Igg games brick rigs
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The rest of the new guns basically repeat roles already filled by previous firearms. The handful of new weapons include an automatic sniper rifle for each side, the early M14 variant in semi and full-auto for the US, and the SVT for the VC, both available with or without scopes.
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The AI is workable despite some hiccups, like the enemy seeing you through vegetation and pathfinding quirks. The dynamic AI does a great job of giving each skirmish map lots of replay value, as either the Vietcong or the US, with an entire team or creeping through alone. The new maps are large and varied, obviously built for higher-end systems. It covers the last days under the squad’s previous commander, an affable guy who insists on glottally clobbering the “g†in “Nguyen.†Fist Alpha also details how the first game’s base, Nui Pek, was established, and how its most memorable character, the Vietnamese guide Nhut, came to join the squad.īut even after you’ve given up on the clunky scripting and obscure goals, Fist Alpha’s quick fights still provide some good shooting for those who’ve enjoyed Vietcong (the game, not the guerilla fighters). Rather than tacking on the continuing adventures of your squad, Fist Alpha is a prequel. It’s too bad the mission designs are so weak this time around, because developer Pterodon has hit on a clever idea for connecting the expansion to the first game. And up until this point, you’re basically reprising the rescues, patrols, native outreaches, and base defenses you already played in the last game. Odds are this brick wall is as far as you’ll make it in Fist Alpha. The mission design in Fist Alpha’s single-player campaign tends to range from “more of the same†to “utterly insane.†Shortly after the tunnel crawl, you get bogged down with a stealth mission featuring an instant fail state – the type that killed the original dead – with murky objectives, loud teammates, awkward AI pathfinding, and uncannily perceptive guards. Unfortunately, this mission is the exception to the rule.