Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
But I don't think there's a high chance the developer will reply to this thread. Hopefully, there will be a note on it in the patch notes.
(or maybe like in irl, if say they're half a screen or closer - they need to whip out a sidearm like a pistol or shotgun)
it's still risky cause there might be others around while you're trying to sneak up on him etc
instead of just getting 2 - 3 shot but from close range instead of far
cool in general if how you approach every enemy can depend on their loadout, though i guess regardless of the range you end up in combat with them - you can just use an assault rifle : P
The shooting/glancing/recoil mechanics are terrible. Major changes like this are why I won't buy/support early access anymore.
if it comes down to fighting with the reticule, or pacing your bursts for recoil stat, i feel like fighting with the reticule is technically more skill expressive, but burst pacing is just more enjoyable; with the former being much less manageable with multiple targets and movement etc (especially when different recoil values on different guns means learning to fight the reticule by different amounts all the time)
-gunplay 2.0 for enemies is great, adding more balance and depth to how situations are handled
-gunplay 2.0 for us is similar to what we have now; each weapon category does better at certain ranges, especially considering DPS and recoil; now there's just kind of a hard cap on max range effectiveness and a bit more accurate shooting required close range with medium range weapons
better defined weapon categories. improving weapon roles always gotta be a good thing.
if i understand everything correctly
I like the new recoil changes in concept. Coupled with the changes to effective weapon ranges, it seems to me assault rifles aren't the end all, be all anymore.
However, it feels kind of bad when you're using your assault rifle at the indicated optimum range, but can only fire it in small bursts because the wild recoil makes it unreliable otherwise; meanwhile, your enemies can let loose on the trigger and hit all their shots in a very tight spread pattern.