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7

Republic at War

Mod review

Not a bad mod, not at all, a nice adaptation of Clone wars into FoC.

However, there are certain AI balancing problems....most notably, the ridiculously over-powered CIS, and the ridiculously under-powered Republic, at least when it comes to space combat.

Even on Easy difficulty setting, the Republic is so ridiculously under-powered when compared to CIS, that it is almost unplayable.
This means that the FUN FACTOR (which is supposed to be, idk, a main point in a video game?) goes down the drain real fast if one happens to be playing with the Republic.

Examples in space/galactic map: (note this is EASY difficulty, i don't even want to imagine what's it like for the Republic player on medium, or God forbid, hard)

1.Massive ship number starting advantage for CIS side.

2.Quite a large ship-class starting advantage for CIS side.
Obviously CIS just so happens to start with a but ton of capital and semi-capital ships. As a Republic, you will be lucky if you get 3 Venator star destroyers at the start of the game. And good luck trying to use Acclamator class ships to repel any decent CIS attacks (and 90% of attacks CIS does ARE in "decent" category), since Acclamators have a tendency of exploding like popcorn when faced up against anything that can even marginally be called strong.
Oh, and did I say that CIS absolutely LIKES to spam Droid fighters, like it has a infinite number of them.

3.CIS can magically jump to one of your planets which is not connected with a CIS world in any hyperspace way. I, and I bet a nice number of other players, have a habit of retreating a fleet from a planet that can't be jumped to by the enemy.(No need to keep a fleet above a planet if an enemy can't jump to it in the 1st place.) Now imagine my surprise when a CIS fleet just jumped above one of my planets, which I have marked as safe(after examining all hyperspace in-out routes that were connected to it, and concluding that it was not directly connected directly to any hostile world).
Now, From where did that CIS fleet pop? Magical Hyperspace jump?
And this had happened to me at least 4 times, maybe 5.

Ok...I personally could live with the points 1 and 2, IF NOT for the point 3.
Because CIS can oh-so-magically-jump to planets he isn't supposed to be able to, you as a Republic player, simply can't afford to leave planets unguarded. Because of this, you can't effectively focus and distribute the your fleet over key planets and thus make effective anti-CIS choke points.

7

S.T.A.L.K.E.R. - Lost Alpha

Mod review may contain spoilers

Well, i must say that there are a few things i have noticed that could have been done better.

1.Make much less animated moments.

I understand you guys wanted to input animations so we can get a better feel of what exactly happened(like a flashback of sort) but, really, guys you should leave something for the imagination of the player. The game LOSES it's creepiness and scariness if you explain everything and show, trough animations, how this happened-how that happened. X-18,for example, used to be much scarier, without those "flashback" animations you implemented.
Second problem is the game's engine it self which looks, well, RETARDED when it's running animations.


2. Different ending

Really guys, artificial evil "newborn god", and after you kill him(not so hard if I may add) the Zone iz gone?!
Why could not have stuck with the original Shadow of Chernobyl idea of the artificial entity ,the C-Consciousness, that tampered with Noosphere and then, even it was unable to fix it. And even after Marked One/Strelok destroyed it, the Zone was still there (like we saw in CoP). It makes it more interesting and much more scary, because even the feat of destroying or disabling the thing that created the Zone
(C-Consciousness) still was unable to make the Zone go away and disappear. In your story, "bum...EAAAAHHHHH" the "God" and bye bye Zone. Sorry to say, but that is lame.


3. Bugs

The patch has fixed a lot of bugs, but there are still quite a number of them remaining.


4. Night-vision

And last but not the least, what is up with that peace of crap Clear sky-style night(****) vision. Why would I have a night vision if i need to use flashlight with it?! Really?! What is the point in having NV goggles if I still need to use flashlight?

9

Brotherhood of Shadow: Solomon's Revenge

Mod review

Excellent mod. If it had at-least some voice acting for dialogs i would have given it a pure 10.