In the pre-battle deployment phase of PvP
In the pre-battle deployment phase of PvP, players can plan routes and set path points, and the defending side can also place traps
The game also has a resource management mechanism, which requires a reasonable distribution of weapons and equipment. The hostages under the guard of the defense also have their own behavior 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 same kind of firearms on the offensive side can only have two people at a time, so it is necessary to reasonably allocate resources, once it comes to the allocation of resources will appear "favoring one over the other" situation, if the black fleet is okay, but if the situation is quite unstable road people.
But this requires a strong degree of teammate understanding
But this requires a strong degree of teammate understanding, want to play in the road game in such an operation is almost impossible
Choosing to attack separately is the same as waiting for the defender who is stuck in a good position. So ZERO HOUR is more suitable for 5 people to play together, and to be honest, ZERO HOUR is far less entertaining than R6. The reason why R6 did not continue to improve the game's realism is because the game is currently just the right level of hardcore for R6.
The second is the imbalance between the strengths and weaknesses of the offensive
A single "power outage" mechanism to change the lighting situation will bring a great advantage to the defensive side. First, the attacking side is dynamic and flashlight lighting will expose the position, the second defense also has a night vision camera, although the attack and defense will be converted, but then the first attack or defense, will have a great impact on the overall game. So in the case of restricted lighting conditions, the best thing for the offensive side is to synchronize 5 people to attack, as we see in film and television, 5 person squads pay attention to different places respectively.
Real or game
The players who want tactics can get tactics, players who want to just shoot can also choose to rush, black can choose to collaborate, individuals are also able to break into the point, in general R6 to meet the needs of all types of players. And from the "tactics" that "ZERO HOUR" is proud of, the game mechanics of R6 makes it possible to play with each other with simple communication. ZERO HOUR's tactics are more complex and require more frequent communication, which is not a good experience for the players in the road game. So ZERO HOUR is still half-finished, but even if the game details are perfected, it is difficult to become a tactical game beyond R6, because its direction is wrong, ZERO HOUR wants to become the most realistic CQB game, while R6 just wants to become a fun game, perhaps this is the biggest difference between the two.
Intricate gameplay details
The most common of all player reviews of ZERO HOUR is to rate it as the most realistic tactical counter-terrorism game, with the main comparison being R6.
ZERO HOUR has more details compared to R6, such as electric switches on every map
This detail means that lighting is a very important factor in ZERO HOUR's gameplay. Because the light can be altered, this leads to a range of gameplay elements, such as night vision cameras for the defending side and tactical torches for the attacking side, and perhaps the inclusion of equipment such as night vision devices in the future.
And with these highly realistic elements comes more complex gameplay
And with these highly realistic elements comes more complex gameplay, and complex gameplay takes a long time to get up to speed
These details also require more play time. This is why a game of ZERO HOUR must take longer than R6, which may seem like more fun the longer it is played, but it is not.
If it's an FPS with large maps and large battlefields with many players
Battlefield, Call of Duty: Warzone etc., the game length does not affect the gameplay too much, but for CQB games the game time is also an important factor in the gameplay.
But for FPS games, realism is directly proportional to the hardcore level of the game
In the case of Armed Assault 3, there are a number of modules that are made to enhance the realism of the game in order to achieve a higher level of realism. Once you install these modules, you'll find that using a sniper rifle requires adjusting the closeness based on distance, and is required to calculate wind and humidity based on a ballistic solver. I'm not sure how many players will use these game designs correctly, but I'm afraid it's hard enough just to understand the terminology. The damage system in Escape from Tarkov, for example, has different effects on different parts of the body, and hand injuries on the left and right arms have different effects.