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Ostatnie recenzje napisane przez użytkownika McSniffles

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Wyświetlanie 11-20 z 30 pozycji
Nikt jeszcze nie uznał tej recenzji jako przydatnej
133.5 godz. łącznie (5.5 godz. w momencie publikacji recenzji)
Seems like a nice compilation of the previous versions of the game with really good graphics. I have an i7 7700k and a GTX2070 super and I have no trouble with the performance on max at 4k, though that's expected. The only issue i've run into is playing some games with friends and the servers disconnecting our match. I guess thats the downside of moving everything to dedicated servers instead of player hosting.
Opublikowana: 18 listopada 2019.
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Według 6 osób ta recenzja jest przydatna
28.8 godz. łącznie (10.0 godz. w momencie publikacji recenzji)
*Review updated after beating game, NO SPOILERS*

Everyone will compare this game to FTL and honestly its not exactly the same. This game is played in much shorter bite-size chunks. Basically you are still sort of at the mercy of some rng, but its completely manageable. The combat mechanics may appear super simplistic at first with the Rock-Paper-Scissors mechanics, but recalling drones on time and overheating batlleship components with damage add a lot more complexity to the more complex battles. I feel like within the first 4-5 hours of the game you're going to experience at least a lesser version of every kind of weapon or drone, but thats not necessarily bad. Getting fuel is not very hard, not once in my 20 hours have i had trouble with that, though I do always upgrade fuel scavenging first, its worth it. You play through the story 3 sectors at a time, with each 3 sectors representing a chapter of the story. Each chapter is a full restart of the game with a chance to use any of the ships and officers you've unlocked in previous runs. I would say that each run of the game should take no more than an hour, so really it doesn't feel as bad when you die. You don't invest as much time into a single run as something like FTL.

Having completed the whole game I will say I DEFINITELY recommend this now. Even if you figure out some really good combinations of drones/weapons/equipment that let you win fairly easily, the story is motivation enough on its own to keep going. I played on normal all the way through and honestly only actually died twice, but the battles were still exciting. The story really unravels and takes some twists and turns. The game missdirects you on purpose a few times, so seeing some of the actualities of the story was refreshing. Again I highly recommend giving this game a full playthrough. The beginning may seem like its more of the same but the story unravels nicely and its well worth the 15ish hours to complete I think.
Opublikowana: 22 września 2019. Ostatnio edytowane: 26 września 2019.
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Według 1 osoby ta recenzja jest przydatna
521.6 godz. łącznie (100.6 godz. w momencie publikacji recenzji)
Fast TTK (1 bullet from 7.62 and sometimes 5.56, otherwise at most 2 or 3), fast movespeed, amazing audio, bigger, more complex maps, still fully objective based, minimal UI, no hitmarkers, ammo count, or minimap, great controls. The game feels fun to play and its now easier than every to get a squad together and join the queue on the same team. Its an upgrade in almost every way to the old game except content, which knowing these devs is free and definitely coming for years. I wouldhave paid $60 for this game, at $30 its a ♥♥♥♥♥♥♥♥ steal.
Opublikowana: 15 grudnia 2018.
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Według 2 osób ta recenzja jest przydatna
24.9 godz. łącznie (5.6 godz. w momencie publikacji recenzji)
If you haven't played Spintires in the past this game's a real treat. Its just an improvement to the old game and $30 is well worth it. If you own the previous spintires, the game's at a 50% discount and the $15 is well worth the new content.

New Stuff:
6 new maps
13 new trucks
internal liquid simulation (its simulating the fuel moving inside your fuel tanks and cisterns)
MULTIPLAYER SAVES
Basic cockpit camera
Opublikowana: 31 października 2017.
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Nikt jeszcze nie uznał tej recenzji jako przydatnej
7.1 godz. łącznie (4.9 godz. w momencie publikacji recenzji)
Think FTL but the battles are all about procedurally generated 2D action shooting. The art and music is excellent. The campaign is short, but its always random. The enemy units and ship systems are plenty varied and so are all the weapons/tools at your disposal.

The point is to unlock artifacts on each playthrough that you can use to unlock new mechsuits. Technically, each mechsuit only has like one unique ability, the rest of the systems can be duplicated across any mech if you manage to find the right tech throughout your playthrough, but each mechsuit has different default loadouts for various strategies.
I recommend this one for sure, a super fun way to jump in and blow ♥♥♥♥ up for for a half hour when you need the fix.
Opublikowana: 26 września 2017.
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Według 2 osób ta recenzja jest przydatna
33.5 godz. łącznie (8.2 godz. w momencie publikacji recenzji)
This is a great RTS if you're just looking to get into a real time strategy game. Its got a lot of inspiration from dow1, dow2, and some other more standard RTSs. Just don't come in expecting dow1 or dow2. Its as different from dow2 as dow2 was from dow1. The personality of the races from WH40k is still there, the animations are fantastic, and the gameplay is very controlled and tight. They've removed any elements that are hard to balance like sync kills and retreat mechanic and they've structured the game so that they can control how long the matches last with the escalation phases.

Don't be fooled though, its still a relic RTS at heart. Expect to have a hard time if you mess up early engagements even though there are cost refunds; punishment for messing up is there. They've removed general supression effect from setup weapons in favor of more units having AOE abilities that just decimate blobs. A lot of fights can be lost to not properly watching your micro and grouping and getting wiped by a unit/elite AOE ability.

The elites and doctrines is sort of a little marriage of DoW2 heroes and the doctrines you take in their Company of Heroes games. Before the match, you choose which 3 unique Elite units you'd like to be able to deploy in the game (which have various cost) and which doctrines you'd like to take which give special effects to y our whole army or just some specific units. This opens up the game to a lot more pre-planning your battles.

There are no microtransactions! Everything is earned through in-game campaign progress or competitive matches. The weird thing though is that there is no way to rebind keys... in a PC Only RTS game... seems like such a weird oversight.
Opublikowana: 5 maja 2017.
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Według 1 osoby ta recenzja jest przydatna
1,852.9 godz. łącznie (285.8 godz. w momencie publikacji recenzji)
Recenzja wczesnego dostępu
UPDATED FOR V6.0 OCT 2023:
The Infantry Combat Overhaul is the biggest thing honestly that has come out since my last update in NOV 2018 (you can see below) and it echoes a lot of the sentiment from that era.
The gist is that you're losing some personal agency/control and you're more of a slave to the general tactical situation you find yourself in. If you're at 0 stamina and you ADS, long rifles seriously need 5-8 seconds for an accurate shot at 100m. If you're ever thinking that someone's gonna get an accurate shot on you before you will, you can just start shooting in their general direction which causes them to most likely miss because any bullets passing nearby (dependent of caliber and volume of fire) cause aimpunch, increase sway, and blur your vision.
What this has resulted in is that firefights can REALLY stretch on for a while until someone has an element that maneuvers outside the area of fire. Two fireteams engaging each other can very easily turn into both sides being suppressed and not able to see if they're landing hits at all and just continue to fire indefinitely; But you can't stop shooting because it gives the other side a chance to line up accurate shots, so again, its all about volume of fire and maneuvering.
This makes vehicles extremely potent as well as even open top .50 cals can now pin (.50 call causes HEAVY suppression) entire blocks from being able to get accurate shots back. APCs and IFVs can really deny areas and prevent AT from returning accurate shots unless they're coming from an entirely different direction. Mechanized infantry is EXTREMELY useful now, even just having a 50 cal open top in your squad is a huge boost.
This change in the gameplay of course is a major shift in the way gunplay works. Squad's previous gunplay was pretty run-of-the-mill FPS, you were able to pretty quickly and accurately land shots within just 1-2 seconds of ADS regardless of situation. The unfortunate part is that people who really liked that agency and ease of weapon use either have to adapt or they just have a game they can't enjoy any more. While I like the change and I think it sets Squad apart to be its own thing even more than before, regardless of realism or whats popular out there, I can see that there will be a shift in players. There are old veterans coming back who preferred the slower pace and more situation-dependent gameplay, but at the same time people who enjoyed gunplay closer to most modern FPSs are most likely departing.
Since this review if my own opinion, I'm definitely keeping the game as recommended even though, again, if you like very tight control of your own character in an FPS, you will not enjoy Squad as much any more.

UPDATED FOR V12 NOV 2018:
With the latest version of the game, Squad's sort of really distinguished itself to cater to a market that can't be picked up by anyone else.
--Suppression system added that actually mechanically affects your characters aim sway based on weapon caliber. This means that the guy with the scope at 300m gets discovered and basically if you have your team lay into his area he'll never land a shot on you. If you like twitch-shooting and maintaining full control of your aim at all times, this is not the game for you.
--Persistent ammo now means when you spawn outside of main base, you only get a couple mags of ammo and a couple bandages. No frags, no rockets, no GLs, no IEDs, nothing. You have to resupply at a ammo crate, vehicle, or a rifleman's ammo bag provided the rifleman filled his ammo bag as well. This means if you want to push further out, you have to keep running ammo forward for your team to use and its a great addition to the game. Again, another move toward overall team and tactical play, away from individual skill.
--Spawn changes are huge in this version and all for the better. HABs are forward bases that the whole team can use to spawn but now they can be disabled by just two enemies if they get within 30 meters. That means you can not rely on a HAB like its a clown-car of bodies to defend with. You have to use Rally points which brings me to their changes. Rally points now spawn the whole squad together in WAVES so you spawn with your team. They never run out of spawns so as long as they're not discovered you can use them for your squads permanent spawn point. These changes completely removed the meat-grinder defense that happened in previous versions with HABs just being this cluster♥♥♥♥ inside of buildings.
--Revives have been reworked as well. Anyone with a bandage can pick up their downed team mates. If you've been revived by a bandage you have 0 stamina, your vision is blurry, and your aim sways a lot until a medic can heal you. So even though you can be revived, you still need a medic to heal you. This really focuses the gameplay around squads staying near each other to pick each other up.
--Armor changes are big. Introducing tanks to the game really changes things up because they can be so advantageous to have, but also it can be super devastating if they get destroyed. Tanks will often start engaging each other over a kilometer away and it really creates a sense of scale to the battle. Armor combat in the game is affected by armor values as well as angles of impact so its very rewarding to learn how to do the combat.
--New game mode RAAS is amazing. Basically its like the classic flag control, but the flags are randomized each game so you wind up fighting over new parts of each map every time. It really keeps things fresh.
--Maps have been updated to have a lot more varied terrain so there's a lot more cover. They're also a lot bigger and they perform a lot better. More than a third of the maps in the game right now have 4kmx4km or 5x5 areas. Along with the tanks, the map size really emphasizes the scale of the combat.
--Matchtime has been extended heavily. You're now on average going to have 90 minute games. That may be long for some but it feels like a big battle that you really worked on and provides many opportunities for either team to make comebacks.

Overall this version has been a huge improvement and I'm glad the devs are focused on really making this game stand out on its own.
-------------------------------------------
This is a fantastic game that's improving consistently. Real focus here is on hard-hitting weapons that take you out with a bullet or two and controlling territory. Spawn points need to be activated with logistics vehicles. Coordination among squad leaders to establish who's going to cover what area is a must and really impacts the game. On the bare-bones level, the game is just about bleeding the enemy team's tickets (which you never know how many they have left) before yours bleed out. Losing control points, vehicles, lives, all trickle down your team's tickets.
Keeping competent medics around helps alleviate some of the ticket bleed as they can revive team members with a bit of work.

The most important thing to take away is that you really need to try to contribute to the game in a way so that you're never over-utilized or under-utilized. You're just a soldier who needs to be doing his part. It's ok to spend 20 minutes protecting a flank or a village that the enemies never make it to, as long as all the squad leads are aware that's where that resource is being used.
Opublikowana: 11 listopada 2016. Ostatnio edytowane: 2 października 2023.
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Według 5 osób ta recenzja jest przydatna
65.4 godz. łącznie (38.1 godz. w momencie publikacji recenzji)
Recenzja wczesnego dostępu
A great tactical space combat 5v5 team game.

Imagine if World of Tanks did away with a tiered tech tree so everyone was always the same tier and then you sprinkled in some multiple-point-capture based economy that levels up your team and you've got something similar to Fractured Space.

Coordinate with allies to take points, gain resources, and level you team up until you can harass and eliminate the enemy main base. Games last about 20ish minutes as death timers on respawns increase rapidly. The tutorial is pretty lengthy and explains a lot, but you really have to play to learn.

Overall Pros:
Great graphics
Seems pretty balanced ship-wise so far
Plenty of room for macro and micro strategy
Plenty of unique abilities to outfit your ship with
NOT pay to win. No gold ammo or anything.

Cons:
[The matchmaking has been fixed for a while now]
Can be a bit grindy to get some of the more expensive stuff in the game, but thats expected

Overall a great game. Picked it up and put in 10 hours into it on the same day.
40 hours into the game and still figuring out how to use all my ships properly. Some ships do feel out of balance sometimes but its not by a lot and they patch pretty constantly.

They also recently opened up the matchmaking to allow 3 friends to queue up together which is great for those of us who have more than 1 friend lol.
Opublikowana: 31 stycznia 2016. Ostatnio edytowane: 25 kwietnia 2016.
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Według 1 osoby ta recenzja jest przydatna
665.3 godz. łącznie (360.6 godz. w momencie publikacji recenzji)
The best and biggest milsim sandbox out there. If you're a fan of PC gaming, this should be in your library.
Opublikowana: 18 czerwca 2015.
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Według 1 osoby ta recenzja jest przydatna
15.8 godz. łącznie (10.3 godz. w momencie publikacji recenzji)
A great town/people management game that you can tell a lot of heart and soul went into. The guy that made this, however, is kind of an ♥♥♥♥♥♥♥ because playing this game will suck you in and you will waste HOURS not knowing you can't fix that mistake you made like an hour or two ago. So as long as you're ok knowing that you will probably lose A LOT in the beginning before getting the hang of it, get this game.
Opublikowana: 17 czerwca 2015.
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