![]() With Sniper Elite 4, Rebellion has changed all that. Where the series has regularly faltered, however, is in the moments between these euphoric, long-range kills, where it has often been a cumbersome chore just to get around in a stealthy manner. It's in these moments, when an unaware enemy is trained in your sights and you take a deep breath before pulling the trigger on a skull-shattering killshot, that make Rebellion's Sniper Elite such a devilish joy. He has no idea that with one pull of the trigger, you're about to send a bullet careening through flesh and bone, snuffing out his young life in a single, gory instant. With a powerful rifle in hand, you're perched in some bombed-out tower overlooking a Nazi-occupied town, your crosshairs fixated squarely on the head of an enemy soldier as he strides along his designated patrol route. If the dimwitted "PvP balance" siren bellows (not that it would be at all pertinent in a sniping game), they can provide the tools for hosts to simply toggle the "TP / FP / Any" option in their lobbies.There's always been something voyeuristic about sniping in video games. However, all shooters made in this day and age should have the option. As long as they have a frau fatale defector, with thigh-high, polished black leather CFM's, and a holstered cat 'o nine tails that she uses for some take-downs, I'm good to go ^_^įirst person mode FOV option.I, personally, hate FP games, and would not use an FP mode. However, given they're trying to be "historically accurate", that will be the excuse they run with until the game engine catches up. All other reactions should be purely defensive, and, on "Authentic" settings, they should not reset their "alert" status for 30 minutes.Ĭharacter customization.This would be nice. I.'s "brain radar" needs to be removed, and they should only seek the player if the sound is clearly traceable - i.e., within a logical cone of reference in relation to the location of the shot only when situated at the same level or lower than the shot (sound mushrooms / fades downward) and only if within a certain range (>300 metres shots should not be traceable unless repeated / gun smoke is logically observable). White aura in bushes.Those crutches should all be toggle-able in a game purporting to be a simulation.ĪI behaviour.The A. Scope zoomsWhat kind of zoom technology did they have in the 1940s? Some people really need that in games.Ĭollectables.As long as they unlock something more tangible than mere text, they're worth it. Overextended customization.Gives people something to do, and makes the game experience more individualised. However, I'd like them to improve variety and detail, to the point where it's 100% organic, and kill cams show wherever the bullet goes - no canned animations. SE 5's Killcams doesn't feel that smooth as SE 4'sDunno. That's gonna have to be "patched" back in. Originally posted by zSe3nByGh0S7z: Missing crouch run option.Yeah, nah. We need this because somehow it feels as the gun is stuck in the player's nose when ironsighted. Players wants freedom in any aspect regarding their character. The AI should be more tactical and aggresive as Karl killed like tons of troops and still I notice rubbish AI performance.Īgain we have no option to customize character, huge draw back. SE 5 shows the same AI behaviour known from SE 4. Way better was to just see the bushes waving around when you move. ![]() This is something which should be removed from SE 5. This deserves attention and needs further work. Since SE 2's best zoom levels, SE 3,4,5 I guess have some lame Zoom level. Instead, just add an option to show collectibles in the map,because it was irritating in SE 4 to stroll around the map for hours to find some useless piece of paper (perfectionist vibes). No one cares about what story the enemy NPC has. Option to customize character is recommended. I don't mind the tons of customizations,but making faster prone/crouch movement or just fixing the Sniping elements as Wind (because sniping in SE 4 above 200 m with wind was almost impossible to one shot someone, hope this is fixed now) is more important. This would be amazing feature to see during a killcams (raises satisfaction). ![]() Also, very important is that the bullets don't make holes in the body when they move in n out. SE 2 has the best killcam which needed to be developed and enhanced, instead we get job well done by biologists, but still not satisfying cam in SE 5. In SE 5 I saw only shrapnel and not real explosion of the trap (Landmine for example). Trap killcams in SE 4 made the explosion visible upon impact. SE 5's Killcams doesn't feel that smooth as SE 4's.īy the feel of satisfaction, SE 4 killcams felt way more fluid than SE 5's. The crouch run has become a core element of the franchise since SE 4. Here are some of my personal insights as 2400 houred hardcore SE 4 player: With the early access gameplay, many videos of SE 5 gave us some insights on how the game feels.
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