Thursday, 20 October 2016

Full Spectrum Warrior Ten Hammers Full Game Download Latest Version Free

 

When the original Full Spectrum Warrior was released in 2004, it was listed as a realistic military simulator developed for the US Army to teach regular degrees. As a commercial game, which had its own fascination with the unique control systems and good presentation, but ultimately the gameplay felt a little superficial and overly restrictive system control. Continuity, Full Spectrum Warrior: Ten Hammers offers some minor adjustments to the design, and a new multiplayer battle. Despite these changes, Ten Hammers, for better or worse, it feels like a very familiar territory.Ten Hammers once again puts you in control infantry battalions trying to restore order in the imaginary country Zekistan. Since the environments of the game, ranging from
dusty villages to docks in a marshy area is fairly safe to assume that Zekistan represents a stereotypical situation, torn by war in Central Asia and the Middle East. These environments are generally well detailed, with numerous buildings, destroyed cars and other pieces of debris scattered not only to give life to the world, but also serve as a useful cover. Some parts of the environment (such as shopping carts, cars and boxes) are perishable, which is also a factor in the game. The detail extends to the character models, which come to life when running smoothly, moving in and out of the cover, and a fireplace. campaign with 12 missions Ten Hammers "is divided into four chapters, each of which has a long scene to tell the story of the game as you switch between a British and American unit. Unfortunately, the voice acting and writing in these chapters is quite kitsch.Will control more than infantry in Ten Hammers - many missions will allow you to take control of an armored infantry or specialized, as an Indian scout, as a third drive vehicle. If the armored vehicle, will have many of the same motion options and precision fire as with normal fire equipment. These Bradley vehicles is excellent for removing infantry small arms, but it is very vulnerable to RPG fire. The Indian explorer may be useful as an extra pair of eyes as it can detect enemies from afar, without raising suspicions.As in the original game, not directly move characters ten hammers. Instead, give orders to
(usually) a couple of squads of four man using a context-sensitive cursor. Point and click the cursor at a point on the ground. A delay, which simulates the time delay for the sergeant ordered his team to fire, which would run to the designated place. The trick is to always move in groups of one piece of cover to the next, while the other group deals with them. The cursor is located in any part of the cover in the region, such as low walls and corners, which makes it easy and convenient to set up their equipment in ideal locations. You can even set fire areas, showing his troops in a general direction. Ten Hammers offers a new feature interface that allows to define a point movement in a group from the perspective of a group of different fire. This feature also makes it easier to run the delimitation Overwatch maneuvers that are so key to keeping your men safe from enemy fire while moving. There is another new feature that allows you to easily separate groups of four men in pairs, so you can do more complex maneuvers. However, it is not always an advantage to divide their teams. As the volume of the fire can be poured into an entrenched enemy determines the level of sedation (and therefore their ability to shoot accurately back to you), the distribution of the groups in pairs can be a disadvantage sometimes. Flexibility is nice, though.The other significant difference between the control and the Ten Hammers is the original way the game precision fire. The first Full Spectrum Warrior, there was no
way to take control of individual soldiers and shoot their weapons. The only weapons could target was hand smoke and fragmentation grenade rounds M203, which is still the case of Ten Hammers. However, in this game you can take individual control of one of the Fireteam members to aim and shoot the entrenched enemies. If it does, with different members of your team Fire will produce different results. The team leader and the player can shoot and kill an enemy when the head appears below deck as a sniper. The man with the automatic rifle can be adjusted in a hail of fire suppression with withering machine gun to keep a stationary enemy - this destroys ammunition very quickly, though. Grenadier fires relying grenade launcher, which is ideal for removing two or more nearby enemies, or will achieve its objectives within a window. This is not much different from calling a grenade launcher strike in the first game, but this time grenadier should not leave behind cover to shoot. Unfortunately, there are many situations in which shooting behind a wall is too high, or shooting from a window, it will lead to the Grenadier him and the rest of the group, which can be very annoying blast. It is worth noting, however, that the precise fire mode is not the same as the target crosshairs and fire himself the weapon. What it does is holding the cursor over an enemy, and after a second or so, a red dot will appear indicating that it is ready to fire. Give the button, and a split second later, the man will fire.
If the enemy is not completely out of sight, he will die. It is quite effective, but it feels like a bizarre compromise between the first game and just gives you the ability to shoot himself in the gun. It is almost as if the designers still wanted to keep one minutes abstraction layer there to keep the idea that this is a tactical game, not a shooter.Despite the changes in the environment, the campaign Ten Hammers ends up feeling like the first game. Are you ready to sweep through areas infested with enemies, eliminate them through repression and flanking maneuvers, or in many cases simply fire a precision operation, that trivializes many meetings used. This time there are buildings that can get in and equipment for fighting a high position, which is another small improvement over the first game. But mostly, you're still killing all the rebels to be found at a given level, while moving through a linear-feel of some short extensions to implement tactical maneuvers. The AI ​​controlled enemies is not a big improvement from the first game. It is definitely more active, however, as they move around a lot. However, this behavior seems inexplicable random. Sure, I'm stylish run by a thrown Granada, unless they are deleted. Sometimes, even those that frame. But often, it will remain far from perfect a good part of the deck to another piece, just for the sake of, and were shot as they do. Sometimes it will
run directly over the place, and his team somehow lost during the filming that the enemy runs nearby. These errors in the IA is frustrating when this happens.The game continues to do an excellent job in conveying the chaos of battle. The staccato report automatically fire arms are nice and strong, and do not even have to hear nose shots fired in the background that no fire suit or enemy fire - this gives the feeling of being a small part of a great conflict. You will also hear some people curse under their control ramps up along with some dynamic music that starts shooting. If for some reason to oppose excessive blasphemy to say, this game is probably not for you. However, considering that playing a war game, where enemies evaporates into a red fog when a Granada off limits near them, probably cussing will not be the main concern in his mind.The campaign should keep you busy for about 10-12 hours, and once you're done with it, you can increase the difficulty, forcing you to be even more careful when maneuvering. A new way to deal to play for up to eight players via connection system or online, is available. This situation is somewhat similar to the maneuvering group multiplayer Brothers in Arms, and still can control your troops in the same way as in single player mode. But this time, the two sides are not symmetrical. US troops move in groups and have better weapons,
along with the ability to heal wounds units in medical stations arrested. The side of rebel moves around as individual units, but has the advantage of numbers and the ability to hire more people NPC on the map. These games provide an interesting complement to the single player mode, but given the limitations in control is not necessarily exciting to play as the battles can be reduced to who you who first points. The cooperative mode for two players of the original game again here, and allows you to play more missions campaign with you and a friend each controls a gear.Full Spectrum Warrior: Ten Hammers offers some interesting improvements and greater control campaign and a multiplayer mode Showdown to play online. However, the overall feel of the game is still very similar to the original, which should please those who liked the first, but it can turn off those looking for a bigger jump. The controls are still very abstract and difficult to manage at times, and the uneven AI, to make a product that turns out to be much more interesting as a design idea from a real game.





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