If someone asked me how to make a counterattack 2 more free, while keeping their characteristic traps-bombs, saving, quiet walks, low time-first I would ask why they were trying to force a square knot to a round hole.
There is no such thing as going back and “relaxing” from the CS2 round. These are extremely difficult, absolutely punishing mistakes, the missiles do not shoot straight and so like millions of players. A few tried, and everyone learned that throwing a towel over a sweaty CS2 shooting risks the erosion of its attractiveness as long as you can do a call of duty.
Fragpunk He is the first FPS to swallow this needle. This is a free counterattack, it is tolent without ultimates, it’s a round call of duty, it’s … actually, there is so many shooters that this is something really special. There are hundreds of small design decisions that make Fragpunk work, but I have identified four brilliant phrases for TAC shooters that maintain low stress and fun.
Shind cards (DUH)
If you jump into the first Fragpunk match with the cruelty of counterattack, the first sign that you should withdraw sweat, there are shard cards: powerful modifiers randomly drawn and activated by the player voting between each round. Short cards range from small buffs to necessary, round changes in rules, such as a card that removes one of the bomb places, another that allows you to lay an egg that heals you, or my favorite card, which takes all the weapon to the forced round of “only knives”. I love how funny they are and how a few seem to be deliberately Riff on the traditional principles of the house of the FPS server.
Short -core cards are also a nice ice block over Gotowers. It is hard to feel like you broke when you only lost the round, because the second team had swords that block the missiles. They are so deeply disturbing that at the beginning their random power seems incompatible with a competitive round format, but in choosing their choice there is a decent strategy.
The points used to activate cards are essentially the Fragpunk economy – you can bank points for several rounds, without using them or get additional, winning the rounds and gathering murders. Sometimes economical expenses mean that you can activate three cards at the same time that weigh the next round in your favor.
Unlike CS or Valorants, at which the point of “saving round” is ultimately to buy a divine sniper rifle, I save shard points to be able to start the stupidest possible card when it appears.
As I mentioned, the Fragpunk economy is light and completely wrapped in shard cards, which means that the choice of weapons will be much more cold. I couldn’t believe it when I first looked at the weapon screen and realized that I could immediately catch the counterpart of AWP Fragpunk. The same applies to all 16 pistols during the premiere – Fragpunk just wants to play with what is comfortable.
But this is not a call of duty, so there is a catch. For each category Big Gun (assault rifle, SMG, LMG, Sniper, Marxman rifle) you will only receive two in half. So if I choose my favorite versatile AR, a muted m4, called discipline, in the first two rounds and die both times, there are no free AR until we change the pages.
I really like this system – there is no shortage of weapons, so you will never get stuck in a pistol, but it injects a sufficient risk that there is an encouragement to save large pistols for large moments.
Short rounds
The best of seven rounds, 15 minutes. This is a maximum commitment to adjust QuickPlay in Fragpunk and it seems so good. This can be the most influential change of all. Every time I postpone Rainbow Six Siege for months or a year, it was caused by the misery of imprisonment in a 40-minute loss.
This is another reason why I can’t even pretend to treat Fragpunk too seriously. Before it is clear that the second team is better, the match was practically over. Is seven rounds long enough to really evaluate your skills? No, but there is a ranking mode unlocked at level 30, which is the best of 11 (still much shorter than CS).
No ultimates
The problem with ultimates is that the shooters who have them tend to trade around their. This is a consolation of the designed ability so that it is so good that it can win for you all fights or rounds, and this fact makes Overwatch, Valentine and Marvel compete for the disgusting effects of particles. Fragpunk has heroes and skills, but I wouldn’t classify anything as final.
There are powerful signature skills – in his impressions, Evan indicated a broker rocket This may be one-off enemies if they hit their feet-but there is no single move as strong as a brimstone space laser or exploding moss D.Va. Some shard cards rise to this level of utility, but even those come out of Ultimates, saying exactly what cards are active in the round.
Bonus: The balls are going straight
We apologize for blasphemy, CS2 and valuable fena, but I cannot fully take full sea jet patterns that do not follow the center of the screen. Not only does the bullets look like they fly out of bent barrels, but he adds nonsense to the recoil control that I saw bananas driving friends.
I appreciate this fragpunk is a simple shooter. As for the pistols, as you can expect in almost every other FPS on the planet. You can even advertise, the function I loved in Soon divide into a spectrum.
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