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The only downside of it (as for the Custom Shotgun) is, that it only uses the regular 9mm bullets.
In terms of numbers the value of +5% chance of a critical hit floats around there.
If you don't like the pressure than you sure as hell won't like the remake of Resident Evil 2 because you will be constantly pursued by Mr X in the police station from the gameplay i have seen. I have personally not played the 2nd game so idk how similar it will be to the remake so take what i said with a grain of salt.
im sure im gonna skip RE2 remaster, i hate these spooky sch1ts, I dont get it why they had to bend this way, none of the resident evil games (except 7) were horrors, nor intended to be :/
Hm, thats odd. I've just asked a colleque who collects guides for RE games and some other titles and he has pretty much all (german) guides that where available at that time.
Including the offical guide to Resident Evil 3 from Future Press. There they are quoted:
"Aufgrund des Zielfernrohres sind kritische Treffer mit einer Wahrscheinlichkeit von 1/16 möglich.. Landet Jill einen kritischen Treffer, hat der Schuss die Feuerkraft eines Magnumgeschosses."
Roughly translated it would say somthing like
Due to the rifle scope critical hits are possible with a probability of 1/16 .. If Jill lands a critical hit, the shot has the firepower of a Magnum bullet.
Not really 5%, tho...^^'
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He's not really persistent in RE2. He never follows you into another room except one time, where he burst through a wall. But thats a script, so he even does that when you took him down moments earlier.
Compared to Nemesis he is/was a total Sloth.
The custom shotgun is a strange beast, since it does around +20% more damage to standard enemies, but it is about 10-20% weaker on bosses… Plus it has a shorter range for damage drop-off.
And the Mr X in resident evil 2 is the same enemy every time, or these are different enemies?
RE4 is the first game confirmed to have an actual 0–99 system and flat 10% chance for crits on the handgun. However, PSX era CPUs were not really suited for very elaborate random number generation, it was easier to just use two-byte addresses. Also, the RE1 remake implemented the same more advanced system, this is also why the pistol feels different on it. (And the other reason being that they totally rebalanced all health and damage values and added a new randomiser on them, not the old RE1/RE2 one.)
He doesn't chase you through the entire game. It's possible one or two apperances are actually complete random if he shows up or not but the rest are mostly scripted to occur depending on what choices you make.
He DOES chase you from room to room, but he'll eventually give up. I don't remember if it's a factor of how many rooms he chases you through, or if he only chases you up to certain rooms. He never enters save rooms and will simply wait outside.
He also only goes through doors when they're not in the camera shot. (Both because he's trying to act sneaky and because of technical limitations, they can't really animate him going through the doors that are part of a pre-rendered background, so they opt for off-screen enterances)
I RAGE QUIT this game on the first Nemesis encounter. I simply can't win the battle, and I refuse to run away. I rage quit this game. Going to be the only one of the classic series I won't play. I'm salty
I just looked it up on YT and didn't know these old games had auto aim in the options. I've been playing all of them with manual aim, lol. Gonna switch in the options for the next encounters