Variable zoom in sniper rifles is realistic.Realism game, so that won't be in.
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Variable zoom in sniper rifles is realistic.Realism game, so that won't be in.
Variable zoom in sniper rifles is realistic.
Indeed, but not "quick zooming". You'll have to play around with knobs and likely have to re-zero when you change the magnification.
windowed pmags. nice!
I have a few myself
Is that honestly the CS oilrig stage?
I like what I'm seeing, though graphical quality could be quite a bit better.
That was supposed to be for Kickstarters only for now. Hence why it was posted in the KS section.
I like what I'm seeing, though graphical quality could be quite a bit better.
In keeping with the spirit of the Rainbow Six series.AI is pretty basic in that they either totally suck (usually from distance or if you use actual tactics) or they one-shot you instantly.
What are we allowed to say about the alpha? There is an NDA in place.
What does the NDA state?
In keeping with the spirit of the Rainbow Six series.
I believe they're aiming for a Q4 release.
anyone remember how tangos in RVS used to slide half way across the map to get in shots at you?...sometimes they would even do it while crouched. It was so retarded but kinda hilarious at the same time, or infuriating when they managed to kill you because of it. So yeah, hope that's not in itThat's so true. The spin and snipe from the tangos was a trademark of the R6 series.
Btw, some of these new screenshots? http://takedownthegame.com/pre-alpha-screenshots/
The ones towards the bottom, I don't remember seeing the lab pictures before.
What does the NDA state?
The AI isn't that good, though I imagine it will get better as the game nears competition. As of now they do remind me of the AI in Raven Shield. In not such a good way.
I remember the stretch goal was (I think? Maybe it was GB) a more advanced AI plugin from a 3rd party. Maybe they'll get some capital closer to launch to implement it. I think it costs like $250k. For this game to be truly great, they need to program in some complex AI - I'm talking each tango/npc gets it's own personality assigned (random?) when you load the map. Values to determine if the particular NPC is: trained (ie: just out of basic tango school, or a hardcore veteran), psychotic (wants to kill the hostages or feels empathy), cowardice, etc etc. The values would determine if the tango cuts and runs at the sign of trouble, uses tactics to flank you, just shoots everybody, is skitish (ie: shoots at noises), or camps a corner. Remember when the AI in R6 would go berserk?
Agreed. I made a comment on the gameplay footage video that it seemed like it was focusing more on elimination, which I don't mind, but I hope it will offer scenarios when you try to apprehend suspects as well. Maybe expand on that and have small interrogations that can be relayed to the rest of the team to help progress through a stage.That was GB. Takedown has promised good AI and it is supposed to be a development priority, so I assume it will get better.
SWAT 4 had what you described. Some suspects would surrender easily, others would require being flashed/gassed, and others would simply not surrender. I hope Takedown ends up with similar AI. Different types of RoE, from arresting as a priority to killing as a priority would be great as well to make the gameplay feel less flat. R6 and SWAT each had their own set of RoE, and it would be nice for a game that features both depending on the mission to keep things from getting stale.
Agreed. I made a comment on the gameplay footage video that it seemed like it was focusing more on elimination, which I don't mind, but I hope it will offer scenarios when you try to apprehend suspects as well. Maybe expand on that and have small interrogations that can be relayed to the rest of the team to help progress through a stage.
I can't wait to get in on this.
Did you KS it? If you did, you already should be. Everyone who backed got keys.
Damn, I wish I could say something about this. I'm in the KS.