High intensity tactics
CQB games simulate realistic indoor close quarters combat, so the game maps are relatively not particularly large and are more three-dimensional rather than flat. For example, the maps in the R6 games are dominated by buildings, and the complexity of the terrain highlights the importance of tactics, so both ZERO HOUR and R6 are tactics-based FPS games. In FPS games, tactical time and combat time make up the entire gameplay experience of the player. So long tactical times inevitably lead to shorter combat times, as in Armed Assault 3 where it is often half an hour of tactical planning and execution and ten minutes of shooting and fighting.
Zero Hour is a tactical FPS game that will be available in August 2020
Zero Hour is a tactical FPS game that will be available in August 2020 as a "sneak preview" for single player or team play, and has been described by some players as a "hardcore version of Color Six Siege".
The game has tens of thousands of reviews on Steam, with an 83% positive rating, and was recently discounted to a special price of $24. A beta version of the FPS shooter called ZERO HOUR was recently released on steam, and many players have already tried it and experienced it!
With "three-dimensional maps" like ZERO HOUR and R6, the tactical complexity is much higher.
Especially when ZERO HOUR adds more detail to the game, the time spent in the game is inevitably lengthened considerably and taken up by a lot of tactical time. And while tactics are the charm of the game for FPS games
ZERO HOUR feels to me like a new installment in the Swat series
ZERO HOUR feels to me like a new installment in the Swat series, knowing that Swat is the originator of the tactical FPS, combining FPS, tactics and realism back in the 90s. The realism of Swat, however, is reflected in the fact that there are many non-lethal weapons and "bloodlessness" is the main gameplay of Swat, while ZERO HOUR replaces this part with combat. Even so, ZERO HOUR's combat experience is not comparable to R6's, and not just because of bugs, modelling, feel and other details. Because for ZERO HOUR, after all, out of the prison testing phase, R6 was also gradually getting rid of bugs after the health action.
We all know that R6 has never been an amenable game
We all know that R6 has never been an amenable game, mainly because it's very unfriendly to newcomers, with complex terrain causing newcomers to be shot down before they even see the enemy, or to be "stolen to death" before they can even enter the door. Basically, it is difficult for newcomers to R6 to have a good experience before level 30, and with the different skills and tactics of each R6 officer, it takes a long time for newcomers to get used to the game. However, since the skills of each R6 cadre are not quite the same and many of them are solo, players should still have the possibility to rely on their own shooting skills to win, even in the event of a one-on-many handicap.
As an FPS player, I have heard about the game from many of my friends and got to know it.
In the comments below the ZERO HOUR steam, the word that appears most often is Rainbow Six: Siege. For many FPS gamers, the best CQB tactical game is currently Rainbow Six: Siege, and ZERO HOUR can be used by players to compare with Rainbow Six: Siege, so there must be something to it.
The co-op mode doesn't necessarily involve eliminating all enemies
The game has a 5v5 team versus team mode, as well as a co-op mode that can be challenged by 1 to 5 players
The co-op mode doesn't necessarily involve eliminating all enemies, but also capturing them in specific scenarios. The game's complex AI enemy mechanics, which randomly plan patrol routes each game, interact with the environment (e.g. hiding under beds, in cupboards) and take hostages as meat shields, provide a high level of challenge. In certain situations, individual enemies will also surrender their guns.
Zero Hour is still being updated, with new maps
Zero Hour is still being updated, with new maps, new weapons and a lot of other new content just released on 24 August.
However, the game also has some problems, such as the lack of Chinese, not many accessories, sometimes not being able to match people, and the lack of experience in single player play. For those who are interested, you can find out more about it.
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In the pre-battle deployment phase of PvP
In the pre-battle deployment phase of PvP, players can plan routes and set up path points, and the defending side can place traps
The game also has a resource management mechanism, which requires the proper allocation of weapons and equipment. The hostages under the care of the defender also have their own behavioural patterns and may take advantage of the opportunity to escape.
But this is difficult to achieve in ZERO HOUR
The first is the equipment sharing mechanism, the attacker can only have two people with the same gun at a time, so it requires a reasonable distribution of resources, once it comes to the distribution of resources, there will be a situation of "favoring one over the other", if it is a black team, it is fine, but if it is a passerby situation is quite unstable.
However, this requires a very strong understanding of the team
However, this requires a very strong understanding of the team, which is almost impossible to achieve in a road game.
Choosing to attack separately is like waiting for the defender who is stuck in position. This is why ZERO HOUR is more suited to 5 players playing together and to be honest ZERO HOUR is not nearly as entertaining as R6. The reason why R6 doesn't continue to improve the realism of the game is because it is currently just the right amount of hardcore for R6.
Realism OR gameplay
Players who want tactics can get tactics, players who want to get tough can choose to rush, hackers can choose to work together, individuals can break into points, in general R6 meets the needs of all types of players. The game mechanics of R6 allow players to play with each other with a simple communication. ZERO HOUR, on the other hand, is more complex and requires more communication, making it a less enjoyable experience for players on the road. ZERO HOUR is still half-baked, but even if the details of the game are perfected, it will be difficult to become a tactical game that surpasses R6, because its direction is wrong. ZERO HOUR wants to be the most realistic CQB game, while R6 just wants to be a fun game, and perhaps this is the biggest difference between the two.
Intricate game details
The most common of the player reviews of ZERO HOUR is to rate it as the most realistic tactical counter-terrorism game, with R6 being the main comparison.
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ZERO HOUR has more details compared to R6, for example, every map has an electric switch
This detail determines that the lighting is a very important factor in the game of ZERO HOUR. Because the light can be changed, this brings a series of game content, such as the defensive side can use the night vision camera, the offensive side will use the tactical flashlight, and perhaps in the future to join the night vision device and other equipment.
Battlefield Vietnam
In addition to lighting, the props in ZERO HOUR are shared by the entire team
The camera can not mark the location of the enemy, and the door needs two steps, the first is half open state, two is fully open. These details make "ZERO HOUR" exceed R6 in terms of game fidelity, but in terms of gameplay may be greatly reduced. In the current game field, the game's fidelity seems to be the most concerned element, in fact, this requirement is very normal for players, after all, the higher the fidelity the stronger the sense of immersion.
But for FPS games, the degree of fidelity in the game is proportional to the degree of hardcore
Just like in "Armed Assault 3", players in pursuit of higher fidelity, will make a lot of modules to enhance the game's fidelity. When you install these modules, you will find that the use of sniper rifle is required to adjust the distance according to the close position, is required to calculate the wind and humidity according to the ballistic solver. Let's not say how many players will use these game design correctly, but on the understanding of these professional terms are afraid enough. There are also examples of "Escape from Tarkov" in the damage system, different parts of the strong will not bring the impact of the left and right arm hand injuries are brought about by the impact of different.
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