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Bir çeviri sorunu bildirin
Now, I do agree with some of what you're saying here. Tricking the watcher IC would be very cool, also I would love to be able to use my alarm-suppressing program when I'm outside of turn-based mode. Just being able to attack the watcher IC *first* before they see you would be a big improvement and would cut down on the amount of system attention you rack up. A couple of those changes (especially the alarm suppression) and I think people wouldn't mind the current implementation so much. Of course, then they might have to rebalance things a bit.
And to be fair, your deck matters as well. On OS X they apparently forgot to implement num pads and it's lagging like 1995. Well, my fault for having only 16 GB RAM and full SSD.
You can have 32GB RAM memory and SSD 550MB/s read, 520MB/s write and it still wouldn't change nothing.I have this game on rig (laptop) with 4 GB ram memory and HDD , only time game lagged was one time when heavy participle effects started flying all over the place but this is GPU related (and I have resolution maxed, and turned everything but AA) related so what's your GPU ? Of course you could be lying is far as I am concern.
By the way you,wasted your money on 16 GB, unless of course you are graphic designer,architect or something similar and you are using 3DS Max,CAD and similar software or maybe you are running mini-server, because buddy 16GB means nothing to gaming.
I get the feeling people are just bad at it.
If they added an ident spoofing program to the mix so you could hide in a box, it would be original MGS. =p
I just had to correct your previous assumption because I'm OCD like that about some things XD
For example the "puzzles" should be varied, along the lines of Warframes alarm puzzles. A few variations that can become more complex, one of them could certainly be the memory puzzle that exists.
The realtime aspect is OKAY, and I don't mind that you can avoid combat (that part is good), but I think turn based still would have felt nicer. You could still dodge the sight etc (everything moves 1 space at the same time), and you could shift-clock to queue movements or something.
Overall it's not bad enough to detract from the game, but also not good enough to be a standout feature.
Again not to be mean or childish, but your last statement spells out our complaint. Getting through the matrix right now is about my skills, not my characters skills. Where the rest of the game my only skill requirement is the tatical use of my characters and the skills that they use.
In otherwords game play in the matrix is totally opposite for the rest of the game. No real decking skills required.
Chrono Trigger had you walking around enemies instead of fighting them 100% of the time, it is critically acclaimed. How is this any different in that aspect?
What is wrong with a game having a real time aspect? Does that make it Call of Duty? Do you know how annoying it would be if the game was in turn based mode all the time? Like if I was only allowed 2 AP and get so far on the hub Heoi map? It would SUCK.
2.Dont want memory minigame and to evade patrols, just destroy everything like u did in Dragonfall.
3.Enjoy evading patrols but dont like minigame, then there are passwords for u to bypass it(i found passes to 60% of nodes in the game without looking too hard.
I tried all those 3 ways without any problems at all on hard(dunno if it makes matrix combat harder) with Is0bel.
In short this matrix system is more varied and also more punishing then previous shadorun games where u didnt have to lift a finger to succeed.
it _is_ very different cause on the boat you can enter combat mode and do that TURN BASED, also you can HEAL between combats.
on the new matrix you cant use SUPPRESSION or HEAL when you re not in combat mode, and you dont have time for it when fighting.
stealth could be interesting if you could enter turn based mode in the matrix, and be able to heal and use suppression.
Actually my 16gb are quite handy to deal with memory leaks in star citizen ;-)