Definitely worth trying but it's not going to make me replay the game by any means. 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.Enemies in general are more aggressive and do a better job of suppressing and flushing you out. I started the game with character Paul Ferenc on Normal difficulty. Gunfights feel less about aiming and reflexes and more about target acquisition, which works well for the jungle setting. This file can be considered a cheat, yes a definite cheat instead of having to hunt and scavenge for diamonds throughout the game, this savegame contains 999 virtual, sorry diamonds. 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. As said, this Far Cry 2 Remaster Mod also comes with a number of gameplay improvements and tweaks. 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.
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