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#161 | |||||||||||
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#163 | ||||||
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My main issue with the quick time events are that they are too quick. Some of the mashing events can be failed even if you're managing 6-7 button presses a second. The ones where you move the stick left/right are even worse. A lot of running scenes can be failed by as little as a second in delay before you start moving (or if you get caught on the environment).
If playing solo, your AI partners can also get caught up on the environment, which makes a later running sequence for Chris a pain since you can boost your partner up, but the partner's placement prevents the button prompt for him pulling you up from appearing. I unlocked the unlimited ammo pistol so I may go back to get the last of some of the achievements.
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#164 | ||||
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Just finished the second chapter of Leon's campaign and can only come up with two complaints: The ease of being grabbed and the amount of damage inflicted from it and the switch from upgrading individual weapons to being forced to equip a skill to increase damage.
I'll resolve the former when I learn how to dodge properly while the latter is something I will learn to live with. I just hate that the Wing Shooter feels like hot garbage even when headshotting akimbo, but I get it. You need to apply a blend of melee and gunfire to really steamroll through this game. Everything else is either enjoyable or more than manageable for me. Except for the terrible cover mechanic which is going to make Chris & Piers campaign a bitch for me. I'm content with my purchase thus far and I'm glad it seems much more difficult than RE5. |
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#165 | ||||||
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I'm having a very fun time so far playing this. Its a million times more fun doing co op(duh) I beat Leon's first chapter by myself but the second chapter I joined a random person's game and it was a blast playing through it.
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#166 | |||
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I'm playing as Helena. If anyone else is considering it, 2 suggestions.
1 - Quick shot with the Hydra is really effective at taking out enemies. She'll frequently roll up to nearby enemies to blast them with it, and it has a slight spread if there is a cluster of enemies. 2 - In the battle with Deborah, on the track, don't try to shoot the TNT barrels with the Hydra. Helena holds it too low and it can't fire over the kart, so you can't hit them with that weapon. |
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#167 | ||||
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Shotgun: Agreed. The grab damage or the response window needs to be tweaked to balance it out. It's a bit ridiculous that regardless of how fast you are getting one off that you can kiss a full block portion of your health goodbye in literally seconds. Health regen doesn't mean much when you're surrounded with half of the horde lining up the next leap.
Ebb: Jesus... I completely forgot they tied certain weapons to certain characters. The near broken ass Hydra would explain why I was getting my ass handed to me with Wing Shooters trying to conserve shotgun ammo while my friend barely went down ever. He was obviously one shotting everything with it. I'm definitely all over Ms. Harper for my Professional run. |
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#168 | ||||
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Game isn't as bad as the demo lets on, but there are still some glaring issues. Why they chose to take out item sharing is beyond me. Controls feel more solid than they were in the demo, but that just may be me getting used to them. The story setup in general seems kind of shitty; only a few long chapters. Makes me think the game as a whole is going to be really short. The skill system also sucks shit, especially when you have to waste a slot on something like the "Break Holds Easier" skill
Mercenaries is as good as ever; the zippier controls seem to work better in the mode and they compliment each other well. Outside of some random deaths in story mode, I don't have too many complaints so far. I've played ~3 chapters of Chris' campaign so far, and then I'm going to Jack and leave Leon for last. Might not be worth $60 especially with Capcom's DLC garbage, but it still seems solid. Can't hold a candle to 4 though, and I also don't think it's as good as 5. If you're playing this on Solo, God help you |
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#169 | ||||
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Taking out item sharing was an amazing choice. It was only in RE5 because you had to take care of the AI, now you don't have to do that. It's not really needed anyways since each person has their own items to pickup, no need to decide who gets what.
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#170 | |||||
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Let me just restate that this was on normal difficulty. I do wish the abilities were persistent, and that you could turn off the ones you didn't like. It feels weird to have some many options for Mercenaries, yet only 3 for Campaign. |
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#171 | ||||
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The only problem I have with the lack of item sharing is it barring healing items. There were plenty of occasions I had enough pills to supply the local university for the rest of the year. Since you can't pop any on full health I assume there's no AoE for usage either unlike First Aid Spray which if true makes matters worse. Another bonehead move I can't quite understand when BP can clog up drops you truly need.
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#173 | ||||
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Do you understand how items work in the game? If you pick up a grenade on your screen, that grenade is still there for the other player if they want to pick it up. Sharing isn't necessary because of that.
Plus it wouldn't work unless you still had to babysit the other player if it was the AI controlling it. I don't know who could possibly want it to go back to that way. |
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#174 | ||||
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Does anyone know if ammo related skills affect both players? The reason I ask is because I noticed while equipping the increased item drops for dead enemies skill that shotgun ammo was popping up more frequently. If my friend had the shotgun ammo skill equipped to increase its drop percentage then that's some wicked synergy just begging to be exploited. I forgot to ask him if he had it equipped at the time.
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#175 | ||||||
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If you don't use it, fine, but that doesn't mean it shouldn't be there. |
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#176 | ||||
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Considering having to babysit AI Sheva in RE5 was probably it's biggest issue and the thing people complained about most, yeah, it probably shouldn't be there. It wouldn't make sense for it to be there just for co-op, plus it would throw off the balance of the game if you could pick up doubles of items.
It's just like every RE game ever, you can't pick up everything. |
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#177 | ||||
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I agree with Wut. Item Sharing still has its uses regardless of the shared drop mechanic for plenty of different reasons. The most obvious being you aren't always going to be playing with someone of equal skill plus sometimes shit happens. You could easily exhaust your supply on a boss, get separated then screwed or beaten down trying to figure out what to do next, tanking while they handle an objective, etc. If your partner is maxed out and willing to fork it over I say let them. Micromanaging is second nature and enjoyable to me so sharing items was never a headache in RE5 and the AI here feels just as incompetent.
The old mechanic just seemed to put greater emphasis on co-op/actual teamwork to succeed and I miss it. If balance played a huge factor in the decision to scrap it they could have made it a toggled option just like Infinite Ammo. |
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#178 | ||||
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I'm not quite sure the game even has a balance, and you want to keep relating this to the AI which I don't even think is that relevant. I disagree that the feature was there to "babysit" the AI but then again I only ever played one chapter of 5 solo, and I just gave Sheva the stun gun and used her for storage.
It was valuable back then, and while it might be somewhat less valuable now with ammo being more character based, it would've still been a good thing to have in the game. Edit: Basically what Ink said. I'm also not quite sure about arguing against things being in the game for the purpose of co-op, because that's how the game is supposed to be played. |
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#179 | |||
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How long is the game? Anyone close to finishing or already finished the game yet?
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#180 | ||||||
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So far I'm enjoying the difficulty and the game. The pill thing is stupid and overly complicated and I can't figure out a way just to have the ammo/health hud without having the crappy aiming reticule and constant direction-o-tron on screen, but otherwise it's been pretty solid. |
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