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In this game it feels like the mechanics of the game itself incentivize you to cheese each and every engagement.
I hate that you walk slowly backwards, as if the movement and sprinting wasn't already awkward enough and even if you do sprint away they'll catch you by the time you're finished with any of the reload or item usage animations.
In the OGs you could sprint for days if you were traveling light; Here you need to chug energy drinks every 50 meters like a sugar addict.
Food? Good lord, Skif must have a hole in his stomach or something because he's nonstop hungry.
Opening inventory because you can't have everything you need on a quickslot access?, yep, take your sweet ass time in the middle of a firefight why don't you.
Out of medkits? Too bad, now instead of a fast syringe you got a full two to three seconds of animation per bandage or food item to restore a tiny bit of health each.
Weapon jam? suffer a 5 second unjam animation and Skif can't even be bothered to reload his weapon while at it like in the OGs.
Stalker as it was was perfect gameplaywise, it didn't need any of this milsim garbage.
I am willing to believe that the manager who thought of the knockdown attack was also the one who introduced the death counter. DELUSIONAL.
It is clearly a bad mechanic. It is practically unavoidable and you take too long to get up.
Chimeras, and Boars, all do the same thing.
the problem with Chimera though, is that the "normal" leap from the OG games, comes with the knockdown attack. And it will just stand on you and hit you until you die while getting back up.
Stalker 2 is a scam. Plain and simple. You have been tricked and robbed.
while also sucking 100 bullets
what a sh*t load of artificial difficulty and bad design