Moram priznati da sam očekivao od igre više, malo sam razočaran. Al sve u svemu dobra igra, ali prekratka. Kao što ste već naveli gore dosta zaostaje za originalom (ipak AP-i daju drugu perspektivu igri), ali bez obzira na sve, ovo je pravo osvježenje u tactical turn based žanru igara koje sam ja dugo čekao(novi JA me nije impresionirao). Inače, igrao sam na classic difu i izazov je. I samo jedno pitanje. I kod mene i kod obojice prijatelja prva zemlja koja je odustala od x-com projekta je Nigerija( nijedan nije startao u africi), da li je i kod vas tako? Možda je slučajnost, a možda i neki bug.
Slučajnost, meni su odustali Brazil i Kanada, nisam uspio srušiti brodove i uništili mi jedan satelit.
Znate li možda može li se box verzija iz naših trgovina aktivirati na Steamu?
EDIT: Da sam sebi odgovorim (a možda još nekome dobro dođe informacija) - može! ;-)
Zaigrao i ja ovo remek dijelo. Za sada oduševljen i turbo zabavno! Volio bih da ima više dubine kao orginal pa da je ispunjeno opisima oružje, aliena itd. Konstrukcija baze mi je bolja nego orginal. Bilo bi dobro da ih možeš imat više al to kompenziraju satelitima. Nadam se da nije prekratka.
Uglavnom kako rekoh jedina zamjerka je što mislim da bi bilo dobro više dubine u igri, detaljnosti.
I još se nadam da neće biti glupih DLCova,a ak hoće nek budu besplatni! Mislim kupiš igru i onda još DLCove moraš kupit KOJI K...??? To mrzim od početka. Uopće nemam dojam da sam kupio cijelu igru kad ima šugave DLCove.
Zaigrao i ja ovo remek dijelo. Za sada oduševljen i turbo zabavno! Volio bih da ima više dubine kao orginal pa da je ispunjeno opisima oružje, aliena itd. Konstrukcija baze mi je bolja nego orginal. Bilo bi dobro da ih možeš imat više al to kompenziraju satelitima. Nadam se da nije prekratka.
Uglavnom kako rekoh jedina zamjerka je što mislim da bi bilo dobro više dubine u igri, detaljnosti.
Slažem se, meni fali detaljnije opremanje vojaka, al u redu je no NEMA LOGIKE da bi uzeo bolji oklop treba maknut ručnu ??? Osim toga, lijepo je prikazano tijekom borbe ako vojnik ima naprednih fičera kao npr. run&gun i td. Dubina se povećava s vremenom igranja, učenje je napravljeno u dobrom tempu.......imho
Ne sviđa mi se što kad se odazovem na jedan od tri panična poziva u pomoć, ostali nestanu, zašto ne bih mogao ići i na druge kad se vratim s prve misije?
Kojim smjerom razvijate bazu? Ja sam se bazirao na razvoj, a uglavnom odaberem projekte koji kraće traju da se prije riješe, možda kriva logika al eto...Gradim po potrebi generator pa sam zadnje školu oficira i odabrao brže učenje, bolju medicinu i još nešto, ne sjećam se što........
Kako opremate vojnike ? Ja sam forsiram kevlar umjesto ručnih pošto iste uništavaju alieneske komponente, pa onda ejdnome dam onaj omamljivač aliena, a dvojici medkit (prije jedan dok sam imao četvoricu vojnika), a ovisi i o težini, stavim dva medkita na težim misijama.....
Lansiraj što više satelita, jer ti oni daju novce. Uplink zgrade stavljaj jednu pokraj druge da dobiješ bonus.
Snipera razvij do kraja, izaberi mogućnost, da ako ubije aliena koji nije u zaklonu, ne izgubiš potez. Super za skidanje letećih neprijatelja ili kada ima razneseš zaklon.
Lansiraj što više satelita, jer ti oni daju novce. Uplink zgrade stavljaj jednu pokraj druge da dobiješ bonus.
Mislis horizontalno ili vertikalno?
EDIT;
Slazem se da je steta sto se ne mozemo odazvat na sve panicne pozive upomoc, vec moramo birat samo jedan.
Snipera razvij do kraja, izaberi mogućnost, da ako ubije aliena koji nije u zaklonu, ne izgubiš potez. Super za skidanje letećih neprijatelja ili kada ima razneseš zaklon.
Double Tap je puno korisniji, pogotovo protiv high-HP meta.
Mislim da radi u svim smjerovima. Uplink i power generatori također
Igram Classic, standard (ne ironman)... upravo se UK iskljucio iz projekta kao 4 drzava, i to zato jer sam ponosno pobjegao s terror misije. Pa ne mozes covjece ono proci, imam 4 ljuda u timu i svi su nabildani level, ali probaj pobjediti protiv glupog leteceg tanjura, tri odreda sa tri chryssalida (=9 chryssalida + zombiji) i naravno odred muttona, plus dodatni thin mani... pa kako? Evo, predajem se, kako?
Pola karte panicari, pola karte kao da se nista ne dogadja... ono sto me najvise zivcira je sto dobijem abduction misije na dva kontinenta gdje se panicari, pa kad rijesim jedan - druga drzava se iskljuci. I naravno, procitao sam na netu da na Classic to alieni biraju gradove tako za inat, gadovi!
Jedva jedvice sam uspio uhvatiti vremena da istrazim Laser i Carpace, i na svu srecu pocetni tim mi je jos uvijek ziv (uz par reloadanja ), ali sta mi to vrijedi kad UFO-i maltene rasture i po dva interceptora i ne mozes ih srusiti. Kao da mi nije bilo dovoljno izazovno kad se ovako sami od sebe tocno medju moj tim teleportiraju dva-tri flyer tima, pa trazeci novi zaklon aggroam novi tim muttona.
Da ni ne spominjem lucky shotove koje thin mani ispale preko dva-tri ekrana u lika koji sjedi iza zida u full coveru, i spuste mu HP na 1...
Izludjuje me ova igra... ne smijes ni dolar potrositi pogresno, jer ti se naplati stostruko.
Mislim da cemo ostaviti Classic za neke druge dane, pocet cu ispocetka lijepo na Normal... i ja se moram praviti vazan i birati muske tezine za prvi prohod.
UF!!!!!! Ovo je Dark Souls medju taktickim igrama...
Rant over..
Ako bez Ironmana imaš toliko problema, definitivno smanji težinu i prvo nauči igrati na Normal.
Kod mene je situacija obrnuta - prošao sam igru na Normal Ironman, sada prolazim Classic Ironman. Nakon nekoliko restarta zbog loših prvih par misija sada rasturam. U 3. mjesecu sam (tj. svibnju), niti jedna država članica nije odustala od XCOM projekta, imam samo 2 mrtva vojnika, već researcham Plasme, Firebird samo čeka dovoljno djelova da ga mogu researchat... Druga Terror misija je sadržavala hrpu Chrysalida, 2 Cyberdiska i Floatere. I razorio sam ih, sa 14 spašenih civila dobio Excellent.
Definitivno je prvih par mjeseci najgore, ako ih dobro prođeš dalje će biti lakše. Nemoj researchat "Priority" gluposti poput Arc Throwera sve dok ih stvarno i ne trebaš. Npr. ja sam Arc Thrower researcho tek krajem 2. mjeseca, budući da Alien Containment Chamber nisam mogao priuštiti uz Satellite Uplinke i satelite sve do početka 3. mjeseca.
Ja proučim situaciju u bazi pa od tri zemlje u panici odaberem onu gdje mi treba resursa npr. trebam više naučnika zbog izgradnje satelitske mreže pa odaberem misiju gdje dobijem naučnike za nagradu....osim ako nije panika na visokoj razini nedje onda biram to...
Pa da, nema smisla razvijati samo oružja, podjednako proučavam aliene, oružja, oklop, materijale i sustave naoruižanja....kako mi se hoće, to je barem draž da igra može ići u smjeru kojem hoću...barem se čini za sad.
Inače, baš sam jutros igrao prvu misiju u kojoj sam se usudio ući u alien ship, i odmah uspjeh, uhvatio onu kristalnu beštiju - antenu, baš kako je šefica tražila !
Nije mi jasno kak uspiješ spasiti toliko ljudi, kad ne vidiš gdje su, a treba i pazit da ne uletiš u gužvu i nadrapaš ?
lp
Par stvari oko satelita:
1. Satelite uvijek lansiram 1 dan prije kraja mjeseca.
2. Ako na kraju mjeseca namjeravam lansirati satelit u nekoj državi, tamo ne radim Abduction misiju.
3. Prvi mjesec sam lansirao 1 satelit (manjak love), drugi mjesec 3, treći 3, četvrti mjesec 4. Satellite uplinke graditi u kvadrat zbog bonusa.
Što se tiće Terror misija, jako ovisi o mapi. Ova zadnja je bila na dosta otvorenoj mapi (na razorenoj autocesti), i u jednom trenu sam imao aktivirane 2 Cyberdiska s pripadajućim repair Droneovima te grupu Floatera. Srećom, većina se fokusirala na mene, umjesto na civile. Prethodni Terror mission je bio puno drugačiji, iako su protivnici bili puno slabiji pobili su dosta civila jer je mapa bila zatvorenija i dosta velika.
A crashed/landed UFO misije su dosta lagane ako imaš Snipera sa Squadsightom. Samo grupiraj jedinice kad ulaziš unutra da možeš bilo koju grupu koju aktiviraš ubiti/uloviti u jednom krugu. Outsider na Classic ili Impossible radi ogroman damage i treba ga ubiti, uloviti ili supressati.
Jučer mi baš uletjela misija da sredim Alien Battleship (random spawn a ne onaj Overseer). Nagrada za uspješni završetak: Energy Lance i Improved Rocket launcher. Jeeej!
Ja igram na Classic sa ovim modom Warspace Extension koji je sve bolji sa novijim verzijama. Malo je nezgodno sto moras poceti ispocetka kampanju kada izadje nova verzija. Govori se kako ce developeri dati bolju podrsku za modanje, tako da nema bojazni za dugovjecnost i poboljsanja ovog odlicnog (pojednostavljenog) remakea. A valjda ce i DLCovi biti pristojni
Things that have changed:
Weapons rebalanced:
- Conventional weapons are now average. Nothing special about them. They are good allround. You could theoretically play the entire game using them.
- Lasers do a bit more damage, are more accurate and don't need to reload. But sometimes they do low damage. Their damage output can be unreliable.
- Plasma weapons do a lot of damage and have very high critical damage. But they are less accurate, which makes them hard to use, especially by rookies.
- The environment can take on a few more plasma hits before being destroyed. This allows the player to make better use of cover and play more tactically.
- Arc Thrower now goes in the pistol slot. Apart from that, it works the same as in vanilla.
- Different weapon types have different accuracy settings. Least to most accurate: Shotgun, LMG, Rifle, Sniper.
- On top of that, different weapon tiers have different accuracy levels.
- Pistols need to be reloaded (except the Laser pistol).
- Shotguns do more damage but have a bit less accuracy compared to rifles. Shotguns should be more useful now.
- The sniper rifle's close range accuracy penalty has been removed. It still needs two moves to be able to fire, I think that's harsh enough.
Enemies rebalanced:
- Enemies have been changed in such a way that combat becomes more logical, resulting in more fluid battles.
- Enemies won't cheat as much. If something bad happens, you'll know it's probably because you screwed up or because the enemy AI made a good decision.
- Smaller enemies are a bit harder to hit and large enemies a bit easier. This is balanced by accuracy and/or movement speed advantages/disadvantages.
- When a Chryssalid kills a civilian offscreen, the civilian will now always turn into a zombie.
- The AI will now always use more than 5 NPCs in combat, instead of hiding when the NPC limit is reached.
Strategical map rebalanced:
- The missions the player ignores won't increase the panic level of entire continents anymore, but only of specific countries, and panic penalties are larger now.
- This allows the player to somewhat direct the spread of panic and have more control over the strategic map. But there's still some luck involved.
- Countries have a small chance to leave the council at the end of the month when their panic level reaches level 4.
- Having a satellite in the continent or country drastically reduces the chances of leaving at panic level 4.
- Satellites are much more likely to decrease panic levels inside the country they are positioned in at the end of the month.
- Normal satellites have a very tiny chance not to be destroyed by UFOs when undefended.
- Stealth satellites have a high chance not to be destroyed by UFOs when undefended.
- European countries give slightly more money to give the player an incentive to put our satellites there.
- There's slightly a higher chance that UFOs will show up.
- UFOs doing missions (Terror, Abduction, etc) can be intercepted sometimes before they start their mission.
- The Research Lab's effectiveness has been increased. It's very effective at decreasing research times.
- Research time has been slightly increased to give the Research Lab a useful purpose.
- Facility maintainance costs have been increased, so that you won't be swimming in cash later in the game.
- Workshops are enabled from the start, allowing the player to begin the strategic game with a different starting move, if so desired.
Characters rebalanced:
- Rookies start with a bit less Will, but now you get more tools to combat panic.
- Human soldiers gain a bit more Will with each level.
- Armor plays a large role in how fast soldiers will panic. The higher the HP bonus you give your soldiers, the smaller the chances of panic.
- Just like armors, higher tier weapons provide a Will bonus, but a very small one. See it as a confidence boost.
- Human soldiers who panic won't try to kill your own soldiers anymore.
- Game balance doesn't resolve around your soldiers getting killed, but instead around your soldiers recovering for a much longer time.
- Soldiers who take damage during missions will be recovering for a MUCH longer time, especially if they are "gravely injured".
- You can avoid this by giving your soldiers better armor. Your soldiers will only become wounded if they lose all their hitpoints provided by the armor.
- Armors are now more likely to protect your soldiers from getting wounded.
- Soldiers who got shot can be kept in the rear to make sure they don't get shot again and then need to recover for a long time.
- Needlessly leading your soldiers to their deaths is not cost effective in the long run.
- SHIV tanks take a few more days to be repaired when heavily damaged.
Armors rebalanced:
- Armors are divided into Heavy Armors and Light Armors.
- Heavy armors consist of the Carapace, Titan and Archangel. Light armors consist of the Skeleton, Ghost and Psi armor.
- Heavy armors provide more armor than the light armors.
- Heavy armors provide two item slots. Light armors only one.
- Carapace reduces mobility by 1 square, Titan and Archangel by 2. Light armors increase mobility by 3 squares.
- Heavy armors increase Will a lot. Light armors increase Will a bit less. Secondary armors (the ones that go in the item slot) also provide a Will boost.
- Light armors increase the chances of evading incoming fire.
- Light armors have special mobility abilities (except Psi armor) that allow them to move around the battlefield with more ease.
- Secondary armors provide a bit more HP now, making them great for use with the heavy armors that have increased inventory space.
General Tweaks:
- Normal, Classic and Impossible difficulty levels should be the same now, apart from hard-coded differences, like more enemies and unlocking the full AI.
- Basically, if you want full AI, play on Classic or Impossible.
- Keep in mind, this mod was made for the Classic difficulty level, but Impossible should work too. AI is shackled on Normal, so don't play that!
- Second Wave is enabled. You'll need to finish the game first to unlock it, or download a profile which has it unlocked already (See Second Wave mod).
- Second Wave Marathon mode is fixed. You can build the Hyperwave Relay with just one Hyperwave Beacon.
Ako bez Ironmana imaš toliko problema, definitivno smanji težinu i prvo nauči igrati na Normal.
...sada prolazim Classic Ironman...
Pa ti si onda pravi profesionalac! Ja sam prešao, ali pod standardnim classic-om, zamal živčani dobio kad sam naišao u jednom alien ship-u na tri ona ogromna robota(zaboravih ime). Jedan mi oneshota pola tima sa onom zrakom, tu sam morao loadat jedno 30 puta. Likovi imali titan armor, assulti ghost armore, da ih oderem još dok me ne vide, bacio sam 6 alien grenade-a iz cover-a i nekako sam ih sa jednim sniperom kukavički poskido na kraju. Tu su mi umrla 2 lika(majori), jednostavno sam ih morao žrtvovat. I nakon toga još 3 improved mutona sa onim heavy plasmama skinu mi još jednog lika. Ja igru više ne igram, ovo mi je dovoljno za godinu dana tactical/turn baseda. Još jednom, svaka ti čast na iron man modu iako mi teško za povjerovat...no firaxisove su igre poznate po tom da kad jednom skužiš AI on ti postane prelagan i na najtežem dif-u(imao sam takva iskustva sa civ-om).
Igra ima stvarno začuđujućih trenutaka. Imao sam ponudu da prodam 5 plasma pištolja za 800 credita-prodam, nakon toga stiže ponuda za 5 laser rifli za 250 credita-prodam-čini mi se da to baš i nema smisla da pištolji više vrijede od rifli... i to puuuno više, to mi je bilo čudno.
I samo savjet, sateliti glavu čuvaju. Gradite ih masovno, pod bilo koju cijenu.
Nisam baš shvatio kakv je to IRONMAN mod. Može objašnjenje? :-)
Nema loadanja/save-a kad nešto krene po zlu.
Odigrao sam par sati čistog classica i sad sam počeo normal + ironman i puno je bolje pa probajte tako. Nije to to ako se loada :)
Jucer nakon sto sam postao, krenuo sam ispocetka Normal standard.
Sad mi je zao sto nisam upalio Ironman jer je ovo doslovce walk in the park. Zavrsavam mjesec June, pokosio sam im prvu bazu, primarni tim od 6 ljudova je full opremljen laserima, skeleton i carpace oklopima i doslovce melje sve pred sobom. Hangari su puni interceptora i vecina ih ima Laser Cannon, imam 12 satelita lansirano i njih 5 u pricuvi za svaki slucaj.
Quickloadao sam mozda dvaput ili triput u combatu i to je to.
Tim mi je: 1x support, 1x heavy, 2x sniper, 2x assault. Htio sam 2x supporta ali nikako odgojit' rookieje u tu klasu pa sam odustao...
Nekako mi je prelagano sad... trebao sam Normal/Ironman, cini mi se da bi onda to bilo ono pravo. No dovrsit cu prvo tek tako da popamtim raspored istrazivanja...
mmhh..prelako.. cekaj da ti dodju walkeri.... (classic mode tezina)
Kako ja to dobijem s obzirom da navodno to već imam :)
Od svega što je u zadnje vrijeme izašlo totalano sam zaglavio za ovu igru. Takav je gušt opremati svoju personliziranu ekipu i paziti da svi prežive. Iako mi se par država povuklo iz projekta još se valjda da sve spasiti odigrao sam hrpu misija ali nisam obavio trigger stvari za daljni napredak. Želim bar 7-8 poštenih mamojebaca prije nastavka. Koliko je klasik mod teži od normala jer mi je sad normal postaje lagan?
Probao igru i totalno sam zadovoljan. Kompletno osvježenje. Igra mi je totalno atmosferična, baš ono, totalno. Iako je strategija, osjećam se da se nalazim pod zemljom i radim na sprečavanju odmazde malih sivih stvorenja... Igram u Classic - Ironman modu i igra je taman!
Ma nemože Sid i Firaxis omašit i to je to...
Koliko je klasik mod teži od normala jer mi je sad normal postaje lagan?
Ako igraš s Ironmanom, dosta teži. No ne pretežak, poput Impossible težine.
Uz dobru organizaciju baze i 0 failed missiona nisam izgubio niti jednu zemlju članicu. Da, poubijali su mi vojnike, no to su većinom bili nisko rangirane trupe koje sam uzimao sa sobom da im dignem čin, u slučaju kasnije potrebe.
Dali je netko probao ovaj mod? - Warspace Extension
Things that have changed:
Weapons rebalanced:
- Conventional weapons are now average. Nothing special about them. They are good allround. You could theoretically play the entire game using them.
- Lasers do a bit more damage, are more accurate and don't need to reload. But sometimes they do low damage. Their damage output can be unreliable.
- Plasma weapons do a lot of damage and have very high critical damage. But they are less accurate, which makes them hard to use, especially by rookies.
- The environment can take on a few more plasma hits before being destroyed. This allows the player to make better use of cover and play more tactically.
- Arc Thrower now goes in the pistol slot. Apart from that, it works the same as in vanilla.
- Different weapon types have different accuracy settings. Least to most accurate: Shotgun, LMG, Rifle, Sniper.
- On top of that, different weapon tiers have different accuracy levels.
- Pistols need to be reloaded (except the Laser pistol).
- Shotguns do more damage but have a bit less accuracy compared to rifles. Shotguns should be more useful now.
- The sniper rifle's close range accuracy penalty has been removed. It still needs two moves to be able to fire, I think that's harsh enough.
Enemies rebalanced:
- Enemies have been changed in such a way that combat becomes more logical, resulting in more fluid battles.
- Enemies won't cheat as much. If something bad happens, you'll know it's probably because you screwed up or because the enemy AI made a good decision.
- Smaller enemies are a bit harder to hit and large enemies a bit easier. This is balanced by accuracy and/or movement speed advantages/disadvantages.
- When a Chryssalid kills a civilian offscreen, the civilian will now always turn into a zombie.
- The AI will now always use more than 5 NPCs in combat, instead of hiding when the NPC limit is reached.
Strategical map rebalanced:
- The missions the player ignores won't increase the panic level of entire continents anymore, but only of specific countries, and panic penalties are larger now.
- This allows the player to somewhat direct the spread of panic and have more control over the strategic map. But there's still some luck involved.
- Countries have a small chance to leave the council at the end of the month when their panic level reaches level 4.
- Having a satellite in the continent or country drastically reduces the chances of leaving at panic level 4.
- Satellites are much more likely to decrease panic levels inside the country they are positioned in at the end of the month.
- Normal satellites have a very tiny chance not to be destroyed by UFOs when undefended.
- Stealth satellites have a high chance not to be destroyed by UFOs when undefended.
- European countries give slightly more money to give the player an incentive to put your satellites there.
- There's slightly a higher chance that UFOs will show up.
- UFOs doing missions (Terror, Abduction, etc) can be intercepted sometimes before they start their mission.
- The Research Lab's effectiveness has been increased. It's very effective at decreasing research times.
- Research time has been slightly increased to give the Research Lab a useful purpose.
- Increased research time of plasma weapons to make it harder to unlock them and make lasers a bit more attractive.
- Facility maintainance costs have been increased, so that you won't be swimming in cash later in the game.
- Transfering Interceptors to a new base takes much less time now, allowing you to more quickly redeploy your air forces where they are needed.
- Workshops are enabled from the start, allowing the player to begin the strategic game with a different starting move, if so desired.
Characters rebalanced:
- Rookies start with a bit less Will, but now you get more tools to combat panic.
- Human soldiers gain a bit more Will with each level.
- Armor plays a large role in how fast soldiers will panic. The higher the HP bonus you give your soldiers, the smaller the chances of panic.
- Just like armors, higher tier weapons provide a Will bonus, but a very small one. See it as a confidence boost.
- Human soldiers who panic won't try to kill your own soldiers anymore.
- Game balance doesn't resolve around your soldiers getting killed, but instead around your soldiers recovering for a much longer time.
- Soldiers who take damage during missions will be recovering for a MUCH longer time, especially if they are "gravely injured".
- You can avoid this by giving your soldiers better armor. Your soldiers will only become wounded if they lose all their hitpoints provided by the armor.
- Armors are now more likely to protect your soldiers from getting wounded.
- Soldiers who got shot can be kept in the rear to make sure they don't get shot again and then need to recover for a long time.
- Needlessly leading your soldiers to their deaths is not cost effective in the long run.
- SHIV tanks take a few more days to be repaired when heavily damaged.
Armors rebalanced:
- Armors are divided into Heavy Armors and Light Armors.
- Heavy armors consist of the Carapace, Titan and Archangel. Light armors consist of the Skeleton, Ghost and Psi armor.
- Heavy armors provide more armor than the light armors.
- Heavy armors provide two item slots. Light armors only one.
- Carapace reduces mobility by 1 square, Titan and Archangel by 2. Light armors increase mobility by 3 squares.
- Heavy armors increase Will a lot. Light armors increase Will a bit less. Secondary armors (the ones that go in the item slot) also provide a Will boost.
- Light armors increase the chances of evading incoming fire.
- Light armors have special mobility abilities (except Psi armor) that allow them to move around the battlefield with more ease.
- Secondary armors provide a bit more HP now, making them great for use with the heavy armors that have increased inventory space.
General Tweaks:
- Normal, Classic and Impossible difficulty levels should be the same now, apart from hard-coded differences, like more enemies and unlocking the full AI.
- Basically, if you want full AI, play on Classic or Impossible.
- Keep in mind, this mod was made for the Classic difficulty level, but Impossible should work too. AI is shackled on Normal, so don't play that!
- Second Wave is enabled. You'll need to finish the game first to unlock it, or download a profile which has it unlocked already (See Second Wave mod).
- Second Wave Marathon mode is fixed. You can build the Hyperwave Relay with just one Hyperwave Beacon.
Primjetio sam:
Zašto bi svi koji primjete muving iz zasjede ispalili hitac po istom alienu ako ga je prvi ubio, a ne da ostali odgode reakciju - to bi bilo realno, ali nije tako izvedeno - baš svi potroše reakciju i municiju, zašto?
Kako se oni ogromni majmuni bolje šuljaju od marinaca, ponekad mi dođu s leđa iako su mi ljudi u zasjedi - koje je opravdanje za ovo - iskustvo, tehnologija(stealth) ???
Već je rečeno, al nije realno da snajper promaši s 10cm ovog ogromnog majmuna, ali događa se, ???
Imam problem s pomanjkanjem liječnika u ekipi, koliko ih vi vodite?
Primjetio sam:
Zašto bi svi koji primjete muving iz zasjede ispalili hitac po istom alienu ako ga je prvi ubio, a ne da ostali odgode reakciju - to bi bilo realno, ali nije tako izvedeno - baš svi potroše reakciju i municiju, zašto?
Kako se oni ogromni majmuni bolje šuljaju od marinaca, ponekad mi dođu s leđa iako su mi ljudi u zasjedi - koje je opravdanje za ovo - iskustvo, tehnologija(stealth) ???
Već je rečeno, al nije realno da snajper promaši s 10cm ovog ogromnog majmuna, ali događa se, ???
Imam problem s pomanjkanjem liječnika u ekipi, koliko ih vi vodite?
A.I: ponekad vara. Što se tiče snajpera mislim da imaš negdje opis gdje kaže da što je snajper biliže neprijatelju smanjuje mu se preciznost.
JA furam jednog supporta s 3 medpacka i to mi je zasada bilo ok.