If you do score a bounce and are allowed to continue playing, the next hit you take will cause the pendulum to swing faster. Penalties can cause the removal of one or more of your players. Stopping the pendulum in the yellow or red extremes on either side of the meter elicits a penalty (it's as if you wiped). Triggering it as it passes the green center gets a bounce call, which is the equivalent of a retry and won't cause any penalties. To avoid some unnecessarily speedy demises, WXP has developed a sports game-like cheat pendulum that appears whenever a player gets shot anywhere that's not directly in the face. In real paintball, getting hit means warming up the sidelines. Because we're dealing with paintballs, it's important to manage accuracy, drop, and trajectory to score hits. While snapping and diving and sprinting, you're still going to have to fire. Should you get into trouble while sprinting, press the prone button to forcefully dive into the ground. While sprinting, it's not possible to shoot, but you can run full speed through the ranks of the enemy to reach a better vantage point before getting picked off. There's also a stamina bar that governs sprinting. From behind cover, this makes it possible to switch the marker into the left hand and then snap out to the right, exposing as little of your player as possible. All it takes to switch shooting hands is a quick button tap. Lean Machine Perhaps even more important than snapping is determining which hand to put your marker in. The snap is still just one part of Hastings' depth, however. Just set the snap direction and snap to it. This makes peeking around corners, cramming the upper half of your character's body into a wall for cover, and even leaning over the tops of logs easy and intuitive. Pressing and holding another button will then snap the character in that direction. With one button it's possible to cycle through three snap directions: left, right and up. Instead of the typically useless lean button most shooters throw at us, Greg's Paintball offers the snap. There're obviously shoot and reload buttons, but after that, the game gets pretty deep. Tournament Paintball forces its participants to use environmental cover.Ĭonventionally, one analog stick is used for looking and the other for movement. Still, players here won't aimlessly wander out into the thick, guns blazing. While most of the venues we've seen are relatively small in size, they keep the fighting fast, giving Tournament Paintball a quick, vicious feel. On the Earth and in the game, obstructions are all meticulously placed to make the action more intense. The arenas in which pro players go at it are designed for this. Real paintball is a game of reflex, cooperation, and terror. Like actual balling, Hastings' Tournament offers up plenty of bunkers, trees, fences, mounds, rocks, logs, and pipes for cover. These environments are actually based off real world sites. It's about methodically moving through roughly 20 locations with nearly 180 variations. Played from the first-person, Tournament Paintball offers an intense kind of action that feels more like Rainbow Six than Halo.
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