. A bit counter intuitive. It's actually a great mid ranged blaster. I found it's scoped use too marginal and the damage on it needs to be tweaked for headshots, but for hip firing with the damage and rate of fire is really good. I found it more accurate than I thought it would be.
Shotgun is god tier. It just requires slightly different approach. Ability to refresh slide becomes incredibly good if you are using environment and layout to your advantage. Simply use in conjunction with objects and slide/melee and it is stupid. I didn't find it that inconsistent with ending thing if my aim is square on them. Blowback is hmm less applicable unless I'm using it wrong, but the double shot is obscene. While yeah it's close ranged beast. Most of the fights are exactly in closer range. So it's applicable to most around the corner bursts and assaults. I found this just as good as Cricket.
Rife is a great all around gun, that I barely used. Yes it works, but I found it too plain and in each applicable case I could use cricket/dmr/plasma at mid ranges or I can use the shotgun/penetrator/cricket at closer ranges. Still I find necessary b&b weapon that functions in any situation.
Shotgun mode takes them out quickly, and in later half of the game you usually find a penetrator with some ammo every once in a while where big fight is expected.
...completely forgot to try out the grav gun mode on the plasmagun, you get it so late.
Completely agree on the sniper rifle. You'd THINK it would be good for careful one-shot-headshots but nope. Barely used it as a reasult.
Twinned SMGs are really good up close, but boy do they drink ammo. Kinda funny how the shotgun is comparatively bad in the same situation because you are *not* getting a second shot before the enemy can.
Did anyone make use of SMG taser? I found out about it by accident, but it takes so long to reload I forgot about it. It reloads when the gun is stowed, but your swap speed is pretty slow so gun-juggling is a death sentence.
I'm playing through Selaco must fall and the sniper is much more useful there since you have to play super lame. The game also gives you the sniper earlier at the selaco streets section. I do wish it didnt take so long to unlock the cranial penetrator and charge shot for it though.
Also, I'd love to see a separate sprint function in addition to the slide. It's feels odd to only have the slide.
Set Blood Quality to low!
The SMG is actually amazing but you need to be using dual SMGs. With dual SMGs you are triggering enemy pain state all the time. Enemies cannot shoot you back and get stunlocked to death. This makes the rifle a terrible weapon as they share ammo pools and the rifle takes longer to kill things. Always use the SMG it's awesome. Don't believe me? Check out my walkthrough guide on Admiral.
Very far ranged enemies (rare) you can double tap with the cricket or use the sniper rifle as that triggers pain quite reliably as well. That said whatever you choose to spend weapon parts on will be good.