Yeah, there's no need to give anyone that
sort of ammo.
What the kit does is, it heals you and refills your ammo so that you're never in
a sort of ammo crunch.
Choosing the weapon to take from the safe house is usually a gamble, as you won't know what
sort of ammo you'll find throughout the next mission.
Not exact matches
you can build a «bond»
of sorts with them over time, which will allow them to carry more for you (such as killed animals, or
ammo), or be less scared
of things like hostile animals and explosions.
At first it's
sort of distracting you might end up trying to unload a clip
of ammo into someone who isn't even in the Shadow War, but once you get used to it it's nice to see other gamers just going about their business while you're trying to fight for your life.
Now onto the Single player mode or the «single player upgrade» if you've purchased the multiplayer edition, this is basically the same as a private match in multiplayer, you play one
of the multiplayer selections against AI on top
of that you have survival mode which was rather confusing, my idea
of the game was a normal FPS game with zombies implemented so you can't camp, when you're playing the survival mode the full area has some
sort of gas which will kill you if you don't get out
of it, you get sent to different air pockets which open up in a set area per round, this meaning you have to camp in the air bubble and take on the hordes
of zombies approaching, I've played a few zombie fps games in my days and always wanted to move around, create a train and take them out, on top
of that
ammo drops or weapon drops are in said bubbles and lack in quality, I wasn't impressed with the survival mode implementation and wouldn't advise any horde fans to even look at it.
Picking up weapons or refilling your
ammo also costs money, which means that the new Horde mode is a mix
of the old Horde mode, some
sort of tower defense - like structural accoutrements, and the Zombies mode from Treyarch's Call
of Duty games.
When the typical HUD is utilized in a game
of this
sort, the main point
of action is slightly zoomed out on to allow the usual Energy Meter and
Ammo count (just to name a couple).
It's move controllers only and a dual wielding affair here with (
sort of) unlimited
ammo.
Now that's the
sort of difficulty changes I like, especially in survival games; nobody really wants to change from being able to kill enemies in one shot to having to unload an armoury's worth
of ammo into their super-strength heads.
The game alternates between a
sort of simplified, cute Zelda and bombastic tank battles (which are fueled by the
ammo you gathered in the exploration part
of the game).
Finally, I had to fight some monsters that punished me for getting too close, so I picked up the Light Bowgun and learned all about how the different
ammo types caused all
sorts of chaos and how the blowgun's wyvernshot made a destructively excellent trap.
You can also make bombs
of various uses and power,
ammo of all kinds (if you use the gun weapons), traps to help you capture — or simply kill more effectively — a monster, and all
sorts of other useful items that are optional, yet more and more necessary as you move into the more difficult missions.