Squad to sieciowy fps dla 100 osób, którego celem jest realistyczne ukazanie bitew. Gra stawia na komunikację oraz współpracę między piechotą i pojazdami. Oferuje wielkie mapy, wznoszenie umocnień oraz wbudowany komunikator głosowy do rozmowy z pobliskimi graczami lub przez radio.
Ostatnie recenzje:
Bardzo pozytywne (227) - 80% z 227 recenzji użytkowników z ostatnich 30 dni było pozytywnych.
Wszystkie recenzje:
Bardzo pozytywne (18,178) - 83% z 18,178 recenzji użytkowników dla tej gry jest pozytywnych.
Data wydania:
14 grudnia 2015
Producent:

Zaloguj się, aby dodać tę pozycję do listy życzeń, zacząć ją obserwować lub oznaczyć ją jako ignorowaną

Gra z wczesnym dostępem

Uzyskaj natychmiastowy dostęp i zacznij grać; zaangażuj się w powstawanie gry.

Uwaga: ta oferowana w formie wczesnego dostępu gra nie jest ukończona i może się zmienić do momentu pełnego wydania. Jeśli nie ekscytuje cię myśl o zagraniu w nią w jej obecnym stanie, sugerujemy zaczekać, aż prace nad nią zostaną ukończone. Dowiedz się więcej.

Od twórców:

Dlaczego wczesny dostęp?

“Ze względu na skalę, którą chcemy osiągnąć i wymagany czas potrzebny na zapewnienie wszystkich elementów jakie pragniemy dostarczyć, sensownym jest dla nas umożliwienie naszym fanom oraz szerszej publiczności dostępu do gry w trakcie jej powstawania. Charakter gry pozwala nam na bardzo dokładne oddzielenie poszczególnych aspektów rozgrywki (na przykład walkę piechoty czy jednoczesne działanie różnego rodzaju pojazdów) i poszerzać je podczas kontynuowania prac nad nowymi zawartościami w innych obszarach. Dzięki temu społeczność może czerpać przyjemność już teraz oraz wspierać grę i twórców w trakcie jej powstawania. To scenariusz, z którym nasz zespół deweloperski jest mocno zaznajomiony, gdyż wywodzi się on ze sceny moderskiej - gdzie szybkie usprawnienia i natychmiastowy odzew graczy są na porządku dziennym.”

Mniej więcej jak długo gra będzie w fazie wczesnego dostępu?

“Przewidujemy, że Squad pozostanie we Wczesnym Dostępie do połowy 2017 roku.”

Czym różni się zaplanowana pełna wersja od tej z wczesnego dostępu?

“Naszym celem dla pełnej wersji gry jest wsparcie dla 100 graczy jednocześnie, po 50 w każdej drużynie. Mamy zaplanowany pełen wachlarz pojazdów dla każdej frakcji - od motocykli aż po helikoptery. Dodatkowo chcemy wprowadzić pełny system budowania baz, z dużą ilością dostępnych elementów, wyrafinowanych konstrukcji oraz systemem zaopatrzeniowym.”

Jaki jest obecny stan wersji z wczesnego dostępu?

“Aktualnie Squad jest na etapie, w którym walka piechoty jest w pełni zintegrowana z pojazdami będącymi po pierwszej, początkowej iteracji. Obecnie przebudowujemy wiele linii starego kodu, pracujemy nad optymalizacją oraz zawartością gry.”

Czy cena gry ulegnie zmianie podczas i po wczesnym dostępie?

“Nie zostało jeszcze ustalone czy cena gry zmieni się w trakcie lub po fazie Wczesnego Dostępu.”

Jak zamierzacie włączyć społeczność w wasz proces tworzenia?

“Twórcy Squad są bardzo aktywni na forach, Discordzie oraz Reddicie zbierając opinie oraz zgłoszenia błędów. Wszystko w celu usprawnienia gry. Dodatkowo mocno wspierają scenę moderską i planują dodać pełne wsparcie dla modyfikacji na początku 2017 roku.”
Więcej

Kup Squad

Kup Squad + Soundtrack Bundle

 

Najnowsze aktualizacje Wyświetl wszystkie (114)

2 października

September 2018 Recap

(A media-rich version of this post can be found here)

Hey Squaddies,

Welcome to another Recap! Before we jump into the meat, a quick update on version 12: we're continuing through the internal playtesting phase and putting our new gameplay systems, UI, and engine-level changes through their paces.

http://media.joinsquad.com/2018/Oct/recap/a12trailer_teaser.gif

While we're still encountering a number of game-breaking bugs at the moment, our priority is to work through them, do further optimizations, and open up playtesting to our community playtesting group as soon as that becomes possible. Be sure to check out a list of some of the changes coming to Alpha 12 toward the bottom of the recap.


With that out of the way, let's roll!


Optimization


CoreState

Alpha 12 will see the introduction of a work-in-progress system of changes to network relevancy for various aspects of the game, ranging from players to inventory, in an effort to decrease server load and allow for us to reach our goal of having 100 player server limits, as well as increasing performance on the server end. This system allows for the passing of information about faraway soldiers and vehicles needed by user interface without fully replicating them. Expect work to continue on CoreState for awhile!


World Origin Rebasing

https://media.joinsquad.com/2018/Oct/recap/originrebasing.jpg

Jitter-haters, look no further. We are excited to reveal we have been working on a solution to the "Map Origin" problem.

This problem was something that was preventing us from achieving larger map sizes. As a player moves further from the map's "origin point," there is a subtle but exponential increase in tiny deviations or "scope jitter," especially when looking through powerful optics. This gets much more dramatic as map sizes scale up and makes for frustrating gameplay when trying to fire weapons more precisely.

We're implementing a solution called "World Origin Rebasing". It essentially repositions the origin of the world for each player dynamically, to reduce the distance between the origin and the player, fixing the jitter that you experience in things like magnified optics, player animations, and nametags.


Gameplay

Command Menu Screen

http://media.joinsquad.com/2018/Oct/recap/commandmenu.jpg

We mentioned this Menu Screen in the August Recap, and our gameplay and UI designers have spent September to really polish this screen to make it as useful and ergonomic as possible for Squad leaders. All players will have access to the new Command Menu screen, and Squad leaders will benefit from some extra features.

  • Command Menu's default key is Capslock for quick access (keybind is fully configurable in Control options)
  • Command Menu will have a listing of all squads, which can be clicked on to highlight player positions on the map. We want to continue building these tools to encourage Squad leaders working together
  • Squad leaders can now place a "Request FOB" marker which will display via 2 yellow dotted circles, the build diameter and exclusion zone diameter of that potential FOB location.
  • "Map Filter" buttons that can be turned on and off to best suit the current need
    • "Show Spawn points" map filter will turn the selectable spawn points on and off
    • "Show FOB Radius" map filter will show all FOBs build radius and exclusion zone radius
    • "Show FOB Supply Points" map filter will show the construction and ammo supply status of all FOBs on the map.
    • "Show All SL Markers" map filter is only available to SLs, and will show all the order markers placed by their SLs
    • "Show player role icon" map filter will toggle all players on your team shown as their kit role icon or as a simple marker
    • "Map Icon Scaling" will allow you granular control over how big or small the map widgets are displayed - useful for players to customize with 4k monitors or those that have unique display setups
    • "Ticket Value Reference" is a legend for the values of all ticket loss and gain
    • "Map Legend" is now showing a list of what each icon on the map represents, from infantry to vehicles to deployables.


Fireteam Functionality


https://media.joinsquad.com/2018/Oct/recap/fireteams.jpg

Fireteams will be fully functional in A12, our UI designers have been adding some really nice features that will be of major use for veteran players:

  • Fireteams can be created dynamically by the Squad leader with a menu option as well as a drag and drop feature. SL can use the new Command UI Map screen to click and drag a squad member and place them into Alpha Bravo Charlie or Delta
  • Fireteams are hidden by default and are a totally optional feature for those wishing more control over their squad
  • This same drag and drop feature can be used for internal Squad or Fireteam promotions.
  • Fireteam leaders do not have a special kit, they are just a designation that the Squad Leader can give to any member of their squad
  • Fireteam leaders will be able to place (and delete) their own fireteams Move, Attack, Defend, Observe, Build commands, both via the Command UI map screen and the 3D HUD T-menu.
  • Squad leader can see and place all Fireteam markers, Fireteams see their own FT marker and the SL marker.
  • Each of the four FTs is color and letter-coded, with the VOIP and nametags reflecting the appropriate FT assignment.

Physmat Dependent Vehicle Rolling Resistance
]We have recently incorporated [url]physmat dependent rolling resistance for vehicles. Vehicles will roll much better on asphalt than on mud or snow. Wheeled vehicles are more affected by this than tracked vehicles.

The lowest resistance is on asphalt, concrete, and solid wood. Gravel comes next, then dirt and grass. Sand and snow are where you're really starting to suffer. And last, but not least, mud has the highest resistance and is terrible to drive on. It's used, for example, in the riverbed in Gorodok, so this will help prevent unintentional river features from being used as a highway.

For non-off-road vehicles, this change will have a significant impact on their ability to zip across maps at insane speeds and help to promote the use of roads.

Vehicle Manual Override for Gearbox

https://media.joinsquad.com/2018/Oct/recap/enginethrottle.jpg

We wanted to have a more granular way for players to control how fast their vehicle is moving, and we achieved this by being able to manually hold the current gear a vehicle is in. For example, if an APC wanted to travel slowly at the pace of their infantry to provide a screen, they could do this by staying in the 1st gear.

All vehicles will now have this ability to keep their engine in the current gear by pressing and holding the SHIFT key (the key is rebindable). So by pressing SHIFT while in 1st gear, the vehicle will always stay in that low gear and drive slowly. It can also help vehicles climb slopes better as you'll be able to manually stay in 1st gear.

Art and Environment


FV432 APC

https://media.joinsquad.com/2018/Oct/recap/bulldog_1.jpg

We teased this vehicle in an earlier recap, but the British FV432 APC is in-game and undergoing testing to be released in tandem with all the other goodies coming in version 12. A large, armoured transport vehicle, it carries up to 9 passengers, not including the driver (crewman), and a M2a1 .50cal turret gunner (regular infantry).

http://media.joinsquad.com/2018/Oct/recap/bulldog_2.jpg

While an older vehicle dating back to the 1960s, its recent up-armoured modifications have upgraded its armour to almost the level of the FV510, making it a true "battle taxi." (Not to be confused with IronTaxi, of course.)

http://media.joinsquad.com/2018/Oct/recap/bulldog_3.jpg
https://media.joinsquad.com/2018/Oct/recap/bulldog_4.jpg
https://media.joinsquad.com/2018/Oct/recap/bulldog_oos_1.jpg
https://media.joinsquad.com/2018/Oct/recap/bulldog_oos_2.jpg
https://media.joinsquad.com/2018/Oct/recap/bulldog_oos_3.jpg

FAL

http://media.joinsquad.com/2018/Oct/recap/fal_1.jpg

One weapon we're also adding to the Militia faction is the ubiquitous FAL. While it is characteristically similar to the German G3A3, aesthetically it is a different beast altogether and we have plans to further expand this family of weapons for unconventional factions.

https://media.joinsquad.com/2018/Oct/recap/fal_reload.gif
https://media.joinsquad.com/2018/Oct/recap/fal_2.jpg

Tallil Outskirts

http://media.joinsquad.com/2018/Oct/recap/tallil_trees.gif

While we're racing to the release, the team is applying lots of polish on the new large-scale desert map, Tallil Outskirts. The map will feature two different weather schemes, one normal daytime, and the other in the midst of a thick sandstorm.

https://media.joinsquad.com/2018/Oct/recap/tallil_1.jpg
https://media.joinsquad.com/2018/Oct/recap/tallil_2.jpg
https://media.joinsquad.com/2018/Oct/recap/tallil_4.jpg
https://media.joinsquad.com/2018/Oct/recap/tallil_5.jpg

The battle-beaten landscape has remnants of occupying forces from a previous era, as well as more recent installations.

https://media.joinsquad.com/2018/Oct/recap/tallil_6.jpg
https://media.joinsquad.com/2018/Oct/recap/tallil_7.jpg
https://media.joinsquad.com/2018/Oct/recap/tallil_8.jpg
https://media.joinsquad.com/2018/Oct/recap/tallil_9.jpg

The addition of the standstorm changes the feel of the level significantly and should provide some unique challenges for players on top increasing the immersion of the environment.

https://media.joinsquad.com/2018/Oct/recap/tallil_sandstorm_1.jpg
https://media.joinsquad.com/2018/Oct/recap/tallil_sandstorm_4.jpg

As battered as Tallil has been, it's ready to take on a brand new deployment of armored warfare. We can't wait to see you folks like it up!

Squad Alpha 12 Brief Summary

Going back through previous monthly recaps and from the way development has unfolded, we present to you a bullet-point summary of what to expect when Alpha 12 comes around. This is by no means a full changelog, so expect much fuller release notes when the time comes, but it should whet your appetite.


Gameplay


  • Added RAAS game mode (Randomized Advance and Secure)
  • Added new Suppression system
  • Added Rifleman Ammo bags
  • Added Persistent Ammo system
  • Added Granular Rearming system for Infantry
  • Added Fireteams which are dynamically created by Squad Leaders
  • Added localized vehicle damage with 2 components (for now): Engine & Ammo storage
  • Added Turret Stabilisation to appropriate vehicles
  • Added Driver deployed Smoke generator for most vehicles
  • Added Crewman Repair tool
  • Added physmat dependent vehicle rolling resistance
  • Added Vehicle Manual Override for Gearbox
  • Overhauled Spawn system including Rallypoint Wave Spawn & HAB Spawn Over-run
  • Overhauled Revive system - bandage revive for all soldiers

User Interface

  • Added Team Selection screen on server join
  • Added Command map for improved squad leader functions
  • Added many QoL improvements on the map and UI
  • Added Infantry/Vehicle ammo point rearm cost indicator
  • Updated Deployment screen, role selection and weapon selection UI
  • Replaced right-click hex Command Grid with a more user-friendly horizontal based Command Grid

Vehicles
  • Added US Army M1A2 MBT
  • Added Russian T72B3 MBT
  • Added British FV432 APC
  • Updated FV510 APC to have an Up-Armored variant
  • Updated M2A2 sights/reticle
  • Updated M2A2 to include a Commander position with independant optic

Weapons
  • Added 9M133 Kornet ATGM for Russian Faction
  • Added RPG-29 for Insurgent Faction
  • Added FAL for Militia/Insurgent Faction
  • Added SKS variant that includes a PU-1 3.5x Optic
  • Updated Russian RPG-7 to include PGO-7 2.8x Optic

Mapping
  • Added Tallil Outskirts
  • Overhauled Jensen's Training Range and added the ability to load instances of the map with different factions
  • Overhauled Yehorivka - added more points of interest, revamped storage area flag, increased map size to 5 by 5km
  • Overhauled Belaya - reworked terrain, now less snow and more ground cover
  • Updated Kohat - added new main bases, new & improved foliage
  • Updated Gorodok - updated some points of interest, improved foliage
  • Updated Fools Road - ground textures have less tiling
  • Updated lighting on various map layers
  • Updated all maps with a greatly improved water shader
  • Updated all maps with a greatly optimized grass shader


Sign-off

Zoinks! Hopefully, you found a little somethin' somethin' in there for you, since it was a large one. Hang in there just a little longer - we're almost done smashing the bugs! Oh, and one last thing:

OWI's Company Holiday

https://media.joinsquad.com/2018/Oct/recap/dinnergroup1.jpg

We mentioned it in the last Recap and we know some of you wanted to see all our smiling faces -- something many of us got to do for the first time as well! The whole team survived despite Google incompatible bus drivers, ancient roof collapses, evil staircases, swordfights, and one downhill biking accident (Don't worry -- we always deploy with medics!) and we're back, hard at work. A huge thank you to everyone that made the trip possible and got us home safely.

Offworld Out.
Komentarzy: 54 Więcej

2 sierpnia

July 2018 Recap

(For the media rich version of this post, follow this link: http://joinsquad.com/readArticle?articleId=303 )

Hey Squaddies,

Callooh! Callay! O frabjous Recap day! It's time for another dose of what's been happening behind the scenes in Squad. From mechanics to user experience, the team has been full steam ahead as we make the push towards Alpha 12 -- let's grab a looking glass and see what they've been working on!

SquadChat with Drav, Fuzzhead, and Merlin

https://www.youtube.com/embed/viuyqLK6SOs

What are SquadChats? Glad you asked! They're a more casual opportunity to sit down with the developers behind Squad, learn about who they are, what they do, and how they do it. In this edition, we have our Drav, our Lead Producer, Fuzzhead, beloved game designer, and last, but not least, Merlin, CEO of Offworld Industries.

Over the course of an hour and a half, we talked about the current status of Squad, our plans to get to launch, and how we're going to support Squad into the future. Heck, they even worked in some answers to community questions. Worth a watch, eh? Don't forget to check out the rest of the SquadChat archive: https://www.youtube.com/watch?v=zP_EhxCqa0k&list=PLL7yuIe6OBXzCMljpeMjmiuXJ2y1LeGvF


Systems

User Interface

https://streamable.com/s/fa4eb/rfmizh

The new user interface is continuing to receive a facelift as we work through each element, one at a time. The updated team screen allows you to get a feel for the map, read up on the game mode and lore, as well as seeing which factions are in play.


The Deploy screen allows you to see your squad, as well as the entire team, organize your squad into fireteams, select your role via a quick select panel, and, most importantly, set your spawn point options. The map here has been expanded slightly given the new dimensions.

The new Role Loadout screen is an optional page that allows you to access more information on what roles are available to you, as well as get in-depth information on what each weapon and piece of equipment does. Knowledge is power!

Persistent Ammo

The Infantry Rearm System will be undergoing some significant changes. As per the June Recap, Squads will now have access to the Infantry-deployed Ammunition Bags carried by the Non-Scope Rifleman role. The following changes are working in conjunction with the Ammo Bags to create a more teamwork focused Rearm system.

We are implementing the concept of "Persistent Ammunition". It is designed to further place importance on logistics and to make ammunition scarcity a real consideration on the battlefield. Squad Leaders will need to factor in their Logistics and Ammo Sources when deciding where and when to assault.

Additionally, we're experimenting with the concept of having player spawns on Rally Points and FOBs spawn with the same amount of ammunition that they had when they died. Players will always spawn with a minimum of at least 2 magazines for their primary weapon and will always spawn with 2 field dressings.

Players changing roles after being killed will respawn with the minimum kit loadout (2 primary magazines and 2 field dressings) and will need to seek out resupply.

Deploying at the Main Base will always give a player a fully-loaded kit.


Ammunition Resupply Granularity

Another change to the Infantry Rearm System is adding a level of granularity to the way players rearm. Rather than a role costing a fixed ammo point value to rearm, each magazine and/or consumable inventory item will have its own associated ammunition cost. This provides a much more accurate representation of how much ammunition resources you are using when it comes to rearming and will make it easier to balance one weapon over another.

Ammunition point values will be tweaked to reflect these new changes, especially as testing and feedback continue to develop.

Art

Smoke Generators

https://streamable.com/s/p7h03/kvymld

One upgrade that will be coming to all our APC, IFV, and (future) Tank drivers is the ability to deploy a smokescreen from the exhaust ports. The smoke generator is a continuously channeling effect that deploys an extremely large screen that can be used to cover a retreat, advancing infantry in an assault, or enjoy a break from the Tallil sunshine. In addition to the turret mounted smoke grenade launchers, vehicles will now have a multitude of screening options available to them.

https://streamable.com/s/8347b/dlzlpd

Repair Tools

http://media.joinsquad.com/2018/Aug/Recap/repairtools.jpg

Over the course of battle, your vehicles will take damage to its components (for this first iteration it will primarily be your engine), so in order to get back to a minimum level of usability we've given all crewman roles a toolkit used to repair these components, as well as bring up hull health above a minimum threshold. We're still balancing this mechanic, but this should give another level to the meta gameplay of vehicle combat.

https://streamable.com/s/gwz8s/jejnzq

RPG-7V2

http://media.joinsquad.com/2018/Aug/Recap/rpg7v2.jpg

Coming soon to all Russian rocket launcher, the RPG-7V2 package adds the PGO-7 2.8x optic to the launcher. This allows Russian anti-tank gunners to better acquire targets and account for distance with the built-in projectile drop compensator reticle. This reticle accounts for all ammunition types.

http://media.joinsquad.com/2018/Aug/Recap/rpg7v2_2.jpg[

Kornet

http://media.joinsquad.com/2018/Aug/Recap/kornet_1.jpg

The finishing touches on the 9M113 Kornet have been added and it's flying high in testing now. One advantage this system has over the TOW is the ability for the gunner to be behind cover and still have the ability to fire, making it a little more operator-friendly.

https://streamable.com/s/2zlhv/dmkhgr

http://media.joinsquad.com/2018/Aug/Recap/kornet_2.jpg

Mapping


Tallil Outskirts

https://streamable.com/s/bz37j/jkbcbw

https://media.joinsquad.com/2018/Aug/Recap/tallil_1.jpg

The whole team is working hard on finishing up Tallil Outskirts. Not only will the map be a new location to fight over but it will showcase some new mapping technology. The terrain will be the most realistic we've seen in Squad up to this point, and with the advent of new structures, foliage and visual effects, we hope to ramp up the immersiveness to a whole new level.

https://media.joinsquad.com/2018/Aug/Recap/tallil_2.jpg

https://media.joinsquad.com/2018/Aug/Recap/tallil_3.jpg

https://media.joinsquad.com/2018/Aug/Recap/tallil_4.jpg

As stated in last month's recap, Tallil Outskirts' predominant feature will be an airfield with a long history of conflict. From the Russian influence in the 1980s to the U.S. bombing of the Iraqi hangars at the start of the Gulf War, to its more recent use as a U.S. Air Force airbase and Army barracks, the history will be visible no matter what corner you're fighting over.

https://media.joinsquad.com/2018/Aug/Recap/tallil_5.jpg

https://media.joinsquad.com/2018/Aug/Recap/tallil_6.jpg

And let's not forget about tanks! Tallil will be our first armor-focused map, so we're as excited as you are to see columns of tanks duking it out across the open desert!

https://media.joinsquad.com/2018/Aug/Recap/tallil_7.jpg

https://media.joinsquad.com/2018/Aug/Recap/tallil_8.jpg

Jensens Range Overhaul

https://media.joinsquad.com/2018/Aug/Recap/jensens_1.jpg

We've managed to give Jensens Range another big facelift, this time taking advantage of the desert biome work we've been doing on Tallil and bringing it into the training range, giving it a very distinct feel now.

https://media.joinsquad.com/2018/Aug/Recap/jensens_2.jpg

https://media.joinsquad.com/2018/Aug/Recap/jensens_3.jpg

The most notable change is the addition of surrounding terrain as a backdrop, but also we've added a number of additional ranges to the map, including a MOUT training field with multi-story buildings, an indoor kill-house with a linear path to work those CQB skills, a new driving track and a 1.5km open range with elevation for vehicles.

https://media.joinsquad.com/2018/Aug/Recap/jensens_4.jpg

https://media.joinsquad.com/2018/Aug/Recap/jensens_5.jpg

https://media.joinsquad.com/2018/Aug/Recap/jensens_0.jpg

Outro

And there you have it! Some big changes coming up, so we'd like to remind you to shoot straight, conserve ammo, and never, ever cut a deal with a dra... ah, well, maybe just the first two. Thanks for joining us for another Recap! We'll see you next month.


Offworld Out.
Komentarzy: 55 Więcej
Zobacz wszystkie dyskusje

Zgłoś błędy i zostaw swoją opinię o tej grze na forach dyskusyjnych

O tej grze

Squad jest pierwszoosobową, sieciową strzelanką dla 100 graczy, która zamierza możliwie realistycznie ukazać współczesne pole bitwy. Gra stawia na komunikację i współpracę pomiędzy graczami, swoimi mechanizmami promując działania drużynowe, koordynację oraz planowanie. Rozgrywka odbywa się na dużych, otwartych mapach, które umożliwiają współpracę piechoty i pojazdów oraz wznoszenie umocnień. Wszystko po to aby stworzyć przepełnione adrenaliną doznanie wymagające zarówno dokładnego planowania jak i podejmowania właściwych decyzji w ułamku sekundy.

Wymagania systemowe

    Minimalne:
    • Wymaga 64-bitowego procesora i systemu operacyjnego
    • System operacyjny: Windows 7 SP1 (x64)
    • Procesor: Intel Core i5-2500K CPU
    • Pamięć: 8 GB RAM
    • Karta graficzna: Geforce GTX 770 or AMD Radeon HD 7870
    • DirectX: Wersja 11
    • Sieć: Szerokopasmowe połączenie internetowe
    • Miejsce na dysku: 35 GB dostępnej przestrzeni
    • Dodatkowe uwagi: A teamwork oriented mindset
    Zalecane:
    • Wymaga 64-bitowego procesora i systemu operacyjnego
    • System operacyjny: Windows 7 SP1 (x64), Windows 8 (x64), Windows 10 (x64)
    • Procesor: Intel Core i7 4790k CPU
    • Pamięć: 16 GB RAM
    • Karta graficzna: Geforce GTX 970 or AMD Radeon R9 290
    • DirectX: Wersja 12
    • Sieć: Szerokopasmowe połączenie internetowe
    • Miejsce na dysku: 35 GB dostępnej przestrzeni
    • Dodatkowe uwagi: A microphone

Zdaniem kuratorów

Ten produkt został oceniony przez 259 kuratorów. Kliknij tutaj, aby ich zobaczyć.
Recenzje klientów
Wykryto wiele recenzji:
Wyklucz  lub  pokaż tylko
Rodzaj recenzji


Rodzaj zakupu


Język


Zakres dat
Aby zobaczyć recenzje w wybranym zakresie dat, kliknij i przeciągnij zaznaczenie na powyższym wykresie lub kliknij na wybrany słupek.

Pokaż wykres



Wyświetl jako:
Recenzje beta NOWOŚĆ!
Włączenie tej opcji spowoduje posortowanie recenzji według wyniku przydatności. Aby dowiedzieć się więcej, przeczytaj wpis na blogu.
Pokaż wykres
 
Ukryj wykres
 
Filtry
Beta przydatności recenzji włączona
Brak recenzji pasujących do filtrów ustawionych powyżej
Dostosuj filtry powyżej, by widzieć inne recenzje
Wczytywanie recenzji...