7
Products
reviewed
218
Products
in account

Recent reviews by #SirJr175

Showing 1-7 of 7 entries
No one has rated this review as helpful yet
149.3 hrs on record (132.1 hrs at review time)
Early Access Review
They added a pink rabbit and I have to say, she's the worst.

Not because she's pink or a girl.

She's bad because she's senbonzakura incarnate and I hate that. Bankai!
Posted 26 June, 2021.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
64.6 hrs on record (34.6 hrs at review time)
Early Access Review
A fun little game where blowing ♥♥♥♥ up feels really good.

Could be less grindy for upgrades.

The nutcase has a cute laugh but her VO sounds low quality.

Enemy and Weapon Roster feel underwhelming but I can understand the game isn't even done yet.

Unfinished game gets half finished thoughts

Send more doggy treats. He deserves them and more.
Posted 20 May, 2020.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
1 person found this review funny
856.3 hrs on record (683.1 hrs at review time)
Pee is stored in the balls.
Posted 4 February, 2020.
Was this review helpful? Yes No Funny Award
1 person found this review helpful
37.7 hrs on record (6.7 hrs at review time)
Early Access Review
Incredibly Gratifying.
Posted 9 June, 2018.
Was this review helpful? Yes No Funny Award
31 people found this review helpful
2 people found this review funny
497.0 hrs on record (240.7 hrs at review time)
Early Access Review
Nothing like the first. (well in name and looks it's pretty similar but that's it) And so far not worth the 30 dollar premium for Early Access especially with microtransactions recently anounced.

If you liked the first you're SOL because it's nothing like the first game. This game is literally mooching off of the first game's success and image like an annoying parasite. What ever the - TWI wanted to do with the game had ruined a good better half or so of the game. There's no skill ceiling, silly animations/hitboxes, gaping balance issues that are an obvious fix away, and many other things that create superfluous artificial difficulty.

If you want a FORCED team based spam fest then this is it.
There is no soloing, depending on your own skill level and situation you either have someone or even everyone at once help you cover a side/kill a big one. Anything less and you're boned. (Why include the solo mode?) There is also an inherent need for certain perks on hard and above. You need a medic on almost every difficulty because the team lacks the effective means to operate without one whether it be lack of skill, squad cohesion, or actual recharge rate of the individual syringes. This lacked prevalence in the first game where one's own squad could keep everyone alive just by using the syringe. Yes, the useless tool that everyone uses on themselves in this game had another practical use in the previous game. This isn't to say the medic lacked actual use, but most would consider the need of one after a certain skill level obsolete.

And let's not forget the returning cancerous part of the player base that thinks religously, perk level = skill. If you honestly think a player who has invested over tens of hundereds or thousands of hours into the first game isn't good enough or doesn't know what to do, then you might be right a small percentage of the time. The way the game is now, what seperates a good player from a bad player aside from skill is available perks within a perk tree. One Great example of this is Demo and Nuke. Don't have nuke? You're stuck with single shot weapons that do near to nothing or laughably meek against the perk's target Zed, the Fleshpound. Same with Firebad who usually relies on knockback and splash damage from his perk tree in order to effectively corral stray Zeds away from teammates and themselves. (No one can really make an effective argument for Demos used for crowd controlling Zeds, They're moving about too much and actually trying to kill the 4-5 clots doesn't justify the C4/RPG-7 ammo being used on them)

Following up, the Perks, seemingly weaked by the dumbest tree system ever. Free choice? No. There never was a dichotomy in the first place. You're either being useful or useless when you pick a perk. One thing about a system like this is that perks are either Objectively equal in value or one is better than the other. There are a few that actually give free choice, but for the most part it's pretty much set in stone what a player runs with when they pick a perk. (That last part is false. Most people either ask the team or will be told what it is they will play as anyways. You can ignore these commands/etiquette but be prepared to get reprimanded from any entitled players on the server.)

Although camping is near impossible/discouraged heavily with the current game/map design it is the most prevalent playstyle since the earliest iterations of either game. Ironically so, kiting is the most suicidal thing being encouraged currently, especially since it's been revealed that Zeds have the ability to teleport when stuck or far away and out of sight. (this has been toned down thanks to player feed back and you can no longer feel them being dumped right ontop of you, but it still happens every now and again.)

There are no combos or systems in place to encourage playing good or skillfully. (it doesn't make sense to buy things off perk anymore either) Anyone who played at the higher level in the first game practiced trigger control, exploited things like grenade stacking, and made use of flinches/mini-flinching that required actual practice for positioning, aiming, and timing. Any actions that were wasteful in the first are just as, if not more wastful and hurtful to the player, their ability to put zeds down, and his whole squad's survivability. (if you're messing around with a gun that you need to kill a certain zed with I can assure you that you will reliably run out more quickly)

The economy was exploitable in the first game sure, but it was merely because of simplistic design and patchable exploits that were never fixed. This game takes the delicate balance of the previous economy and tosses it in favor of a ridiculously more simple pricing system. Every perk has 4 guns in 4 tiers with arbitrarily fixed price points. Yes, off perk buys are more appealing since no one gets discounts and you always do about 80% of the maximum DPS of any weapon but it is such a system that renders certain weapons pointless and unviable.
If you play with proficiency or efficiency in mind when playing a certain role in your pseudo FORCED to play as a squad game, it renders certain loadouts or even whole tiers for several perks unecessary. It also leads to comparisons in tiers which outline what's good and what isn't. (If gun A in tier 2 is better than gun B in tier 2 gun B is obviously not worth the money. Worse is when a lower tier weapon preforms just as good or better than a higher tier weapon)
As a commando why buy the AK or the Scar when the SA80 provides more than enough rounds and damage to kill all the trash Zeds? Why buy either the nailgun or the silly eviscerator when you can get melee weapons that have infinite ammo and have more passive bonuses applied to them? As a support why bother with the Combat shotgun when the AA12 is only a couple of dosh away? The medic suffers the most as his 4th tier weapon out classes all of his other guns in both damage and healing potential. But wait! isn't that how it's supposed to be? Yes, and at the same time no. While it should be the best in it's category, one side effect is the mindless rush to procure one because anything less would lead to a lethal failure or be a complete waste.

Make note that all of this was considering the higher difficulties. If you think normal is hard or should be remotely used as a point of reference for balance when the Zeds are being spoon fed to the players then this isn't really the kind of game you should play. No one plays any PvE game with progression just to play easy. (Think of what a joke beginner and normal were in the first game.) This also, is not a complete list of things wrong with the game. There is much more wrong in either design or the fact that the developers are pandering to the lowest common denominator when listening to feed back. A perk like zerk was fine, and now he is a broken mess.

Just know that even as bad as TWI has made the first game over the years with cancerous content updates and DLC packs, it will still be better than this, "reimagining" of the first game's near perfect formula. Infact one of the reasons the first isn't as good as it could be is because of the number of bugs and exploits it was riddled with on the engine it was designed and made in. I get that this was supposed to be a good polish over a well aged game but this is ridiculous. If I were ever to recreate a game like the first in a series such as this one, it would never receive the proper name of a proper sequal being that it isn't the sequal that is being promised.
Posted 25 November, 2015. Last edited 25 November, 2015.
Was this review helpful? Yes No Funny Award
2 people found this review helpful
8,470.8 hrs on record (1,078.1 hrs at review time)
"Do I reconmmend this game? Sure." was my original "review" of this awesome game.

If you like good PvE, RP, and Flight-Sims then this might just be for you.
Posted 9 February, 2014. Last edited 28 November, 2014.
Was this review helpful? Yes No Funny Award
3 people found this review helpful
2,681.0 hrs on record (872.1 hrs at review time)
This game is a drug. Don't get it and thank me later.
Posted 18 July, 2013.
Was this review helpful? Yes No Funny Award
Showing 1-7 of 7 entries