Sle trry
by on March 11, 2019
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There's no more a promise that enemies will have a persistent icon above their heads, once engaged. Those two differences combine to make it very hard to understand how many enemies you are fighting against at any given time, or at which they even are on the map.
Things can change in the late game as more passive abilities unlock, but in the opening few hours these factors combine to change the flow of combat quite a bit.In the first The Section it was fairly simple for me to place up on a single facet of an environment and push through to the other, making lateral moves from cover to cover because I moved.
This time round the enemies have found ways to sneak around and flank me on a regular basis. As a result, I'm forcing myself to maneuver faster and more intentionally than previously.1 feature I've been playing today is known as"parkour mode." It cuts down on the stickiness of cover by making your character automatically vault over low barriers if they are running.
Weapons feel defined this time around. In The Division, there was not all that much separating an assault rifle from a scout rifle. Both functioned at either moderate or long range. In The Division 2 -- at least on PlayStation 4, where I have spent the majority of my time -- planning feels a lot less sticky.
This means scout rifles are really only effective for poking at stationary goals behind cover.Meanwhile, shotguns have been dramatically enhanced. A semi-automatic version, so long as it is at an appropriate level, is hands down the best approach to take care of enemies up close. Where this leaves submachine guns, that have been efficiently uber-weapons in the previous match, I am just not sure.
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