If you're looking for a fast paced FPS game, you've come to the right place. Nexum takes a new approach to how arena FPS games would play. With 5 playable characters and more to come. Choose your character, and select different types of weapons to mix up your gameplay.
Very easy to use and very balanced. Being basic doesn't mean he's not fun to use. He is highly customizable and well suited for traditional FPS players. His loadouts can allow him to rocket jump, slide and dash to avoid attacks, play tactical and have high damage output, or play simple and run and gun. His main focus is to be an entry class without removing the fun elements.
The Sniper is unarguably a difficult character to use. Having great agility, and powerful sniper rifles makes this class an absolutely devastating class in the hands of a skilled player. Players who are willing to challenge themselves are rewarded with high offensive value. The Sniper makes most of her agility through dodge hopping while holding the sniper rifle and by using propulsion grenades to grenade jump. This character is well suited for both aggressive and passive playstyles that are familiar with sniper rifle type weapons in FPS games.
The Drone is a very unique class that defines both glass cannon and passive aggressive medic. Drone emphasizes on hi-tech utilities to change the flow of the battle. He uses plasma launchers and laser pistols. He is the smallest playable character in the game, making him very hard to hit. As a trade off, he has the highest death value in the game alongside with the lowest health in the game. He also has very low offensive value at the start, making him an incredibly weak character at the beginning of a match. Making use of his weaponry and skills will increase his offensive value, and can make Drone very deadly and supportive. Not only can Drone heal allies, but is capable of harassing enemies to great levels.
As if the game can't get anymore fast paced than what it is now, the Ninja takes it to the extreme. Play stealthy or play aggressive. This class can cling on to walls, perform wall jumps, or even hang over ledges and climb over them. The Ninja emphasizes on close ranged combat, so he needs to get close to the enemy for a kill. He uses swords, throwing weapons(ninja stars), and crossbows. If he gets close to an enemy, it will be a difficult fight for them. Having such extreme speed and deadly close ranged combat, the Ninja has very high death value.
The guardian of his allies, this class plays on the more defensive role to prevent enemies from playing too aggressively. Equipped with an arm cannon and shield, he can clear out crowd fights or counter attack enemies. He has the highest health in the game, making him more difficult to take out by a lone enemy.
Greetings indie developers and indie gamers,
To bring a fresh start to 2016, Nexum's Update 13 is out. To outline what's covered in this update, here are the newest changes which at a glance may seem like small additions, but they heavily impact the gameplay for better balancing, and the overall flow of the matches.
Prior to this update, all players had their health bar visible, including the enemy's health. The health bar and the player's name was displayed through walls and took away stealth based opportunities in game. While it make sense that the player should be able to view their ally's health and their location, players could also identify the enemy's health and location. Flanking enemies and hiding from them was impossible to do.
Update 13 changes the way enemy's health are displayed. The player must align their crosshair to the enemy in order to see their health and name tag. Line of sight is affected, and the enemy's health will disappear after about a second if the player's crosshair is not aligned with the enemy. This new change also makes it easier for players to see the enemy's health in a fast paced environment. The player can simply take a quick glance at the health bar before focusing on the enemy again. Before this change, the player had to look at the enemy's health above them, meaning the player can only see the health if the enemy is in front of the player or in camera view range. Players will still be able to see their ally's health and name tag through walls.
Hit indicators are a nice way to inform the player that they have landed a shot on an enemy. What's even more satisfying is letting the player know how many consecutive shots have landed and how many enemies got hit by an explosion. Kinda like a fighting game, but in an FPS game!
A new feature has been added for certain weapons that will be designed around this mechanic, Secondary Ammunition. The Sniper's SMG is the first to receive this kind of feature. This mechanic allows the user to use primary fire on their weapon or secondary fire, without using the same magazine. Sniper's SMG can use the primary fire to shoot out a flurry of bullets or use the secondary fire to shoot out a special propulsion grenade. Before this feature was added, Sniper used to have her propulsion grenade as her secondary weapon. This however made her unable to deal with nearby airborne targets. She was then given an SMG, but in turn, also sacrificed a lot of her mobility from being able to grenade jump. Instead of making them 2 separate weapons, they are now merged together as one weapon with 2 different magazines.
When a user presses the reload key while holding a 2 magazine weapon, a reload screen pops up, asking the user which magazine to reload.
Please note though that this reload screen contains place holder graphics. Same applies for the SMG model.
One of the biggest design flaws Nexum had prior to Update 13 was the selective weapons stats in how they behave. For instance, the Soldier's Assault Rifle can only sprint when the shift key was held down while the shotgun can only dash. Users had to experiment with the weapon to figure out if it was used for dashing or sprint. Even after roughly memorizing the stats, the user may accidentally dash with a weapon when they intended to sprint.
The newest change to this update makes all weapons be able to sprint, dash. Certain other weapons are also now capable of sliding properly. Sprinting is now done by double tapping W, A, S, or D and dashing is done by tapping shift + W/A/S/D. Normally, this control set up is the other way around, but since dashing is executed very often in battle, shift key made more sense to reduce wrist pain from having to double tap a key twice. At the same time, dashing is very dynamic with the distance and stamina loss; determined by how long the dash key was held down.
With sliding now an official type of movement for certain weapons, players can achieve this by dashing in any direction, holding down crouch, then release the dash key and the movement key while crouching.
Other updates include the return of the Ninja and Sentinel, jump pads, and option menu expansion (including Field of View Sliders).
There is also an update video which contains visual demonstration and explanation of each new change to Nexum.
That's all for this update, and thank you for taking the time to check out Update 13. Have a great 2016!
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