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Insert name here posted:I'm so glad you're no longer forced to weld doors to level support anymore. Yeah, that was pretty awful. On the other hand, the test chamber map took care of the bulk of support's welding requirement for me in one match.
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# ¿ Apr 29, 2015 21:40 |
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# ¿ May 5, 2024 20:45 |
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Section Z posted:They do seem that way for the most part. Commando tactical reloads, have some variations but they are mostly cutting out filler on top of speeding it up. With the non empty reloads, the major difference is you don't lift your gun up at a 90 degree angle to hold the gun in front of your face while you go through the reload process. Some guns hold their bolt open when the magazine empties. This means that when you insert a new mag, you just have to hit the bolt release and it will chamber a new round for you, just like that, no charging required. I can't answer why this would change ingame with a skill (since it's usually inherent to the gun's design), but that's how it works in real life. e: There's more that can be said, but that answers the meat of your question quickly. Explosionface fucked around with this message at 22:50 on May 18, 2015 |
# ¿ May 18, 2015 22:48 |
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Gharbad the Weak posted:Is there gonna be a way to get the Zweihander on my account without having to spend 20bux on a game I don't really want? Especially if it turns out to be better than other berserker weapons. Wait for a sale and buy the game (which is fun).
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# ¿ Aug 27, 2015 20:55 |
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I found myself just the other day wondering if Tripwire decided on a continual income method yet. I remembered it was a question hanging in the air before early access release with the response of "maybe microtransactions for inconsequential cosmetic things, we'll see" being given as the stand-in response at that time. As it stands, I'm cool with it. I actually almost prefer this to be in place before full release since it gives a chance to squash any potential bugs in implementation while still working on the game itself.
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# ¿ Nov 24, 2015 22:06 |
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Psion posted:Yeah that line is some "we're trying hard to convince ourselves the time wasn't wasted" face-saving. Even the other Tripwire guy outright admitted "yeah sorry you guys didn't like it" ... and the changes aren't quite what I'd call "mostly I haven't played this with any regularity in a while. Mainly just pop on for a bit after a big update. When I did this fairly recently, I was wondering why some enemies weren't dying when they should have and got my rear end kicked on normal. Now I know why. The only takeaway I have from the numbers in the update is everything is at least closer to 1, which I'm assuming is standard damage. While I'm not completely opposed to it in theory, the implementation of the resistances is balls, mainly for having so many different loving categories. Why not just booms, bullets, fire, melee (and maybe throw shotguns into a separate category)?
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# ¿ Jun 23, 2016 17:10 |
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Digirat posted:I played an alpha of this I think over a year ago and it looked really promising, like if they just added content and balance/polish and that's it, they would have a really solid game. Payday 2 is
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# ¿ Jun 23, 2016 19:52 |
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# ¿ May 5, 2024 20:45 |
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For what it's worth, it looks like he's out as CEO. New interim effective immediately. https://www.tripwireinteractive.com/#/news/tripwire-appoints-new-interim-ceo-alan-wilson
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# ¿ Sep 7, 2021 02:17 |