Chapter 521 My Liver Hurts a Little
Of course, as a shooting game, "Final Squad" cannot use a pantheon, and even using magic would be a bit out of place.

In this context, the skills for different firearms form a new in-game progression system.

Should we choose the AK-74's incendiary grenade and go for a wide-area AOE incineration strategy?
Or should we choose the AN-94's ricochet capability to enhance its clearing ability?

Alternatively, you could choose the Vulnerability mark on the RPK-16 to maximize single-target damage against elite units.

Every choice implies a tactical shift.

Meanwhile, the equipment dropped by the BOSS forms an out-of-game growth system in the game. After selecting a card, Kenta Yamada's eyes were immediately drawn to the two blue beams of light shooting into the sky from the ground.

Here comes the exciting prize draw!

He jogged over to A-017, and the moment the character touched the beam of light, the loot acquisition interface popped up.

Unlike the three cards you choose in a game, the equipment that drops in the game is permanent.

They will be stored in the player's inventory and equipped in the "Preparation Room" interface before each sortie, providing a real, permanent attribute boost to the squad's dolls.

This is the essence of "brushing" games.

The skill choices made in a match determine the combat style and potential of that match.

The equipment accumulated outside of the game determines the player's resources and confidence to challenge higher difficulties.

Two growth systems, one focusing on internal development and the other on external development, intertwine to form the core loop that makes "Final Squad" so addictive.

Since it was the first round, the humanoid characters had basically no equipment. Kenta Yamada fought for about ten minutes, but failed to defeat the second boss.

The battle ended, and a beautifully designed results screen popped up.

The above details various data points from this battle: number of kills, damage taken, percentage of damage dealt, experience gained, and most importantly...

Global game rankings and loot lists.

Let's not talk about the former.

This is an old trick used by StarCraft: season ranking rewards, with the latter being the key factor.

Because Final Squad has an out-of-game progression system, the game's main screen doesn't just show the start button, but rather the familiar tent.

Inside this tent, players can not only admire the beautiful feet of the humanoid figure.

There are still many things it can do.

For example, when he clicked on "Prepare Weapons," an interface similar to the humanoid warehouse in "The Origin" appeared, and the character portraits of Squad A-017 appeared, standing side by side.

He selected Captain A-017 and saw several accessory slots next to her weapon model.

While I was in the game, there was a battlefield equipment interface, but since I was in battle, I didn't get to look at it very carefully most of the time. Now I finally have time to take a closer look.

These slots are not merely decorative; they are carefully divided into five categories: muzzle, magazine, stock, sights, and a special "tactical attachment" section.

Next to each slot is a label indicating its corresponding function: the muzzle affects recoil and muzzle flash, the magazine affects ammo capacity and reload speed, the stock determines stability, and the sights are linked to critical hit rate and range.

This system is clearly an upgrade from "Final Front: Origins".

Kenta Yamada moved his mouse to the equipment bar, where the equipment he had acquired in the past ten minutes or so was displayed.

Most of them are white, but there are two blue items as well.

[Assault-type extended magazine (blue)]

[Quality: Excellent]

[Equipped Doll: AK-74]

[Effect: +15% magazine capacity, -5% reload speed]

【Set Bonus: Assault Set (2/5): Assault rifle damage for the entire team +5%】

[Random Affix 1: Critical Hit Rate +2.4%] [Random Affix 2: Damage Against Elite Units +3.1%]

"hiss……"

After looking at the equipment's attribute panel, Kenta Yamada gasped.

Good guy, good guy.

This is the complete set, including the set and its quality level.

There were also veteran players in the comments section.

[I get it! I completely get it! StarCraft Games, you old scoundrel! Isn't this just like Borderlands?!]

Equipment has affixes! And quality levels! White, green, blue, purple, gold?

This game is addictive! Are we supposed to grind forever?

What made him feel both uneasy and secretly excited was that he needed to arm not just one person, but four.

[Four wives, twenty pits (in-game items), and I still have to farm sets and attribute bonuses... My God, I feel my hair is screaming in despair.]

Four dolls, each with five accessory slots, for a total of twenty slots.

This means twenty times more "brushing" content, twenty times more difficulty in graduating, and also means that the sense of satisfaction when those twenty squares are filled will be unprecedented.

“My liver…” Kenta Yamada murmured to himself, but the corners of his mouth involuntarily turned up. “It seems to be aching slightly, yet it also seems to be trembling with excitement.”

[The streamer's liver: Don't come any closer!]

[Stop talking, I've already ordered three cases of energy drinks, ready for a three-hundred-round battle with StarCraft Games.]

Four times the fun, four times the grind—it's fair.

Kenta Yamada immediately equipped everyone with all their gear.

Yamada then discovered that StarCraft was truly monstrous; these plugins actually affected the weapons the character was wielding.

For example, the magazine on the AK-74 model has undergone subtle changes, becoming thicker. The muzzle of the AN-94 also features a small metal component.

This immediate visual feedback adds even more to the fun of collecting.

After completing his preparations, Kenta Yamada took a deep breath and clicked "attack" again. It was the same familiar snowfield, and the same diamond-shaped formation at the start.

"Come on, let me see how much change these devices can bring."

The battle began, with the enemies still emerging from the edge of the map as low-level AIs. Kenta Yamada didn't rush to switch to "focus fire" mode, but instead carefully observed the actions of his AI teammates.

Da da da--

As soon as the gunshot rang out, he immediately noticed something was wrong.

Equipped with an extended magazine, the AK-74's sustained fire capability is significantly improved.

In the previous game, she often needed to reload after firing a short burst, but now she can fire several more bullets, and her efficiency in clearing monsters has visibly improved.

The changes to the AN-94 are more subtle. Its trajectory has become more stable, and the slight upward jump that would have occurred due to continuous firing has been effectively suppressed by the muzzle brake.

More bullets accurately hit the enemy's core, triggering more critical hits.

These are all minor changes, but when put together, they create a very noticeable effect, which was actually intentional on Chu Chen's part.

For a hack-and-slash game, controlling the amount of points gained is actually very important.

You can add 100 grind-points to a game, but correspondingly, you also need to make those 100 grind-points provide tangible feedback, or "satisfaction points."

The former is simple, the latter is difficult.

(End of this chapter)

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