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Far cry 2 ar 16
Far cry 2 ar 16











The following section needs to be cleaned up to conform to a higher standard, as it is possibly too long, too detailed, lacking objectivity, unclear, or lacks citations. It stars Christopher Mintz-Plasse as himself and Michael Mando as Vaas Montenegro. The Far Cry Experience is a video set days before the events of Far Cry 3.For a while now, fans have speculated that Far Cry 6 would. A post-credits scene in Far Cry 6 answers some questions about the possible return of Far Cry 3 villain Vaas, while raising a few more.Definitely worth trying but it's not going to make me replay the game by any means.Synology transfer speed test Ferienwohnung illetas mallorca It's more a difficulty tweak that makes the game a bit more fun, rather than any sort of overhaul that gets rid of any fundamental problems. The game is still too reliant on crappy filler rather than cool set piece locations (mostly because of said respawns). 95% of the gameplay) is still boring and repetitive. Recoil is nice, even a pistol requires you to keep your sights trained properly because it bobs not just up and down, but side-to-side slightly as well.

far cry 2 ar 16

  • Enemies in general are more aggressive and do a better job of suppressing and flushing you out.
  • Gunfights feel less about aiming and reflexes and more about target acquisition, which works well for the jungle setting.

    far cry 2 ar 16

    More realistic damage encourages less rambo stuff, but enemies dying fast counters things well. Short bursts mean a lot more when firing 15 rounds leaves you unable to get your weapon back down on target in time due to decreased mouse sensitivity that increases as you fire more rounds on full auto.ĭecreased weapon manual reliability bonus from 200% to 100% so that weapons still go kaboom, but not after 30 rounds. Weapons won't exactly jump up as much, but your player will have to wait a while before his sights come back down. Most weapons also have more recoil, in the form of a longer "rezeroing" time. I also decreased the players durability on all difficulties, in order to keep some sense of difficulty, since enemies drop like flies now. They also communicate more often when in combat. The AI are also more likely to shoot at "interesting" objects, like your past location, explosions, etc. blowing through a checkpoint) probability has been decreased from around 80-100% to 60% at the maximum level. Regular distance chase AI has been decreased, while long distance (ex. The enemy AI are now less likely to chase you with vehicles. I also edited the companion probability to give them some better weapons as well. I changed the AI weapon probability to give the militiamen more Africa-like weapons like the AK47 and FAL Para, and remove the harder-to-get (for an African tinpot warlord) weapons, like the AR16 and SPAS12.













    Far cry 2 ar 16