Intricate gameplay details
The most common of the 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.
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Zero Hour is still in the process of being updated
with a lot of new content such as new maps and new weapons just released on August 24.
However, the game also has some problems, such as the lack of Chinese, not many accessories, sometimes can not match people, and the single player experience is not good enough. For those who are interested, you can find out more about it.
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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, which makes 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.
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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.
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Secondly, there is an imbalance between the strengths and weaknesses
of the attacking and defending sides
A single "blackout" mechanism that changes the lighting situation can give the defending side a significant advantage. Firstly, the attacking team is in motion and the torch will reveal their position, secondly, the defending team also has a night vision camera, which will allow them to switch between attacking and defending, but this will have a big impact on the overall game, whether they attack first or defend. So with limited lighting conditions, the best thing for the attacking side is to have a 5 man synchronised attack, as we see in film and television, with 5 man squads watching different areas.
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But this is difficult to achieve in ZERO HOUR
The first is the equipment sharing mechanism, where the attacking team can only have two players with the same gun at a time, so it is necessary to allocate resources wisely, and when it comes to resource allocation there will be a situation of "favouring one over the other".
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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 act alone, it is still possible for players to rely on their own shooting skills to win even in a one-on-one handicap situation.
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In the pre-battle deployment phase of PvP
players can plan routes and set up path points, and the defending side can also 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.
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ZERO HOUR feels to me like a new entry in the Swat series
which 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.
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Battlefield 1942 Naval Battles
Battlefield 1942 is the first title in the Battlefield series, released for PC in 2002 and for Mac in 2004.
Battlefield 1942 recreates the battlefields of World War II with a wide range of land and air vehicles and the most extensive naval vehicle in the Battlefield series. The game is based on DICE's newly developed Refractor 2 engine, which has outstanding graphics for its time. The game supports up to 64 players online. The game was an instant hit on release and became one of the most popular online games of its time. The game sold over 3 million copies.
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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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The Battlefield series has traditionally been an online game
with some products designed to be played as an add-on mode to the single player. Some of the Battlefield series games have better expansions and third party groups can create a variety of modules to meet the different needs of players. Traditionally
abotage effects Destruction effects are a feature of the new generation
of Battlefield games. Since Battlefield: Renegade Force, some Battlefield games have used the Frost engine, which supports environment-wide destruction effects
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ust then a star appeared in the sky, and in ecstasy
peace he finally experienced a strange journey of life, and from then on he had faith in the role he had played. So he wrapped himself in a golden light, so that his painful eyes, hidden in the ultimate light
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Diverse vehicles
All Battlefield titles have a wide range of vehicles, which can be divided into three categories: land, sea and air. There are enough vehicles for more than half of the players on the game map.
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