Now maybe this was done on purpose to force the player to play "Engineer" and build a more effective weapon or maybe the developers were trying to steer away from how the previous two titles were treated as "one-gun-challenge" campaigns. Later in the campaign (and on "new game +" play-throughs), you can outfit the gun with enough +3 Damage, +3 ROF, and +3 Reload circuits that it borders on "overpowered." But this doesn't change the fact that the Plasma Cutter feels bad in the early chapters. ![]() The quick enemies plus the lack of "stagger"-effects also makes the Plasma Cutter feel worse in DS3. ![]() ![]() The workbench system in Dead Space 3 really ruined how the Plasma Cutter feels as a starter-weapon because you are no longer able to push your first 5-7 Power Nodes to pump its damage in the early chapters of the game.
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