by jeffmd » May 25, 2002 @ 5:05am
To put it simply, snails is cheap. it was quite entertaining during the first mission when the computer would occasionaly screw up and never really did any amazing attacks (much like yourself starting out), but in deathmatch and the other missions it uses the accuracy of a sniper, and the destructive weapon power of a finely tuned nuke. the computer regularly makes rocket lobs accross the full length of the screen with dead on accuracy. The weapons are unbalenced and require some severe tweaking. so far ive seen 3 insta-death weapons.. weapons that require little skill to instantly kill off any close target. the teargas (often the first weapon I pull out for a sure one less enemy snail), the napalm (if the gel itself dosnt all land on your target, the sparks afterwords will surly kill it) and the mesquito which is is nothing more then napalm gel but goes in a strait line rather then an arc (makeing it even easier to kill). Then there is the staple gun, which if you are hitting your target, will take them from full to a sliver of health. And how about those machien guns? ever fired one? obviusly not, because you guys got phantom shrapnel comeing off the stream that injures your player. If that isnt bad enough, the playing field is never even. the computer allways has more weapons then you do. Then there is the snail drop option. At first I thought this was a savior due the fact your constanly getting your ass STUCK! I'd be bill gates now if i got a nickle for every time I tried to move past a team mate or a crevice only to get stuck, forcing me to air drop myself someplace else. This isnt so bad except for the fact 1), air drop causes fall damage, and 2, your almost guarenteed to end your turn in someplace the computer will nail you with an air raid item in the next move. How about you guys hold off on makeing more levels and weapon packs, and instead work on a better ai and weapon balance?