SnapSlav
NMA's local DotA fanatic
If that was it, yeah. But how many times did you get to jack helicopters? TONS. Was it ever tough? Nope. Did helicopters completely defeat the purpose of playing the game ANY other way? Yyyyyyep. The game was just way too damn repetitive, and if it was the "thrill" of jacking helicopters and fucking things up, I'd have to say that Prototype wins in that category. Doing it was ALWAYS fun, but it wasn't game-breaking; there was still plenty incentive to do everything else. But as far as visuals go, I guess you just got to see a "nicer looking" PC variant, cause the way it came, it was shit. GTAIV outdated it, yet the graphics on that game (which was also far, far, FAR larger) trumped the visuals in Mercs2. But the destruction was indeed fun. Destruction in Merc2 made destruction in BFBC its bitch. Unfortunately, that's just not enough to outweigh all the rest, for me.Sub-Human said:Let's be honest - isn't it exciting to get onto an attack chopper and use rockets one after the other on buildings? Then see it collapse?
Yeah, I dunno where you got that impression. I'm not asking that every game with guns play like COD4 on Hardcore, but you could walk into massive bunkers with a pistol and an Uzi and clear it out entirely within 2 minutes with no fuss. I wouldn't call that at all balanced. I really only ever died because of taking shortcuts which involved sliding down MASSIVE mountainsides, and I'd reach the bottom at 4 health and then regen all the way or die on my way down (because the engine is just that goofy). And considering how easy it is to farm millions and buy every airdrop known to man, even IF ammo was an issue (which I don't recall it ever being) the airdrops nullified that entirely. Overall, I just felt that it was ALWAYS on a "too easy" setting. It NEVER felt any dimension of hard... =/Sub-Human said:Gameplay was balanced enough not to be too difficult or too easy. There was just the right amount of ammunition to get to your next supply... Just enough health to kill some enemies and then retreat to heal the wounds.
On the other hand, that game LOVED to pull Murphy's Law at every opportunity. Going for securing every bounty alive? Let's spawn them on top of a 3 foot tall step so they decide to walk off of it and INSTANTLY die! Or let's spawn them in the middle of 3 barracks so as soon as you alert the base 6 rockets will fire on them and kill them! Taking over a base for a faction? Let's have the reinforcement helicopter land on top of a building so all of the commandos fall to their deaths! None of this made it *harder*, just fucking irritating... ~_~