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They're also seeking a design middle ground between allowing us free movement and the intended difficulty. Originally you had to stop to aim and the game was designed around it. Hence the easy staggers as a means of crowd control even on hard difficulties. Perhaps Capcom went a bit too far to the difficult side, but I'm enjoying it myself.
Shotgun you have to be quite close for the bullets to properly do massive head dmg. If you aren't getting close enough you could be losing a good 50-80% of your shotgun dmg per round.
Snipers should be at the head unless there is a superior weakpoint per usual.
One thing is to make sure you let the crosshairs tighten, unless you are especially close when its safe. Otherwise you might be missing headshots. Further, are you sure you're actually hitting the head as much as you think you are when they're swaying around and moving at odd postures? I've seen people fail to realize they're not quite hitting as much as they think they are and the shotgun issue and thus thinking enemies are tankier than they really are such as the Salvador chainsaw fight which shouldn't take hardly any ammo to kill on hardcore (like you should have extra shotgun rounds and like tons of pistol ammo, like 50+, and tons of gunpowder after that fight if doing it right).
Another consideration is if you want to headshot but are struggling with the swaying and odd postures there is a setting that might (note I've not tested for sure the exact effects but based on its image/description...) swap them to simpler postures and movement making it more consistent to headshot them in graphics settings if you want to go that route.
Some enemies might be safer to stagger with a leg shot like the pitchfork charges (at least seems so far but early in placebo maybe haven't thoroughly verified).
When you combine random number of head shots to stun with all the other various nerfs to the old RE4 play style I sometimes question why they bothered. I understand some things needed to change, but as I tally up the list of enemy buffs and weapon/player nerfs it begs the question: is a parry and being able to slowly move while aiming that powerful?
Hell yes to the iframes. A lot of the game seems defined around killing things on the ground, kicking, etc but it's often not worth it to do any of that because you get gang banged the second the very small number of i frames finishes.
Realism Mode is brutally hard so the head shot damage from Deadly Headshots evens it out in your favour but, you still die in 1 hit to everything in the game. I was one shot by an angry cow at the windmill early on. I also use raw accel on motivity to help with the scope aiming in the game, works wonders but requires setup and retraining your muscle memory with mouse.
It does go a ways towards making it feel more like a survival horror game. The enemies still drop ammo so it's not entirely there but everything is so dangerous now you never feel safe. Thing is the original game is quite easy once you realize headshot/legshot+Melee beats everything except the parasite heads.