Firefight Reviews
App ID | 500190 |
App Type | GAME |
Developers | Sean O'Connor |
Publishers | Sean O'Connor |
Categories | Single-player, Multi-player, PvP, Online PvP, Cross-Platform Multiplayer |
Genres | Strategy |
Release Date | 11 Jul, 2016 |
Platforms | Windows |
Supported Languages | English |
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8 Total Reviews
8 Positive Reviews
0 Negative Reviews
Negative Score
Firefight has garnered a total of 8 reviews, with 8 positive reviews and 0 negative reviews, resulting in a ‘Negative’ overall score.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
364 minutes
Please do not let me be a general
👍 : 0 |
😃 : 2
Positive
Playtime:
227 minutes
very good
👍 : 0 |
😃 : 0
Positive
Playtime:
2000 minutes
good game (plz add italian front)
👍 : 0 |
😃 : 0
Positive
Playtime:
2370 minutes
worth every cent, perfect game and developer is always adding something new
👍 : 0 |
😃 : 0
Positive
Playtime:
105 minutes
This is a great game in principle and ha some really nice attention to detail, but the pathfinding and unit logic leaves a LOT to be desired. This makes matches significantly more difficult because your units die needlessly. For a game of this price, especially one that has been around this long, I really expected it to be more polished and honestly think I'll be refunding unfortunately.
- Units default to 'careful' movement logic. Commanding a unit to move somewhere doesn't result in them moving there if there's even the slightest amount of action near to them. The only way to make them move is with the 'hurry' command. However if they take too long to move away from the action, the 'hurry' action times-out and they're again stuck there. If I tell a unit to move somewhere, I expect them to do so. This is a game where you are commanding the units but they seem to ignore your commands the vast majority of the time which is incredibly infuriating.
- Enemy units should at very least ALL be highlighted once engaged. Instead they go invisible and show up and disappear again completely randomly making it very hard to strategise what to do when you have no idea the enemy force size or where they are. Ideally you'd be able to see where the enemy are at all times because currently the first round requires you to send a bunch of infantry out to be ambushed so figure out where the starting locations of enemy are - otherwise your tanks will all be destroyed by the hidden tanks and AT teams - then you restart the match and play normally.
- Mortar teams fire absurdly slow and take multiple rounds to get even remotely close to the designated target. By the time they start getting accurate (5+ minutes of firing at a rate of around 1 round a minute) the targets have moved already. Yet the enemy mortar teams are able to fire off 5 rounds at one time with amazing accuracy. Of course they're invisible though so you'll end up half your infantry destroyed before you can deal with them since they start mortaring you from across the entire map and your own infantry keep ignoring your move commands or moving only when it pleases them, at a snail's pace.
- Same deal with artillery, takes an age for it to get accurate and the strike itself is not very accurate.
- Tanks constantly favour targeting infantry even when there is a much bigger threat of another tank right in front of them. This results in you losing a lot of a tanks completely unnecessarily. For some reason they always travel with the turret facing the complete random direction to where the action is as well...why?
- If you slightly adjust your tank's position, it might move, it might not, or it might do a 20-point turn, reverse and drive all over the place to readjust, depends on how random it wants to be.
- You have zero idea of a unit's effective range. If you command an 'open fire' order at a particular target, you have no idea if the LOS is blocked, or it's out of range etc. Yet enemy infantry manage to snipe you from all the way across the map when your own infantry can't seem to see anything unless it 10 metres in front of them.
- This game has no built-in guide or tutorial other than a brief overview of the controls. When an infantryman gets injured, can he be treated? Is he out of action? Why do tank crews bail out but are then completely uncontrollable? What does the house icon mean on some infantrymen? The tanks constantly fire at enemy infantry in buildings - can they actually cause damage or are they just wasting ammo? Sometime you get reinforcements in the middle of the game, is that because the crews made it back or because they were scheduled? No idea...and the game doesn't tell you....
👍 : 0 |
😃 : 0
Negative
Playtime:
1653 minutes
i came from i-phone and i can say the ai is much better and im very exited to try out mods
👍 : 1 |
😃 : 0
Positive
Playtime:
442 minutes
Very fun and easy to learn but also difficult and requires strategy to do well. Huge amount of content with 27 maps and 8 scenarios for each. Lots of vehicles and different units.
👍 : 0 |
😃 : 0
Positive
Playtime:
51 minutes
Rebirth of the old close combat games - its a work in progress but it has real potential
👍 : 1 |
😃 : 0
Positive
Playtime:
3540 minutes
absolutely 10/10 difficult learning curve and sometimes tanks can be somewhate stevie wonderish and quite slow to aim and fire in spite of this having great fun with it
👍 : 2 |
😃 : 0
Positive