Twiggyis there proper item control with timings in this game or is it 100% mechanics like tfc? I watched the start of v!s game and you only ran some armor packs + rail ammo is that right?
I'm under the impression that you see your opponent even less than in a quake match, and damage output is ginormous relative to what you can tank. Not a game I would play. I'm getting destroyed fast enough in tf2 already
Also can charged rail oneshot through walls?
1. Item control comes in the form of mostly weapons. In Quake your goal is to control RL, LG, RG, and GL, mainly. In AG you want Gauss, MP5 (and MP5 nades), Shotgun, RPG, Crossbow, and Egon. There are two pick-ups you can control, too. The Long-Jump HEV addon (It lets you do a mario-styled leap forward) and Armor Batteries. Armor is extremely crucial, 30 Armor can make the difference in whether you live or die in a fight. Two more "pick-ups" come in the style of health and armor recharge stations. Most of the time its best to just dog your opponent and get as many kills as possible, even on the verge of death it might be a good idea to just "kamikaze" at them.
2. Maps are very different in Half-Life. Some maps are HUGE like boot_camp (the one in v!s' video) and you have to be careful what fights you take, and its what I call the PUBG style, where you gain more nerves from anticipating a fight that you never know when will take place. Then we play literally CS size maps. Super tight corridors and small rooms where pure chaos rules. Then you have great in between maps. I would say maps are either aim based or positioning based or movement based, and the mix allows for wonderful difference in gameplay. It always feels different while feeling familiar and the same.
3. Damage output is insane but its all about those split reaction times, quick thinking, and ability to adapt to what your given. You have to hit your shots, the game does not baby you for missing.
4. Yes, it can.