Chapter 1467 Three Modes, Each With Its Own Fun!

Chapter 1467 Each of the Three Modes Has Its Own Fun!

For a full 15 minutes, the two sides fought back and forth, neither yielding to the other, creating a tense and exciting atmosphere.

Many viewers even felt that the 15 minutes had passed so quickly.

Chen Sha was an excellent commander, but the opposing commander was equally impressive. Clearly, this opponent was also one of the players who participated in the internal testing of Tianhuo Studio.

As the game's popularity continues to rise and the number of players explodes, more and more players will become proficient in the game's mechanics, and more players will have the ability to serve as commanders.

After the game is officially launched, some matches in the early stages may be one-sided due to the difference in the level of commanders, but as time goes on, the strength gap between the two sides will naturally become closer and closer, and the battles will become more tense and exciting.

At the end of a game, Chen Sha's teammates and the audience in the live broadcast room were still somewhat unsatisfied.

"So exciting! This kind of large-scale scene is really too exciting!"

"The hail of bullets really gives you a sense of being on the front line. The sense of immersion is even stronger than some large-scale battles made in single-player games!"

"Indeed, it's not the same concept at all as other FPS games where there are only a dozen or twenty people in a whole game."

"I feel that this game not only relies on marksmanship, but also on brains. You really can't play it without some military literacy!"

"The time is a little short, not enough fun yet."

"It's a pity that you can't directly capture the opponent's base camp to win. You can only have a back-and-forth stalemate."

"This shows that the matching mechanism is well done! It's only interesting when the strength is evenly matched. If we directly pushed to the opponent's base camp, we would indeed be happy, but the opponent would have no fun playing it, and over time, the players in this mode would only continue to be lost."

"Playing it feels a bit like the 40vs40 large battlefield in *Fantasy World*? It reminds me of the glorious years when I followed the national team to fight in the battlefield and brush up my military rank a few years ago..."

The general feeling was that the second stage of the battle was a bit like the super-large battlefield in *Fantasy World*.

However, compared to the large battlefield in mmorpg games, this mode of *Traces of Bullets 2* has been improved to a certain extent.

Because the mmorpg battlefield basically has no balancing mechanism, both sides start with 40 people, but the difference in equipment, operation, and command between the two sides may be worlds apart.

Therefore, this type of battlefield rarely sees evenly matched battles, and it is even rarer to see a comeback from a desperate situation. Basically, there are only two situations.

The first is that the two sides collide in the most critical stronghold in the center of the map. The losing side basically loses its fighting spirit and starts to play its own game. The side that occupies the key stronghold can win the battle in an orderly manner.

The second is that both sides go their own way, heading straight for each other's lair. Everyone is saving time and competing for speed. Whoever kills the opponent's general first wins.

It can be said that it is rare to see a game in which the team is truly at a disadvantage but still does not give up, uniting to find an opportunity to turn the tables.

But *Traces of Bullets 2* is different. This game does not divide the camps at the beginning, but first eliminates and screens players through 15 minutes of fierce fighting, and then re-allocates the camps, which ensures that the strength of both sides is relatively close.

When the strength is evenly matched, both sides can see the hope of winning, so naturally they are unwilling to give up.

Moreover, FPS games and mmorpgs are still different. In mmorpgs, no matter how powerful a player is, they can only fight two or three at most. When facing players with the same equipment, it may be difficult to determine the winner even in a one-on-one fight. Therefore, in the mmorpg battlefield, a single player can hardly change the battlefield situation, and it is easy to become a mess.

But in FPS games, the difference between killing and being killed is only a matter of thought. A powerful team can instantly change the battlefield situation, which makes the entire battlefield full of uncertainty. Even if they are at a disadvantage, players will not lose their fighting spirit, but will continue to organize attacks.

Moreover, players' actions such as seizing strongholds and defending strategic locations on the map will have different goals and processes each time, which can always bring freshness and prevent them from getting bored.

Although large-scale multiplayer team battles have the problem of "what to do if there are not enough matched players", it must be said that the sense of epicness brought by this kind of large-scale team battle is definitely not something that small fights between twenty or thirty players can bring!

Sneaking into the defense line through the enemy's hail of bullets, going deep behind enemy lines alone, and dancing on the edge of a knife is much more exciting than blindly fighting in the versus mode!

Chen Sha and his team experienced the other two modes together.

There is nothing to say about the deathmatch mode, it's just shooting and killing. Its main significance is not only to provide players with a refreshing and direct combat mode, but also to allow players to better adapt to firearms and become familiar with the terrain, so as to prepare for the other two modes.

Originally, the players in the team and the audience in the live broadcast room did not have much expectation for these two modes, but what surprised everyone was that the survival mode brought a great surprise to everyone!

After reading the introduction of the survival mode at the beginning, everyone thought that it was a castrated version of the classic mode. Just cut off the content of the second half of the classic mode, keep only the first half, and then do some basic numerical balance.

As a result, after actually playing it, I realized that although the two game modes seem to be similar, the actual gameplay is very different, and the feeling is completely different!

Relatively speaking, the classic mode focuses on the legion war after 15 minutes, so the game content in the first 15 minutes is mainly for players to prepare for the legion war later, without any burden.

Therefore, when players play the classic mode, their mentality is relatively relaxed, and there are very frequent battles.

Anyway, kill enough 100 people quickly to enter the next stage. There is no point in dragging it out. Those who survive will fight in the legion war, and those who die will quickly start the next game.

Although some people will deliberately hide until the second stage, there are relatively few such people.

But in the survival mode, the player's ultimate goal has changed, which is to survive as long as possible, which is equivalent to the game mechanism encouraging players to hide longer.

Therefore, the number of players who choose to hide has greatly increased!

That is to say, except for some popular locations with particularly rich resources, the intensity of battles in other locations has decreased instead.

But this has not reduced the fun of the game, but has made the game more exciting and more diversified!

Because everyone is cautiously hiding, no one easily exposes themselves, so players must be extra careful when entering a new area. No one can say whether there are enemies hiding behind this door.

Although there is a small portable radar, enemies can also choose between optical camouflage and radar stealth, so the success rate of ambushing people is still very high.

Many masters are more likely to capsize in the survival mode than in the classic mode, because there are too many lyb (lurking, lying bastards)!

This creates a "dark forest" feeling. Everyone has to weigh whether there are other hunters nearby before shooting. Everyone feels like they are being watched when entering a new area.

In order to speed up the pace of the game, the survival mode has an exclusive mechanical legion invasion mechanism. Every once in a while, the mechanical legion will continuously attack from the outside to the inside.

For players, they either collect supplies and stay in the stronghold with the mechanical legion until the last bullet; or they run inside and are forced to fight to the death with other teams.

The specific choice depends on the different gameplay of different players, and the fun is also different.

As for whether players prefer the survival mode or the classic mode, it depends on the tastes of different players.

The classic mode has a larger scene and more intense battles, which gives people a sense of epicness, but the battle process is sometimes a bit formulaic. After all, most commanders still conduct operations around those important strongholds, and most people make similar judgments when facing the same situation.

Only commanders with a free-thinking mind and a wildly imaginative command art can create classic battles that are completely unexpected, which is something that can only be encountered but not sought.

Moreover, you can be resurrected in the classic mode, so in the end, points are calculated based on the record, and the joy of victory is not so strong.

Although the survival mode does not have so many large scenes, players cannot be resurrected after death, so it will never be formulaic for players. Every decision must be carefully considered, and the sense of accomplishment of surviving to the end is unparalleled.

Fortunately, the three modes of *Traces of Bullets 2* are not conflicting, but are independent and complementary to each other.

If you get tired of playing a certain mode, players can also switch to another mode to play. Although this game only has three modes, its playability is completely comparable to that of FPS games such as *Sea Fortress* that have several modes!

The audience on the barrage also became active. Just watching Chen Sha play it was very interesting!

"Looks so interesting, I'm going to download it now!"

"This is really the first time I've seen an FPS game with such a large map and multiplayer interaction. It feels like it will be quite interesting!"

"The main thing is that the live broadcast effect of this game is also very good. Skydiving, searching for things, and fighting, it feels fresh every time I watch it. The half-hour game time has a good balance, and the anchor can also chat with the barrage, it's simply the perfect live broadcast game."

"Does this game have Huo Qilin (a famous weapon skin)?"

"Now I'm a little worried about the charging model of this game. As we all know, Tianhuo Studio and Longyu Group are not good birds. It's really a bit untrustworthy to let them be the agents of this game..."

"Fortunately, this game also has a skin charging model, and the price is not too high! Although it is more expensive than GOG, this is an FPS game after all, the character models are more refined, and this price is completely acceptable."

"Have Tianhuo Studio and Longyu Group changed their nature? Are they not tricking people into spending money? That's unlikely, right?"

"Heh, how could they not trick people into spending money? It's just that this game hasn't been online for long, and they haven't revealed their fangs yet! Just wait, as long as this game really becomes popular, none of those recharge activities will be missing!"