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Old 2018-06-21, 20:49   #161
[R-CON]​Zeno
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Default Re: Post Scriptum: The Bloody Seventh

Quote:
Originally Posted by Mats391 View Post
They announced release date yesterday, 18th of July


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Old 2018-06-22, 13:20   #162
[R-DEV]Mats391
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Default Re: Post Scriptum: The Bloody Seventh

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Originally Posted by Zeno View Post
They announced release date yesterday, 18th of July
It is not even southern hemisphere spring then.

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Old 2018-07-06, 00:20   #163
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Default Re: Post Scriptum: The Bloody Seventh

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Originally Posted by ShockUnitBlack View Post
this has to be one of the worst titles for a video game I've ever heard. .
+1

Good work otherwise Certainly will be a long time b4 I can scratch together funds for a capable PC.


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Old 2018-08-11, 22:35   #164
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Default Re: Post Scriptum: The Bloody Seventh

It looks like the game suffers from the same kind of "childhood diseases" as Squad (not properly optimized) but there's no excuse to release a game in it's current state (don't take my word for it) read the reviews on Steam.

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Old 2018-08-12, 15:29   #165
sweedensniiperr
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Default Re: Post Scriptum: The Bloody Seventh

Yeah its rough. Not sure which model I dislike more. As Squad does the exact opposite.

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Old 2018-08-12, 16:03   #166
Wicca
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Default Re: Post Scriptum: The Bloody Seventh

it's carrot versus stick.

In Post Scriptum, trying to run around alone is nearly impossible, in squad it's not that hard and you can usually get more kills.

There needs to be a balance.


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Old 2018-09-15, 11:52   #167
PLODDITHANLEY
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Default Re: Post Scriptum: The Bloody Seventh

I only just discovered the free key for squad backers. Pretty unlikely I'll use it but you never know.

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Old 2018-09-15, 12:09   #168
Frontliner
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Default Re: Post Scriptum: The Bloody Seventh

It depends heavily on what you want. The current aim model for Squad, which relies mostly on sway to mimic weapon inaccuracy, does, as far as I'm concerned, a good enough job nerfing the WW2 weapons to allow for tactical gameplay without making the bolt-actions entirely obsolete.

The maps I played are quite decent, too, not a huge amount of complaints from me there, the opening stages of Driel being the exception.

I haven't read too heavily into it, but I don't think we're going to see deployable FOBs as your sole spawn point resource but I haven't really played the last few weeks due to low FPS to say that for certain; that might've only been a Beta thing.

I'd currently give it a 8/PR. Worth a try for PR Vets, and potentially good enough as a replacement when PR dies.

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Old 2018-09-18, 00:45   #169
inb4banned
Default Re: Post Scriptum: The Bloody Seventh

Played it again today after long time, it's a beta mod for an alpha game. Unpolished all around, way too far into realism > gameplay, feels tedious, unrewarding and unsatisfying to play and that's assuming stuff actually works. Server performance, getting stuck everywhere, snail pace through bushes, suppression, worst building design ever etc.
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Old 2018-09-21, 19:16   #170
carmikaze
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Default Re: Post Scriptum: The Bloody Seventh

Quote:
Originally Posted by inb4banned View Post
Played it again today after long time, it's a beta mod for an alpha game. Unpolished all around, way too far into realism > gameplay, feels tedious, unrewarding and unsatisfying to play and that's assuming stuff actually works. Server performance, getting stuck everywhere, snail pace through bushes, suppression, worst building design ever etc.
I'm glad noone takes you seriously anymore Go play your lovely Battlefield V then.
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