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" date: "2024-04-09T18:38:46+02:00"
author: "$HUMANOID" author: "$HUMANOID"
tags: ["xmonad", "haskell", "nix"] 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 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 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 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 choice but to switch to the machinegun or not-railgunb (I forget its actual
precision weapons. In Deadlink, if you manage to shoot some poor dude's head name); those being the only precision weapons. In Deadlink, if you manage to
with a rocket launcher, the game will still give you the weakspot damage -- shoot some poor dude's head with a rocket launcher, the game will still give you
despite normal enemies being able to withstand about a quarter of a rocket to the weakspot damage -- despite normal enemies being able to withstand about a
the feet at most. quarter of a rocket to the feet at most.
Another big mistake that Eternal makes is the tutorialising every restrictive Another big mistake that Eternal makes is the tutorialising every restrictive
mechanic that it introduces, while Deadlink lets the player largely figure out mechanic that it introduces, while Deadlink lets the player largely figure out