Viata
Arcane
Based charged bullets. Finally RE characters can use magic. Yep, that is so fucking stupid it's funny.- Having your reticle shrinked increases your damage and critical hits too.
Based charged bullets. Finally RE characters can use magic. Yep, that is so fucking stupid it's funny.- Having your reticle shrinked increases your damage and critical hits too.
Overall, I think to the extent that he disrupts the player's leisurely exploration he is working as intended and, in my view, well-designed. He introduces an element of unpredictability to your campaign that prevents you from letting your guard down, even on replays and when you know the layout of everything by hand, thus enhancing replayability. I think the unpredictability is good because it amps the tension in the game.
That is stupid, though. What zombie's vital spots? If it was to increase % of critical hit, I could understand that, but increasing damage? That makes no sense.It's meant to simulate taking better aim to hit the zombies' vital spots.
The game started to degrade a bit in quality towards the end. Especially the labs felt rushed. Also the Ada & Leon dialogs where so cheesy... Nonetheless, the police station and surroundings easily made up for this.
And now on to a RE3 Remake please!
It's meant to simulate taking better aim to hit the zombies' vital spots.
wait
The game has a dynamic difficulty that changes based on your actions;
You'll do less damage and take more damage from enemies!
It is based on a score system. and starts at 5,500 score / rank5
5,000 ~ 5,999 = Rank 5
6,000 ~ 6,999 = Rank 6
7,000 ~ 7,999 = Rank 7 and so on.
Dying is -1,000, getting bitten is ~-300, etc.
Shooting enemies, killing them, completing objectives, etc;
Increases your score and the game gets more difficult once you hit the next rank.
Weapon Damage multiplier
Rank 5: x1.0 (base starting rank for standard)
Rank 6: x0.9
Rank 7: x0.8
Rank 8: x0.7
Rank 9: x0.65
Guns lose damage over distance. (Falloff starts at about a small room length)
Body generaly takes 90% damage. limbs seem to behave oddly with damage.
Foot, lower leg, upper leg, lower arm, and upper arm all have seperate hitboxes and sub-hp values to breaking.
Perhaps when a limb is broken it's sub-hp runs out and that limits the damage the shot would have done to the zoms overall HP.
Maybe that theory about how if you have too many bullets, the enemies takes longer to die so you can waste more bullets is true.Shooting enemies, killing them, completing objectives, etc;
Increases your score and the game gets more difficult once you hit the next rank.
Both, if they are going to have Nemesis be a souped up version of REmake 2 Mr X. The corridor design, limited mobility, and jogging speed will not do. If you can't put him down, you have to be able to evade. On a straight, flat path he can overtake you of course, and Jill is no athlete, but you should be able to sprint long enough to break line of sight by turning corners, weaving in and out of/through buildings, duck through small passages, for example. The environment should have more pathways, entry and exit routes, building interiors, obstacles, etc. Light and shadow could be incorporated, but I don't what Nemesis' vision capabilities are, if he can see well in darkness.Are you talking about the original RE 3 design or the REmake 2 design? Or both?
Both, if they are going to have Nemesis be a souped up version of REmake 2 Mr X. The corridor design, limited mobility, and jogging speed will not do. If you can't put him down, you have to be able to evade. On a straight, flat path he can overtake you of course, and Jill is no athlete, but you should be able to sprint long enough to break line of sight by turning corners, weaving in and out of/through buildings, duck through small passages, for example. The environment should have more pathways, entry and exit routes, building interiors, obstacles, etc. Light and shadow could be incorporated, but I don't what Nemesis' vision capabilities are, if he can see well in darkness.
The head is a vital spot for zombies.That is stupid, though. What zombie's vital spots? If it was to increase % of critical hit, I could understand that, but increasing damage? That makes no sense.It's meant to simulate taking better aim to hit the zombies' vital spots.
So ignore the shit parts of the original just because and not give credit to the numerous things the remake did?As if that was anything hard to do. My point is how weak those parts are compared to the first half of the game, to the point of it being rushed.
I don't know, I hope they find another solution.
For the first time in a Resident Evil game, the zamboos are an actual threat and mostly very well designed enemies. Adding dodges and increasing mobility is going to fuck with that and put the series back on its action trajectory. I'd honestly rather have something similar to the current Mr. X design, but you can beat him with raw firepower and the occasional environmental event.
Which are all shit, imo. There is a reason I have not played this game and that is because I find it shit. So why the fuck would I give credit to things I find shit?not give credit to the numerous things the remake did?
Only on cutscene or critical hit, otherwise they are mostly just like those zombies from Return of the Living Dead. 10+ bullets on the head(you can easily search youtube videos of this) and still not killing them doesn't makes the head a vital spot.The head is a vital spot for zombies.
The original sewers part was shit, improvement in that part means shit because it's not a hard thing to do. But yeah, "new is good, old is bad".go ahead and shit on considerable improvements over the original
The original sewers part was shit, improvement in that part means shit because it's not a hard thing to do. But yeah, "new is good, old is bad".