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
It's quite a clever optimization solution, and one I've become comfortable with having accepted it for what it is, as well as a part of the game's general bright aesthetics.
It can be an issue in combat yes but if you're in a building just pop a mine and run out the other way, or throw a distraction into the blinding light for a few seconds of respite if you decide to charge.
I've been adapting my tactics to compensate, but was curious. Your explanation does sound reasonable 👍🏻
if I may suggest another piece of advice, minimize the amount of hud elements, don't rely on camera for 3d spotting and try to only use the map for setting markers.
The game gives you plenty of audiovisual tools to read pretty much every marker on your map.
- KPA voice callouts, mechanized unit sounds, sirens and music indicate the alert levels and enemy awareness.
- visible blood spatter, punchy knockback and ragdolls all serve as hitmarkers.
- red screen edges indicate low health without obscuring vision.
- being in cover is displayed by your character's hand placed on the cover and the screen going slightly darker.
- passing outpost and strike point locations you get a radio call about what it is so you can just pay attention.
- radios can be heard.
- resistance stashes are smartly marked by the resistance on buildings.
- custom markers are still visible in the world should you need to place one.
Killing all HUD elements except mission markers, radio chatter and loot pickups changed not only how the game looks, but how it plays. You get to immerse yourself in the world instead of just reading the HUD all the time. Play true cat&mouse with the enemy. DISCOVER things instead of doing a checklist of actions to perform.
https://steamcommunity.com/sharedfiles/filedetails/?id=2398340521
https://steamcommunity.com/sharedfiles/filedetails/?id=2398340519
Now that I'm getting much more accustomed to some of the finer aspects of the game, I can focus on making it more enjoyable by implementing my own personal tactics and playstyle.