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Old 07-09-2012, 10:44 AM   #16
freibooter
 
 
 
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For everyone who came here because of today's daily deal: Double Six dropped support shortly after release, every single thing listed in this entire thread still rings true today, the tons of bugs in this game will drive you crazy and will never be fixed:

If you want to play this game with a gamepad, if you have a less than 512mb dedicated VRAM on your GPU, if you are expecting something that plays like a twin stick shooter and if you don't want to support one of the sloppiest, buggiest console ports made by one of the worst developers on Steam - do not buy this game (or any of the other double six titles currently on sale)!
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Old 07-09-2012, 11:09 AM   #17
BeLGaRaTh67
 
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This game is the bomb .. IE dont touch it as it will explode and cause untold woes to all those near it ... Avoid it like the plague
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Old 07-11-2012, 07:08 PM   #18
midnitecarnival
 
 
 
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While firing with the A button you need to also hold down either the random aim button (which focuses your aim on the crowd of zombies - so that you never miss) or the strafe button which locks the way you're facing so that you can run in any direction while facing the same way. If using a 360 controller these two toggles are the left shoulder keys.

The weapons respond differently: The revolver will cycle through all the nearby zombies only hitting each one a couple of times thus weakening the crowd on a collective scale but the shotgun is more focused, does a lot more damage yet takes time to reload.

You can't really approach this game like most others - Each weapon has a specific feel to it that needs to be mastered.

I'm playing on

AMD 2400+ Athlon XP (Single Core)
1 Gig Ram
Windows XP SP3 32-bit
GeForce 730GT 512MB

And still having fun even though my old computer sacrifices some of my attacks randomly (especially with the shotgun which doesn't fire at all a lot of times) for the sake of keeping the game flowing quickly without stuttering.

Other than the leaderboard having disappeared this morning I've been having a lot of fun with this.

Last edited by midnitecarnival: 07-11-2012 at 07:21 PM.
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Old 07-11-2012, 07:17 PM   #19
midnitecarnival
 
 
 
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Here's another thing to consider...the game feels the same way as complained in the OP but I'm having fun and making progress regardless - However I suspected the poor button response due to my ten year old PC more so than the game.

If someone on an i5 is experiencing the same thing - I'm wondering if maybe it was intended that not all button presses would be successful and attacks are calculate instead much like Knights of the Old Republic.

I think some people are overlooking the tutorial in the Main Menu however.

And once again - The way the weapons are used and attacks distributed is a lot different and more sophisticated than your standard run and gun - I believe to make the feel of each weapon distinguishable.

Last edited by midnitecarnival: 07-11-2012 at 07:20 PM.
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Old 07-11-2012, 09:00 PM   #20
midnitecarnival
 
 
 
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Ok, I've added a FAQ to this forums with my findings so far.

On second thought about the 'Twin Stick' thing:

You would still need an attack button because some of the weapons are pump action.

Also, I can only imagine later stages becoming much much more hectic where the crowds are swarming thicker - Given the scenario trying to aim an analogue stick with your right hand thumb would be more cumbersome than the Auto-Target and Strafe Lock Toggle buttons.

Standing still while singling out one zombie at a time is the last thing that you want to do.

As well, notice at the end of the level your weapon use tallies experience for that particular weapon. Each time the experience bar climbs to the star, the star goes from bronze, to silver, etc..

I'm not sure yet but silver and gold stars achieved for each weapon might allow for better efficiency and accuracy with said weapon than the defaulting bronze stars.
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