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    If you haven’t yet cast your eyes over our hands-on preview of Max Payne 3’s multiplayer, then you really should because it’s looking quite delightful.
    Part of the reason it looks so promising is because of the inclusion of ‘Bursts’, special perks that drastically alter the way your character plays by bestowing him/her with a special ability.
    Most obvious of the examples we’ve seen so far is the series’ trademark Bullet Time, which triggers a slow-motion effect in a bid to get yourself one up on the enemy. Our preview has more info on how such a thing works in the online arena.
    Other Bursts bestow extra health upon you, increase your damage and sabotage enemy weapons.
    Below is a breakdown of the one’s we’ve seen so far, complete with how they alter as you level them up to the maximum third rank.
    Big Dog 

    Level 1: Boosts your health and nearby teammates’ health
    Level 2: Health boost affects all visible teammates
    Level 3: Health boost affects all teammates 

     
    Intuition

    Level 1: Launches spotter flares above the enemy team
    Level 2: You see the position of enemies visible to a teammate
    Level 3: Your entire team sees the positions of every enemy

    Trigger Happy

    Level 1: Grants armor piercing ammunition for 20 seconds
    Level 2: Grants and LMG .30 and DE .50 and increases accuracy
    Level 3: Grants a rotary Grenade Launcher with extra ammo

    Sneaky

    Level 1: Your name appears as friendly to enemies for 10 seconds
    Level 2: Increases duration of the affect to 30 seconds
    Level 3: Affect now lasts until death

    Bullet Time

    Level 1: Adrenaline sharpens your reflexes for 2.5 seconds
    Level 2: Increases duration of the affect to 4 seconds
    Level 3: Increases duration of the affect to 6 seconds

    Paranoia

    Level 1: Members of the enemy team see each other as enemies
    Level 2: Enables friendly fire and a bounty for one enemy
    Level 3: Enemies enable friendly fire and bounties for the enemy team

    Weapon Dealer

    Level 1: Your team does consume ammunition for 10 seconds
    Level 2: Increases duration of the affect to 20 seconds
    Level 3: Also grants incendiary ammunition for the full duration

    Weapon Double Dealer

    Level 1: Enemies lose all their weapons attachments
    Level 2: Enemies lose their backup magazines and ammunition
    Level 3: Enemies drop their extra grenades to the ground, primed

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