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Awkward grammer
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@ -3,7 +3,7 @@ title: "Config Snippets"
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date: "2024-04-09T18:38:46+02:00"
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date: "2024-04-09T18:38:46+02:00"
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author: "$HUMANOID"
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author: "$HUMANOID"
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tags: ["xmonad", "haskell", "nix"]
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tags: ["xmonad", "haskell", "nix"]
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description: "I have quite a few things in my config are worth highlighting."
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description: "A few things in my config worth highlighting."
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toc: true
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toc: true
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---
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---
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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.
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Where Deadlink succeeds- and Doom Etenral fails is the implementation of
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Where Deadlink succeeds- and Doom Etenral fails is the implementation of
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weakspots. In Eternal, if you want to shoot a weakspot, you don't have much of a
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weakspots. In Eternal, if you want to shoot a weakspot, you don't have much of a
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choice but to switch to the machinegun or not-railgun; those being the only
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choice but to switch to the machinegun or not-railgunb (I forget its actual
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precision weapons. In Deadlink, if you manage to shoot some poor dude's head
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name); those being the only precision weapons. In Deadlink, if you manage to
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with a rocket launcher, the game will still give you the weakspot damage --
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shoot some poor dude's head with a rocket launcher, the game will still give you
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despite normal enemies being able to withstand about a quarter of a rocket to
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the weakspot damage -- despite normal enemies being able to withstand about a
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the feet at most.
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quarter of a rocket to the feet at most.
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Another big mistake that Eternal makes is the tutorialising every restrictive
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Another big mistake that Eternal makes is the tutorialising every restrictive
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mechanic that it introduces, while Deadlink lets the player largely figure out
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mechanic that it introduces, while Deadlink lets the player largely figure out
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