Let’s Play The Plutonia Experiment #25: Hunker Down and Take Aim

Let’s Play The Plutonia Experiment #25: Hunker Down and Take Aim

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Published on ● Video Link: https://www.youtube.com/watch?v=5E_hnbei8Uw



Game:
Final Doom (1996)
Duration: 21:23
1,843 views
130


There’s a lot of tactical advantages to remaining in motion in FPS games. A moving target is harder to hit than a stationary one and it allows you to quickly spot and assess all the threats and goodies available where you are. Continuously moving also stops your foes from trapping you in a corner, something that’ll eat away at your health and armour incredibly quickly.

There are, however, times when you don’t want to move. The volume of opponents can be such that trying to dodge about them is a recipe for disaster, exposing you to too much fire in an arena that can barely accommodate you and them. Then there’s the prospect of battling enemies in places with absolutely no cover, forcing you to rely even harder on your reflexes to survive. Both of those situations will see the end of those that rush in and think they can tumble their way through peril but the person that finds a good choke-point or piece of cover and holds their ground is the one who has the best chance of survival. An environmental hazard like a crusher is another good place to funnel opponents to, helping you conserve your ammo.

Knowing when to run and dodge and when to hide and wait is a skill that develops as you play FPS games and one which you’ll adapt to each game’s particular play style. In the case of Plutonia, remember that no matter what situation you find yourself in, there’s bound to be a trap not far in the future that’ll make it even worse.

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