Come Join Me
The new Firepower DLC is live on Shattered Horizon. All of the current weapons that are playable are Rail Gun, Machine Gun, Assault Rifle, Sub Machine Gun, Shotgun, Pistol, Axe, and Grenade Pistol. The old Assault Rifle has been dumped as well as the bayonet for the axe. All weapons have a zoom/sight mode instead of using the on screen cross hairs. Different weapons affect speed and movement. The axe has a slower swing time than the bayonet.
The new nade types are Decoy, Flare, and Pulse; all of the old nades are still useable. Decoy creates a copy of your radar signal that moves in one direction slowly before its battery dies. Flare is a space flare that is extremely bright and blocks radar in the local area. Pulse is a sonar round that allows you to locate enemies that are around objects or hiding in the shadows that radar does not normally pick up.
There is also an update to the radar hud at the bottom center of your screen which list max magazine size of the weapon and the current number of rounds in the mag. There is also a bar that decreases in length which is handy in a group fire fight.
My Thoughts:
The new nades are epic and a great addition to game play and players style. The decoy has helped me sneak out of a sniper camped spawn and in tight places let you set someone up to track the wrong radar signal so you can come around and light them up. This is the one nade people prayed was included since a radar system was employed and the suit can run silent. The other effect this nade has is taking you off the radar if you are close to the decoy. The flare lets you hide in plain sight because it is almost impossible to see anyone close to one of these things, setting up a group of them around a CP is better than spamming ice, plus they have a cool burning sound. The pulse doesn't get used very much but when I was defending on ISS it helped me work up a 37/7 ratio with about a 12 kill spree.
The weapons are kind of where things fall on down. The old AR should of been kept instead of replaced because for accuracy the SMG and AR are way to close, the faster cycle rate of the SMG over compensates for the ARs slightly higher dmg per round. Most servers are full of SMG charlie foxtrot situations, though this is a wicked way to take down 3 people in one mag and then switch to the pistol for the 4th. The rail gun is a lot easier to aim and fire rapidly than the old sniper scope AR. The machine gun can be deadly if you stand off a bit from the action, scope, and use 3 round burst. A shotgun in space.......I said it would be funny to have this in an update because of how useless it would be, I was pretty much right. This weapon is far to situational to use in open space. The pistol is a great add so there isn't time floating around someone you are shooting it out with while both of you reload, it is accurate enough for close and mid range use but there is a time delay glitch when switching to it......switching has killed me several times because of this.
This is the first time I have spent more than 1 hour a week playing SH since the last competition and I am really enjoying getting to lay into all the noobs over half a dozen servers. From the last beta build it looks like nothing was changed before launch and it was apparent the SMG was going to outclass the AR all around unless dmg or accuracy was changed. But they didn't bother to. There are a few double key bindings they didn't bother to take out with the patch which seems simple to correct since they already released a patch for FPS drop. It is still to early to tell but it looks like some of the people that showed up after the update might stick around, less complaining about guns and play and more about "BS NOOB RAND HS LOSER".
Hilarity is issued with people who have less than 5 hours of play time before the patch complaining about how the game has changed and they hate it. JR and Amped21 seem to be enjoying it but the core of vets and elite players you would normally see are laying low it seems. FM gets a thumbs up from me. Great game, good community, support is actually great by comparison. Now all we need is a RAWKIT LAWNCHR!
The new nade types are Decoy, Flare, and Pulse; all of the old nades are still useable. Decoy creates a copy of your radar signal that moves in one direction slowly before its battery dies. Flare is a space flare that is extremely bright and blocks radar in the local area. Pulse is a sonar round that allows you to locate enemies that are around objects or hiding in the shadows that radar does not normally pick up.
There is also an update to the radar hud at the bottom center of your screen which list max magazine size of the weapon and the current number of rounds in the mag. There is also a bar that decreases in length which is handy in a group fire fight.
My Thoughts:
The new nades are epic and a great addition to game play and players style. The decoy has helped me sneak out of a sniper camped spawn and in tight places let you set someone up to track the wrong radar signal so you can come around and light them up. This is the one nade people prayed was included since a radar system was employed and the suit can run silent. The other effect this nade has is taking you off the radar if you are close to the decoy. The flare lets you hide in plain sight because it is almost impossible to see anyone close to one of these things, setting up a group of them around a CP is better than spamming ice, plus they have a cool burning sound. The pulse doesn't get used very much but when I was defending on ISS it helped me work up a 37/7 ratio with about a 12 kill spree.
The weapons are kind of where things fall on down. The old AR should of been kept instead of replaced because for accuracy the SMG and AR are way to close, the faster cycle rate of the SMG over compensates for the ARs slightly higher dmg per round. Most servers are full of SMG charlie foxtrot situations, though this is a wicked way to take down 3 people in one mag and then switch to the pistol for the 4th. The rail gun is a lot easier to aim and fire rapidly than the old sniper scope AR. The machine gun can be deadly if you stand off a bit from the action, scope, and use 3 round burst. A shotgun in space.......I said it would be funny to have this in an update because of how useless it would be, I was pretty much right. This weapon is far to situational to use in open space. The pistol is a great add so there isn't time floating around someone you are shooting it out with while both of you reload, it is accurate enough for close and mid range use but there is a time delay glitch when switching to it......switching has killed me several times because of this.
This is the first time I have spent more than 1 hour a week playing SH since the last competition and I am really enjoying getting to lay into all the noobs over half a dozen servers. From the last beta build it looks like nothing was changed before launch and it was apparent the SMG was going to outclass the AR all around unless dmg or accuracy was changed. But they didn't bother to. There are a few double key bindings they didn't bother to take out with the patch which seems simple to correct since they already released a patch for FPS drop. It is still to early to tell but it looks like some of the people that showed up after the update might stick around, less complaining about guns and play and more about "BS NOOB RAND HS LOSER".
Hilarity is issued with people who have less than 5 hours of play time before the patch complaining about how the game has changed and they hate it. JR and Amped21 seem to be enjoying it but the core of vets and elite players you would normally see are laying low it seems. FM gets a thumbs up from me. Great game, good community, support is actually great by comparison. Now all we need is a RAWKIT LAWNCHR!
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