I'm glad we can toggle damage values.
It could be good if you were making like a machinima or something.
Also, shields better at blocking resistences?
How much better?
I don't have any of those kinds of shields, so I can't really test.
I'm glad we can toggle damage values.
It could be good if you were making like a machinima or something.
Also, shields better at blocking resistences?
How much better?
I don't have any of those kinds of shields, so I can't really test.
Was accordion health added in this one, or did I miss it in the release notes?
There was a lot of behind the scenes balancing with either this or the happy color patch.
Overall, I'm fairly pleased with it, but zombies are back to doing absurd damage down in Firestorm Citadel. They're easy to fend off in most instances, but get hit once, and even in Vog Cub, I lose a good six, seven bars of health.
Accordion health is definitely new to this one. I don't know if it's any better than the old style, but it's not any worse, so I can dig it.
The "draining" health bar visual effect when you take a hit is very welcome though.
I do wish the draining health could indicate which kind of damage you took. I keep thinking the wolvers are suddenly hitting me for shadow because of the purple. I suppose red is right out for standard damage though.
I agree that accordion health is better than overlapping health. My one note of caution is that "low on health" still looks a bit like "NO SRSSLY LOW ON HEALTH", but I don't have a better solution.
There is not much to talk about...