Awkward grammer

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Nox Sluijtman 2024-04-09 18:59:04 +02:00
parent 81e7e362e8
commit d223262047
2 changed files with 6 additions and 6 deletions

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@ -3,7 +3,7 @@ title: "Config Snippets"
date: "2024-04-09T18:38:46+02:00"
author: "$HUMANOID"
tags: ["xmonad", "haskell", "nix"]
description: "I have quite a few things in my config are worth highlighting."
description: "A few things in my config worth highlighting."
toc: true
---

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@ -21,11 +21,11 @@ in my path, largely without a care in the world. Or rather, that's how it feels.
Where Deadlink succeeds- and Doom Etenral fails is the implementation of
weakspots. In Eternal, if you want to shoot a weakspot, you don't have much of a
choice but to switch to the machinegun or not-railgun; those being the only
precision weapons. In Deadlink, if you manage to shoot some poor dude's head
with a rocket launcher, the game will still give you the weakspot damage --
despite normal enemies being able to withstand about a quarter of a rocket to
the feet at most.
choice but to switch to the machinegun or not-railgunb (I forget its actual
name); those being the only precision weapons. In Deadlink, if you manage to
shoot some poor dude's head with a rocket launcher, the game will still give you
the weakspot damage -- despite normal enemies being able to withstand about a
quarter of a rocket to the feet at most.
Another big mistake that Eternal makes is the tutorialising every restrictive
mechanic that it introduces, while Deadlink lets the player largely figure out