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A Steam-exclusive Uzi 'Shadow' This weapon has long been a favorite choice of not only Survivors but especially the Black Market. Selected for its reliability and compact size, this weapon is a great asset to anyone in need of protection. Bonuses of this item include.
Early Access ReviewFull of hackers, bug abusing players, pay to win weapons, and developers that dont care about the game and in have not fixed anything about it. No new maps in ages, more pay to win ridiculous guns with zero recoil or insane fire rates, players zipping around the matches moving at impossible speeds with reaction times greater than gods, and admin or developers that just say that is how the game is played.Frozen screens that according to developers are your fault not the games, constant crashes, booting to lobby, eternal Loading screens, etc. Myriad of bugs that will never be fixed but the devs prefer to have you pay for a $29.99 dollars ingame gun and then they have the gall to say the game is not pay to win.The only good thing this game is good for is two or three matches before some rich kid comes and ruins any enjoyment with the pay to win weapons or the hacks. Even with the kill cam you can see them going full auto on a gun through a 4x scope and the gun not even moving. Early Access ReviewTL;DR - Developers have shown they have some great talent, unfortunately it's not quite worth it given the current state of the game. PVE mode feels very unpolished and hasn't seen much improvement since introduction, far as I can tell.
PVP modes are nothing new. The setting is not utilized to its full potential. Progression system, while not quite pay-to-win, gives immense advantage to long-time players with higher in-game levels.Survarium is a free to play competitive first person shooter set in an interesting world of post-apocalyptic nature with ideas that although sound great on paper, do not reflect in the gameplay. Boasting developers from the STALKER series, Vostok Games have created something quite unique and yet something so incredibly iterative to the genre at the same time.Visually and audio-wise the game is quite great. Overall the way sounds are affected by the environment feels very natural and I was pleasantly surprised the first time. Gunfire is nice and punchy, a lot of reverb in open areas and muffled beats indoors.At its core, the game does not play all that much different from the popular Call of Duty games.
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It's a mix of ideas, that look like an attempt to chase trends in shooters. The game was promised a 'Freeplay' mode, sounding similar to DayZ when it was still relevant at the time of Survarium's announcement (So far there aren't many indications this gamemode is developed anymore). A co-operative PvE mode was added, seemingly around the time the likes of Warface took off. Right now it plays like a weird mix of Counter-Strike, gun-porn and Call of Duty with janky PvE mode you play only for the loot.Players unlock new items by gaining reputation (which is nothing more than another XP bar) during play. Reputation boosters can be bought or received from daily bonuses.
When you level up a faction's reputation, you gain access to a bunch of gear that you then have to buy. Generally early game items are not neccessarily worse than late game items (although there are such examples), but they are definitely more situational and less versatile.Players also gain global experience, which grants players with 1 skill point every level. These skill points can be used on various passive skills in a skill tree with a total of 5 branches. These skills range from having lower recoil, to faster reloads, to bigger grenade explosions, to anomaly resistances. Some skills are better than others, and while the bonuses don't seem great at first, they stack with equipment bonuses and give huge advantage to long-term players.
Experience cannot be bought, but can be boosted by premium accounts (which can be obtained from random drops) and boosters that lastAll free games should have the business model discussed. I'm probably in the minority that will argue it's not actually that bad. Although power cannot be bought directly in the game, paying users will find minor advantage to someone who's putting in the hours. All premium weapons can be found during play in some way. 'Treasure maps' are the game's idea of lootboxes, and always show up front what you can get - this can be high tier equipment, in-game currency or XP boosters. Every week you can get 2 free rolls just by playing. Likewise, high tier equipment can be gained from the PvE mode, where you can collect up to 10 boxes each day.
Daily login rewards are very generous compared to other titles, giving away even small amounts of premium currency.I have to mention that the business model's biggest caveat is just how long it might take to get fully equipped. All equipment has 3 upgrade slots. If you pay premium currency, you have a 100% chance of upgrading it. If not, it's a 50% chance. If the upgrade is successful, you get one of many random bonuses, that have random values. After a slot is upgraded, you pay less currency, but again you are doing a dice roll to have a chance of getting a different/higher value upgrade.On top of that, weapons have multiple attachment points - you have sights, muzzle attachments, lasers, rails to mount the attachments on, extended magazines, etc.
You can find these attachments during play, craft them with one of the in-game currencies (spare parts), or you can buy premium versions. These attachments, however, come in 5 different levels of quality and (except for the premium versions) you get a random quality. All attachments have a benefit they provide and a penalty they incur (which also have random values, high quality items usually boost the bonus a bit and remove a small part of the penalty), which is a great idea, EXCEPT maximum quality attachments remove (or minimize them to near irrelevant levels) the penalties and grant bonuses in values higher than the regular randomly generated stats can. Those bonuses don't seem all that big at first, but they stack up quickly and give a clear advantage to the long-term or paying players. How do you upgrade the quality of attachments? You use 3 other attachments of similar quality and either have a 50% chance to succeed (if it fails, those 3 other attachments get deleted anyway) or you pay premium currency to have 100% success chance. It's not impossible to max out a weapon and attachments using just in-game currency, but it sure as Hell will take A LOT of time.I have to mention that some weapons and armour sets have dubiously balanced statistics.
At the time of writing, the SR-3M assault rifle, which is a premium weapon nonetheless, has among the highest damage outputs per second of any assault rifle in the game. That's okay, there is at least 1 weapon (AS VAL, just off the top of my head), that has the same damage output. However, all the other weapons still feel balanced in comparison to their competition, namely the AK and NATO assault rifle families. They achieve this by having higher damage outputs balanced by higher recoil, movement speed penalties, lower magazine capacities etc. For example, the entire AK family can get upgraded magazines that can take 40 or 45 rounds, or stick with 30 round magazines but gain faster reloads while having less raw damage output than the rifles firing 9x39mm cartridges, which have only 20 round magazines.In the case of the SR-3M, this is completely thrown off. It has a slowdown modifier of 3% (compared to 4% and up for other assault rifles), it's the only 9x39mm cartridge firing weapon with a 30 round magazine, the recoil is near identical to other weapons.
It is literally a weapon that is objectively better than other counterparts of its tier - other weapons usually give something up for the 3% movement penalty, or the effective range or the rate of fire, and yet the SR-3M gives all of the advantages with minimal drawbacks. Although premium, it can be obtained through regular play, but the amount of time (and luck) required is immense. The Glock is also in a similar position, despite having poor per-shot damage, has literally double the damage-per-second output of most other pistols.Anomalies are placed in areas around the arenas, that are seemingly there to allow multiple playstyles - great protection in firefights, but your movement is impaired, not only by the sheer weight of your equipment, but also by the environment just outright killing you, limiting the amount of areas you can effectively play in. Or maybe your protection against bullets is very weak, but anomalies barely hurt you at all and you can even use them to your advantage. Or perhaps a middle ground. In reality, this rarely plays out in such a way. Anomaly protection can be boosted by the aforementioned progression system.
Your most severe choice comes down to how many artifact slots you want - items gathered by destroying anomalies (literally holding the E button for a brief moment within the anomaly), that grant passive bonuses and can be used for a short term, but stronger bonus. It sounds great, but in actual gameplay, you don't see players contesting or avoiding these areas.
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