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No. 185494
Third day and you really don't get shit for Blutes, the currency used to buy weapon stuff. 500 sounds like a lot per match with each match lasting about 5 minutes or so, but most of the upgrades cost upwards of 2000 and that REALLY adds up quick if you're trying to get to something further down the tree.
Another thing to note is that you can level up your equipment pieces to improve them. HOWEVER they only level up for that specific loadout slot. So for instance if you want to use your level 2 fire ammo for your pulse gun on your second loadout slot, but the gun you leveled it up with is in slot 1, tough titty.
As far as customization goes, it not feels both expansive and restrictive. The laser/beam weapons don't really have anything interesting going on for them as far as options go, unique or otherwise. By this I mean you have a laser weapon that goes by the standard heat gauge instead of ammo (which you rarely have to worry about anyway). It shoots a beam and uses a heat-guage instead of ammo. There aren't any special options unique to it outside of that like a beam that can arc to multiple players on its own or make little orbs that hang in the air or anything like that.
The Pulse (shoots spike balls) and Rifle weapons both need more options and ways to set each other apart from each other. The Pulse weapon has a projectile that does the damage so you have to lead your shots. It also does more damage than the rifle to offset this penalty and unlike the rifle you can set a "motion" to the projectile like you can to the rockets I'll cover later. The pulse more or less bridges the gap between rifles and rockets in a few small places. The Pulse feels like it could be interesting; but there just aren't enough unique options there for it OR the Rifle. Finally lets talk about the Launchers; the games staple weapon. It deals the most damage and has the most options; but those options seem quite shallow when you get down into it. Sure you can laser guide your Rockets which I guess would be useful if you buy the slow rocket upgrade and there's also a remote control option; however you're in a quick paced arena style game where standing still will get you killed quick unless you find a good sniper perch. The options for mines and flack and all that sound like a good idea; but they aren't going to keep you much since they really cut down on your damage and if you need to quadruple the splash damage of your rockets to hit anything you shouldn't be playing this game. One could argue that it's nice crowd control, however people rarely group together on anything outside of point capturing and even then they're so close together a single normal rocket does a better job due to how small the point is.
So yes you can build a rocket that lays down electric mines when you miss then explodes into a storm of electric flak or a gatling gun that shoots fire, or a gun that shoots bouncing heal orbs and lets you see through walls; but you're just not going to beat the default stuff for the most part as far as efficiency is concerned. (And please note that your weapons can and WILL hurt you so think twice before using ricocheting electric flak rounds in a closed space. Also stay away from the blatant shotgun barrels since shotguns are shit in this game.)
You can also get different item slots in addition to your default seemingly instant death grenades. I have yet to really mess with these since I've been trying to experiment with the different guns and you have to pay through the nose for these unlocks, however the Shield and Turret options seem like the best by FAR. The turret generates a little stand alone gun like the TF2 engineer. It seems to use whatever you have set to your first slot in your loadout as it's weapon and it takes a while to set up, but they can be a giant pain in the ass. The shield is self explanatory. It gives you more "life" which is pretty important in games like this, however it seems to be stripped off by electric stuff pretty quick, which is fine because electric rounds cut your damage a good amount, but they arc to other players. Seriously though use fire or Slug, there's no reason not to unless you're healing. Back on topic, I haven't bought any of these yet, but the turret's looking like the best return on investment the game has to offer.
When it comes to maps, they're all pretty damn good. There aren't a ton of them, but what's there is extremely well crafted and most of the game types are a blast and a half; I just hope they increase the playercount for the maps since they can feel a little empty at times; one more player for each team should do the trick. It's a bit lame that there's no in-match soundtrack, but that's what itunes is for I guess.
The last thing I want to say is that like in every single other shooter; stay the fuck away from CTG (Capture the Flag) called JackHammer in Loadout. Games take forever, nothing happens, and since no one uses mics anymore or bothers to communicate nothing is accomplished.
Long story short; the game has a lot of room to grow and it needs to. The good part is that the developers seem pretty hands on and there was even a twitch stream yesterday that I missed where they talk to the community and talk about things they're working on. If you're looking for a new twitch style shooter where customization and frantic BALANCED gameplay as an alternative to TF2 or quake/ Unreal Tournament it's worth looking into.
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