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总时数 21.8 小时 (评测时 21.5 小时)
A new aspect of MMO, with mix of multiple games into one, which gives it its own special taste and feel.

The game is beautiful in terms of graphics, effects and feel, giving a special aesthetic feel.

The main issues with the game is GUI, interface and guidance.

Keybind:
complicated, things all over the place, many keybinds cant be changed (ALT, CTRL, etc) some keybind are linked to multiple actions and cant be separated etc.

GUI:
Between every menu and a menu there is menu. Rewards are everywhere, on my 7th day, i just knew there is a Daily sign in bonus, that you need 2 menus to reach it.

Guidance:
Go there move there, ok? most of the time we are at fate of players markers guidance, many times we dont know the scale or timeline of a mission or story or what is happening.


发布于 11 月 30 日。
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总时数 170.8 小时 (评测时 170.7 小时)
WAR? NO
AIR SPAM? YES


The game is mostly AIrplane & Artillery Spam in current state .
发布于 11 月 15 日。
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总时数 120.7 小时 (评测时 44.9 小时)
A new Battlefield, with many good aspects, making it a fun game, yet sadly the game is lacking in many aspects, that is downgraded of all the peak battlefield releases.

Gameplay:
    Vehicles:
      []Ground Vehicles are not responsiveThe game is faster paced than BF3/4, yet ground vehicles are slower and much less responsive with bad “boost” mechanism, low deacceleration and acceleration.
    • Mine warfare
      The amount of mines used in game is too much, am driving looking under me rather than infront of me, yes the tank have a special equipment for the issue , yet the IFV lacks it, too much mines everywhere. You can die from friendly mines due to explosive damage.

    • Vehicle Rearm System
      Tanks/IFV spawns with a lot of ammo, but such ammo does not regen. If you are willing to rearm the vehicle again, you need to stop near an ammo supply station, an ammo supply station takes for minute 3-5minutes to fully arm. While for IFV it takes 7 minutes. Its much faster to throw your vehicle away and get a new one. As each weapon rearms on its own.

    • AA Is bad
      The worst AA in any BF game I ever played, 6 round burst for AA? With no singular point of impact? AA missiles that does not auto load? Am more of a target for enemy Air.

    • Rocket Spam and instant 100% hit
      Giving rockets with 100% accuracy and almost instant window of engagement is too much, nearly impossible to kill anti-tank infantry, even unguided rocket barely got any trajectory while maps are much smaller.

    • Weapon Balance
      The weapon balance is currently bad, SMGS, Shotguns, and M433 is the meta. M433 does 26 damage wherever you shot, even the left toenail, it does 26 damage. While M417 shows 33 damage, yet does 27 damage.

    • Headshots are useless in most weapons
      Many weapons does not benefit from headshots at all, example G3 “AK 4D”, it does 33 damage, with headshot 41, so no matter what it requires 3 shots to kill.

    • Open weapon class, but not Open Grenade Class
      Why are grenades locked per class, while weapons are not? Atleast something as nonlethal grenades should be available for all.


    • Levelution is downgraded
      Many walls, doors, sometimes even half walls are non-destructible, giving away the BF vibes, even for map and craters barely any. In BF3/4 when map end screen shows, you cant even recognize the maps with all the buildings are down and the craters all around the map.

    • Map/Spawn
      Most maps feels dull, stairs leading to nowhere, doors that cant be opened, rooms with no exit or windows, some spawn points are broken or spawns you infront of the enemy.

    • Spawn protection firing
      I understand that maps are small and you can easily camp spawns, yet firing from spawn and getting full invincibly does not make sense, vehicles are camping in spawn and shooting.

QoL:
  • XP bonus real life rather than in game
    Old method of XP bonus was 1H-2H duration, and was ingame playtime, even in spawn screen, the timer is paused. While in BF6 its in real time, even if game is closed, the timer goes on.

  • Spawning is buggy
    Everything goes in your way as you click on vehicle.
    If squad member died while trying to spawn, you would spawn somewhere totally different, if someone walks Infront while you are tyring to spawn on a vehicle it would override your spawn.

  • Spawn screen lacks squad status
    Back In old BFs, you could see a real time screen of what the squadmate is doing, their HP and status. Here nothing.

  • Can’t use unlocked items during game
    Unlocked weapons/upgrades/attachments cant be used ingame, only after game end.

  • Repetitive Quickplay (Map and settings)
    Played Firestorm Conquest As Team A? now same but as Team B, after that FireStorm Breakthrough as Team A, then again as Team B. whats worse every time it does all the process of getting 64 players for new game, so twice the torture same map 100 times, and keep waiting for lobby to fill up.

  • Team Vehicle Stealing
    Team vehicle stealing is weirdly very common in BF6, unlike any Bf or Bad Company series game, yet no way to kick players out.

  • Voice Lines noninformative
    Announcer voice actor is really bad. it goes: ahhhhhhhh…we have a big ****ing tank in your AO. Its not even a tank, its an IFV. Also the voice line too long with the main key message is at the end.

Progression:
  • Very Slow Progression
    400 kills, still didn’t unlock 2/3 of the gun attachments yet.

  • Worst Skin unlocks
    I reached level 50, still got 0 weapon skins unlocked, weapon skins require more qualification than finding a job.

  • Lack of Adaptive Skins
    No Skins that changes as per map type, need to manually keep changing skin every game

  • Lack of Customization
    No emblem designing, single dogtag customization, those are backward steps from older BF series.

  • Assignment achievement method is bad
    Most assignment missions require the impossible to dedication, for 10-15 games, into something very specific.

Bugs:

The game barely changed from the beta, with even more bugs being introduced than fixed.
发布于 10 月 19 日。 最后编辑于 10 月 20 日。
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总时数 145.9 小时
[27/11] [RoadMap] Final Hammered Nail of Disappointment
The game is offcially not recovering, if they are going with current roadmap.
zero insight about current balancing and balancing direction, many aspects are thrown out, QoL not targeted as main, including of new faction, while balance is a mess, not faction based but deck/specialization based.

Hoped for a new RTS Game to carry the legacy, but got a disappointment.


[Update 1.0.9] [13/08] Unstudied Balancing update

the update cleary showed that the developers are lacking insight of current gameplay meta, reinforcing the already existing meta in some aspects, while nerfing other aspects to the ground. The Broken Arrow is streamlined into air spam and infantry spam combat.




Broken Arrow is the RTS game of the current era, featuring lots of new features such as freedom of unit composition, unit customization, and unlinked transport mechanics.

The game also does a decent job at immersing players in modern warfare—thanks to immersive voice acting, explosive effects, weapon firing sounds, and more.

Sadly, these immersive elements are undermined by balance issues, bugs, and traditional RTS shortcomings.

Gameplay Balance:
  1. Repairing Criticals Needs Full-Time Repair: Unlike other leading RTS games Company of Heroes, WARNO, or Steel Division. Broken Arrow doesn't prioritize component repair—making critical damage frustratingly permanent mid-battle.

  2. Anything Damages Components: Even advanced tanks like the M1A2 SEP v3 or T-14 Armata suffer engine and loader damage from a few grenade launcher shots—this feels off.

  3. Artillery is Highly Lethal: Cluster artillery has a massive AoE, often one-shotting units. Survivors are typically immobilized and finished by follow-up barrages. Even conventional artillery can delete soft targets in a single strike.

  4. Upgrades that weakens your unit: Example, T14 Armata “Sokol-V” , 20+ more points for a missile, that got shorter range, slower speed, higher supply cost, and most importantly less, damage, it cant even kill a Humvee with a single missile, other is T80UD, the highest cost version, gets weaker Shells and Missiles.

Overly Strong Air Meta:
  1. AA is Micro-Intensive with Little Reward: You constantly manage radar toggling, cooldowns, and supply. Even then, bugs or aim delays can render your AA ineffective.
    https://youtu.be/WsTp_sEs9mc
    https://youtu.be/QTY7qsskadQ

  2. Nuke Spam: Bombers spam nuke, that some decks can provide 2 nukes per deck, 4–5 per game, especially if accompanied by a single SEAD run, and if its a stealth bomber, no way you can detect or stop it, as radars are off and on cooldown.

  3. SEAD Outranges AA: Long-range AA like the S-300 or Patriot PAC-3 is outranged by SEAD aircraft by 1–1.5 km, making interception difficult.

  4. No Anti-Missile Capability Without Radar: If radar is off, there's no anti missile defense. A single SEAD strike creates a approx. 15-second opening for cruise missile spam.

  5. Low-Altitude Aircraft Are Invincible: Flying low reduces missile range and nullifies 75% of radar buffs, making detection and interception nearly impossible.

Bugs:
  1. Pathfinding Issues: Units often behave erratically near bridges, with frequent unwanted turning or path splitting.

  2. AA Self-Damage / Teamkills: AA sometimes hits friendly units on the ground.

  3. AA Radar Movement Bug: Enabling radar can cause the AA unit to freeze and become immobile.

  4. Inconsistent AA Performance: The efficiency of AA is unpredictable, seemingly based on the “mood” of the unit.
    https://youtu.be/Rnmtb47ux08

Conclusion:
Broken Arrow is extremely fun when it works. Without bugs and balance issues, it offers an immersive and satisfying RTS experience. However, many issues, especially around AA, have persisted since the beta six months ago and remain unaddressed.
发布于 6 月 27 日。 最后编辑于 11 月 27 日。
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总时数 354.1 小时 (评测时 353.4 小时)
A FPS squad based shooter, very similiar to BattleField 2 AI squad with human squad, yet the game is underwhelming regarding balance , QoL and grinding.


Unplanned Balancing

- Updated 2025 "Game Balance is becoming Worse."
grey camp spawn camping thanks to Irregular Class.
Recent BR change of some equipment and also nerfing + uptiering some vehicles (PZ III N , HE removed and uptired to KV-1).
Removal of Heavy AT Guns in Low BR. (it turned out badly for the Germans) Lack of PAK40 vs KV-1 makes matches a streamroll with nothing that penetrate such tank. Late game both Soviet and allies gets 17 Pnder with APCR, and germans get PAK 40 with APCR, huge difference of penetration.

- Very Wide Matchmaking Battle Rating Bracket
PZ II vs T34, 20mm vs 76mm how should a player overcome such thing.
After that a match of M4A3 (105), a Tier 4 tank , while am still at Tier 1, not to mention the planes and small arms included , with full squads all with laser SMGs.

Such experience makes the match completely dull and not fair and not fun matches of one sided stomping.

- Very Wide Matchmaking Level Bracket
Full Level Marshall with Paratroopers jumping on top of your head, and the best you get is reserve infantry with WW1 Rifles.

- Air Spam Simulator
At BR II, fighter bombers with 500 KG, insta wipe whole sector, at BR IV-BR V , planes that outrange AA, by missiles or bombs, due to very high speed can use "stand off" method of delivering bombs, never reaching your AA range.

- Overpowered weapons/vehicles
Top Players either Full LMG/SMG squads or Plane/Arty Spammer.

PPS-42/43 SMG can shot laser beam up to 70meters (its medium-long range in game), while same class as your SMG which yours have high recoil and low RoF.

T-50 failing to be penetrated nearly any place you shot it, sometimes even deflecting PAK40 AT Gun, a gun 2 year advanced than the tank itself.

Early BR V AVS-36 is best automatic rifle in the game, even better than the Late BR V AVT-40, with better highest damage, recoil pattern and magazine size.

- Realistic Tank Ballistics in Non-Realistic Environment
Warthunder Ballistics of actual real values, which combat ranges are easily over 1 Kilometer away, while in game extreme long range is 200-300M.
a PTRD can penetrate your tank from spawn to spawn due to such reason.

- Non realistic Warfare with Realistic Tanks
A guy 360 no scope hipfire a PTRS while carrying TNT+grenades+SMG+ carrying his whole 3 factions inventory , after that throws a TNT over 15 meters range scoring golden medal in the Olympics.
Whole squad carrying Bazookas paradrop over your head and just insta wipe you.
Tank cant go over 30 degree hill due to historical accuracy, PZ III J moves at top 24 km/h in game (although historically can be faster) , every slight turning or bumping speed drops to near 0.
Tanks visbility is too bad, every player carrying TNT and just rushes and sucidie bombs you, even worse thank Battlefield. (Could learn from Red Orchestra 2)
Tanks Machine guns overheat if you fire over 20 rounds (not even realisitc).
Tanks Turret Turn is very slow most of the time you only need to camp way behind to be useful.
Bazzoka and panzerfaust can fire over 100m, although ranges in the game is about 150m.

- Sudden Spawn of Artillery piece
Suddenly PAK40 spawned from the pocket of an engineer, no silhouette or ghost or anything, just pops out suddenly, its easier to spawn AT gun infront line than drive a tank.

- Dedicated Fighter Class with no Dedicated AA
You can only get AA if you are a leveled up enough Engineer class, there is no vehicle AA or better way to access AA, as AA is fully static unlike AT Guns.


Game Severely Lacks Quality of Life

-lack of sound equalizer
playing with tanks, expect a hear loss. Cannnon fire and Machineguns from tanks are highly exaggerated, before deploying a tank , always drop the volume down by 30-40%.

- Wacky Tanks
Tanks Hull MGs does not work
Tanks when stopped keeps moving in its place (does not snap with the terrain).
Tanks cant climb terrain and slides off terrain like soap is all over the place
Tanks Reload Round Switching Perk reduces your reload speed than increases.
Loader perk only works when at loader seat, if 1 crew left and get into the tank again the whole crew setup gets mixed up and loader becomes gunner, losing the his traits same goes for the driver.
Smoke Screen that dont work, weird smoke screen launches backside.

- Over Customization per Soldier
You need to add each soldier first aid kit, grenade, rifle, perks, upgrades, skill tree etc. Some squads have 9 members in it, a very tiring thing to do.


- Dailies Mechanics Are Weak
Dailies are not given to you directly, they attached to random mission, and this mission maybe impossible to do, as am in Tier 1, need to get Semi-Auto Rifle kills, a gun appears at Tier 3.
1 daily reward can be equivalent to same price as 1 grenade per 1 soldier, need better daily.


Progression Needs Rework.

- Forced buying of Previous item to proceed
you must buy everything before to procced to next item, example you need to buy SDKFZ 234/2 and Panzer J1 even if you not using them, but just to be able to buy Panzer III N or Panzer IV.

- Bundles and Premium Units Are Costy
1 unit only, and its a vehicle unit which have a max per game and not every map do support vehicles as some are purely urban warfare, costs 40$

- Disrespect to player money
After recent balancing change many equipments, tanks and other stuff got nerfed. bought a vehicle skin + decal. next update vehicle got from best of BR II to worst of BR III, and nerfed to the group regarding ammo.

Game do fill a specific genre with great ideas, but fails to deliver them.
发布于 2024 年 8 月 6 日。 最后编辑于 5 月 10 日。
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一名开发者在 2024 年 8 月 6 日 上午 9:14 作出回复 (查看回复)
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总时数 645.9 小时 (评测时 35.9 小时)
A mix of many RPG games together, giving a new experience.

Sadly the game is slugged down by certain implementation.

Heavily Infested RNG
The world is based on 3 dimensions, but here we got 9 dimensions, and 6 of it is RNG.

Upgrade your weapon power level? every stat gets downgraded, repeat the RNG Loop of rerolling weapon stat everytime you upgrade your weapon, never ending cycle.

An item with 20% Drop Chance, been doing it in a full team, 9 times , got it in the 9th , yet am the only one from the team who got it.

Overpriced Items
Once i saw the price of season pass i was going to buy it , affordable price and gives you back some of the spent currency, as the game value the players money, but... once i saw characters prices 40-100$ per 1 character , you may like its playstyle or not, and a single pair of trousers and shirts costs 30$?

Gameplay not aligned with some characters play style

No Health/Mana Regen Casses with holding the line or ranged focused suffers from those issues, while classes that are based on running around can easily collect ammo and Mana.

Unblockable Attacks Many attacks ingame, especially from bosses requires running around to dodge and are basically 1 tapping attacks, classes with low mobility or shield as cover suffers alot with those types of bosses, as such attacks ignores shields.

Ammo issue for lockdown characters
All ammo types need to be collected, and base ammo is moderate in size.


Everything Costs, Money or Time
A paint for a skin? pay real money.
Unlocking Character? wait for 12+ hours, want to skip? pay money.
Crafting Material? wait for 4 hours.

Game is Anti-Social
Party making is buggy and very limited, you cant leave a party, you cant join an existing party if you are in party, 2+2 cant join together.

every sector is maxed at 4 players, you and 3 players can be in a sector, sadly sometimes those players are AFK you need to do all the missions solo.

Communication between players is bare minimum and no notification, whispers or chatting lacks any sound clue, as also pinging targets or enemy is not there.

I Really hope such issues to be fixed, as the game have a decent gunplay, but sadly lot of deterrents.
发布于 2024 年 7 月 12 日。 最后编辑于 2024 年 7 月 13 日。
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总时数 377.9 小时 (评测时 54.7 小时)
A Solid Ground & Unique Foundation, that needs some work.
Game is really fun from Difficulty 1-4 , after that becomes pretty much very linear and frustrating.

Game Mechanics:
- Buggy Bugs: No not Bugs Bunny, Bugs are Buggy.

Dead Bugs as Cover
All sized bugs tend to leave behind their corpse, such corpses act as a cover to other “alive” bugs, which it stops or even deflect projectiles & explosives, while also they don’t change their path, they just walk through the corpses , which makes them immune to taking any damage , especially after killing a large enemy. While also shooting bugs projectiles pass through those corpses, which makes it’s a cover that works for one side only.

Support Calling Bugs
For some reason a support calling bug (a creature) does not require LOS (Line of Sight), they can call support from either behind actual “Terrain” or “Corpses”, which makes it impossible to stop reinforcement even if you try to intercept.

- Player Rag dolling:
Garry’s Mod/Source Engine inspired flying from explosive like, its looks fun and nice, yet its way too punishing, the simplest slope will keep you locked and sliding like water for couple of seconds not able to shot or move, just laying there doing nothing.

- One Tappers:
Mainly about “Rocket Devastator”, a mech that shots salvo of rockets almost with 100 meters range (Far Range) , and require just 1 rocket to take you down even with a heavy Armor, even if diving (which reduce explosive damage) you still are able to die from 1 rocket.

- Air Support Angling:
As a feature in HD2, your support arrives from your ship/destroyer, orbital support is all angled depending on which side of the map you are, but when it comes to air support, same thing happens although you get an actual air support, and most of air support are carpet bombings or strafing runs, with angling not controllable, most of the times it’s a miss or unintended friendly fire due to predefined angling of bombing run.

- Terrain Explosive Calculation:
Explosives penetrate terrain to a certain level, for example a tank shell can penetrate even concrete walls, doing much lower damage than direct hit. Yet when it comes to stratagem, the calculation is too harsh, a 500 KG Bomb does 0 damage, because there is a little elevation difference.
Stratagem & Loadouts:

- Armor is ineffective:
Going light armor makes you more resilient, as many attacks are just one taps, you need to dodge rather than absorb, bile bug attacks and rusher are nearly impossible to dodge with heavy armor Armor offers no deflection, even the worst bug or bullet can damage or flinch your aim, yet suffer from huge debuffs, as low stamina reduces your accuracy, heavy armor makes you even a worse shooter, a system to “starship trooper: Extermination heavy armor” would be better.

- Anti-Armor options are bad:
All Anti-Armor Weaponry are pretty bad, Recoilless Gun requires 2-6 shots against a non-boss armored target, as in Hulk or Charger, yet require a lot of upkeep to maintain the Recoiless Rifle, as it punishes solo Recoilless player harshly with extensive reload time and makes player fully vulnerable. when it comes to spear (pretty much a javelin AT Missile), the target acquisition is weird, its not smooth as the Commando from HD1, or even any game with guided AT missiles, secondly its ammo is way too limited, only option right now is Railgun, which is decent vs mechs , yet suffer against bugs due that heavy armor targets atleast require 4 shots.
Update: on 6/March, railgun got nerfed without buffing any other anti armor options.

- Most Stratagems are Weak:
MGs as support weapon slot is decent in Diff 1-3, once medium/heavy armored target exists it suffers, especially the Stalwart. 120mm Barrage-380mm Barrage are weirdest support ability, very wide AoE, yet very limited ammunition fired, even with upgrade quite weak. 110mm Rockets, even in its video, it fails to kill its targets, and so many stratagems go on.

- Most Weapons are Bad:
Breaker or Dominator, everything else is way to weak to compete, snipers having same penetration as SMGs, DMRs having same damage as SMGs, a weapon with AP Ammo does ½ damage of non AP variant, yet also suffer from higher recoil, less ammo and lower ROF. Burst weapons have a weird working mechanism of firing semi & burst at once.

Update: on 6/March , rather than fixing weak weapons, every good weapon was nerfed, with no weapon buffed.

- Supply Pickup isn’t Scaled:
Supply gives Full Ammo, ½ stim, ½ grenades, and support weaponry ammo, depending on the weapon, yet the scale of support weapon is pretty much bad, you need from 2-4 supply to fill support weapons, also armor that gives extra grenades or stims does not benefit from getting extra stim or grenades per supply.

- Max Currency:
Max currency of just 50,000 is way too low, also no alert or message indicate that a player reached max currency.

Undecided Balancing Plan:

06/March Update Aimed at fixing the balance of the game, which did output weirdly, allowing no options to deal with armored targets as with the nerf of railgun and also nerfing the only weapon that is effective in game. That the Devs, have stated exactly the next day, that the nerf was harsh and armored Bugs/Bots is going to be nerfed, while also going to change the spawn rate of heavy units.

Nerf a weapon & Make other Stronger
Breaker shotgun, was nerfed with increased recoil and less ammo, while buffed Spray&Pray shotgun, that now everyone has switched to the spray and pray variant, due to how bad the original breaker variant is, the issue is breaker is available much earlier than spray&pray variant , nearly by 140 Medals. while in reality the whole thing that was "OP" in the breaker, that the game have no damage fall off, you can snipe with it over 100 meters.

Dropping Weapon Below Standard
Railgun was nerfed too harsh, that it ricochet off armor on "stable mode" or low charge mode, while also does 1/2 damage when it peirce armor, failing to serve any purpose at current state, that the already weak "Anti-Material Sniper" serves better purpose than the Railgun.

these issues are pretty much the most affecting on game play, yet many other yet less impacting issues do still exist.
发布于 2024 年 2 月 14 日。 最后编辑于 2024 年 3 月 10 日。
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总时数 339.3 小时 (评测时 7.6 小时)
抢先体验版本评测
Ark + Colony Survival + Many Survival other games, all together into one.
发布于 2024 年 1 月 22 日。
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总时数 72.5 小时 (评测时 47.4 小时)
Ready or Not, Is Not Ready.


AI:
- Wall Bangs: AI will shot you through wall corners, even if you were walking slowly , somehow they got sensors.

- John Wick Altitude: A Suspect has taken 3 7.62 rounds to his limbs, runs to you and scores all his shots, the suspect is just a looter looting a Gas Station.

- Grenades are short term effect: suspect gets 1x Stinger 1x Flashbang and 3x Beanbag shells, to just surrender, once you close in they draw out a gun. the suspect was not even wearing clothes.

- Shooting & Throwing grenades , increases suspects aggression: somehow shooting a target or breaching with nades increases suspects aggression, you should approach them slowly with gifts.


Weaponry & Loadout:
- Scopes are barely usable: scopes are hard to see through, almost all of engagement i play on canted , with or without laser, much better than using a scope.

- Loadout slots limited: sometimes i feel am police on budget, barely having enough slots for a mission.

- Pepperball are anti-player rather than anti-suspect: pepperball will make a suspect surrenders after multiple shots, once closing in to cuff the suspect, your character gets affected and takes damage, if you wait for pepperball effect to disappear the suspect will resist arrest and deploy a weapon.

- Grenade launcher ammo is static: If a player wants to be the operator for deploying nades, cannot as ammo is constant and cant be increased.

- Chemlight Colors & Flares: Chemlight are limited 10 per player, and all players chemlight are all alike, yet also chemlights are barely visible and hard to see, some maps chemlight is way too dim for it, as large rooms or even outdoors, flares are mostly needed for those situations.

- Operator Back Tape/Nametag: in SWAT 4, SWAT operators had their names and team color on their back, allowing quick interaction and planning, here its missed.


Modding:
- No Off/On for specific mods: Its either you uninstall the mods or install them, makes it hard to play with other players who are running other mods, you can still play vanilla by safe mode, but not using specific ones.

- Buffer OverFlow of Slots: There is a mod that allows more inventory slots, yet it was working before the official release, now it gives all clients "Buffer overflow and kicks them out".

Equipment wise:

- Optiwand/under door mirror: in SWAT 4, you can use align the angle of the camera to a certain side and use it to peek corners, here its way soo static, also Picture in picture mode is not visible at all, as if the operator sneezed on the screen.

- Door Breaching shotgun: it works as a aircannon, you shot the door from 50meters away, it opens the door a little, sometimes even shooting it directly on the lock point blank , it opens the door by half , without breaking lock or anything.

- Body Armor Mitigate Damage:
Wearing Ceramic armor and got shot at by some homemade 9mm pistol, in the plate , you get injured.

SWAT Operator:
Legs hurt for kicking a door: kicked a door 3 times, didn't unlock ,took damage and cant walk straight, got stressed and need therapy. Is this what SWAT about? getting therapy from getting insulted by a door?

Campaign only stress level: Kinda a good idea, it gives real life feeling, yet its too much, with aggressive suspect AI, every game is a shootout, you can get even S, yet your operators are stressed because they got shot at , even if its a miss.

Good Things About 1.0
- New Base: The new base feels more alive and better in overall, yet a bit large and feels a maze sometimes , but more lively.

- Campaign Mode its a nice mode for single players, yet i feel it require more depth between operators.

- New Missions: We got many new missions with different design which increases content for us to experience.

Suggestion

-SWAT 4 Elite Mode: A very decent mod for the old gem SWAT 4, it improves Suspect AI, Civilian AI, Load out management, pretty much if implemented in RoN, would fix many issues.
发布于 2023 年 12 月 22 日。 最后编辑于 2024 年 2 月 13 日。
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有 5 人觉得这篇评测有价值
总时数 122.6 小时 (评测时 0.9 小时)
抢先体验版本评测
Silica fills a genre that was empty for a huge period of time.

Switching between Pure FPS/RTS whenever at your own convenience !
got bored of controlling troops? go to FPS, got tired of combat go to RTS , its amazing idea!

Yet game is lacky in terms of content at current state, the review do include many of as i see basic features in FPS/RTS,

FPS Side:
Classes are too basic.
  • 1 Gun per class, no secondary
  • 0 Abilities (Fast sprint/passive abilities staying in group/ more damage against certain enemy type etc.)
  • No equipment (Grenades/Mines/C4/Grenade Launchers)
  • No Combat Progression, you kill to attrition the enemy only.
  • Classes are way straight forward
  • Melee Weapons for human (weapon bash/weapon bayonet)
  • Unit Commanding (Allow command of friendly AI)

RTS Side:
Lacks many RTS games main element, when compared even with old RTS games as COH1/2, World in Conflict, Men of War Assault Squad.
  • Lack of commands, the only command you can give is right click
  • Lack of Hotkeys
  • Lack of VoiceLine (atleast voice effect that unit in engagement) / Faction Announcer
  • Lack of cover system (Although every faction have ranged units, no cover to build)
  • Lack of XP Unit system or atleast veterancy when deployed (This makes early game unit disappear in late game rather than fill a role)
  • Lack of Scheduling commands (you cant give more than 1 order at same time to a unit)
  • Lack of Smart Commands (Keep distance from Melee units)
  • Lack of Unit Information (you cant know if this unit is melee or ranged , accuracy/effective range
  • Lack of Building Status
  • Lack of Events Viewer HUD
  • Lack of Unit Upgrades
  • Lack of Obstacle/Defensive Buildings

Core Gameplay:
  • Player soldiers seems stranded in the battlefield not knowing what to do , or don't have a objective to fulfill
  • Game play can get some increased overall, infantry movement is slow,same goes for building, and resource collection.
  • Allow to choose a unit when switching from RTS/FPS, whenever now you switch to FPS you spawn back at base , allow for both option either to spawn back at base or to frontline spawn.
  • Allow for mobility improvement as with a match progresses, Tunnel as Teleport, Jetpacks, Transport helicopters or vehicles.
  • Faction Core Abilities (Factions seems to have design for units only, not with special abilities or ideas.)


    i will recommend it for now due to its idea and genre, as it can be beautiful game in the future, reminds me of "Renegade X" and "Arma 3 ZEUS RTS"
发布于 2023 年 5 月 3 日。 最后编辑于 2023 年 5 月 4 日。
这篇评测是否有价值? 欢乐 奖励
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