MADNESS: Project Nexus

MADNESS: Project Nexus

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Off-Track Blues (ARENA)
   
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8 Dec, 2024 @ 10:10pm
1 May @ 9:18am
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Off-Track Blues (ARENA)

In 1 collection by Youhoooop
YellowAud Arena Pack (Merciless)
8 items
Description
FOR THE MERCILESS MUST PAY. THE INTERLOPERS - THEY MUST BE VANQUISHED.

Many ailments befall the natural order of Nevada. Sure, it's hopelessly violent, clones massacring each-other on the streets, vicious beasts roaming the wastes. It's a mess.

Our job is to bring order for selfless purpose, to maintain the balance of all things extant, yet a certain thorn in the sides of the Status Quo have proven themselves more a nuisance than once expected.

The AALE.

What once was a humble offshoot of the Agency Against Hank Wimbleton has mutated into a paramilitary nightmare whose top commanders seek to obtain the power of unknowable godlike forces for themselves, and a large centerpiece of their plan falls upon their logistics, amassing every resource they can in order to further their chances of succeeding.

Manpower. Weaponry. Equipment. The whole nine yards.

The train we so thoughtfully seized from the AAHW has been re-seized by these leeches, for their own goals. Not only is this an offense to our presence as an organization, it also possibly entails a much more dangerous future that we cannot let happen.

Fight them off, and fight well.

Luck may not be on your side.

MERCILESS DIFFICULTY - THIS ARENA IS POSTGAME CONTENT AND SHOULD ONLY BE PLAYED ON ARENA SAVES THAT HAVE REACHED THE FOURTH CONTRACT

RED colored objects hold importance in the current wave. 3 wave segments + infinite included.

Curiosities pack & Spagmetti Animation Compilation required.

Feedback still welcome

(CREDITS)

@May: Mod icon gif, testing, balance feedback, providing ideas & cards, lots of help overall

@ManWithoutAPlan: Also testing & feedback

All other credits on the Curiosities pack, because a lot of the contributions there also apply here
Popular Discussions View All (1)
6
6 May @ 12:07am
Kyarichos balance discussion
Khalibur
35 Comments
Youhoooop  [author] 17 Jun @ 2:18pm 
If you're playing on any difficulty other than madness, that's not normal, but I haven't modified the flashbangs at all in any of my mods, unfortunately it's not up to me to fix
Lukasaurus8 16 Jun @ 7:10pm 
may i inquire, is it normal for the flashbangs to one shot a corpus on... anyone in the splash
including my own G.O.L.E.M. unit

im not sure if its a lack of armor or what (if it is a lack of armor in screwed as a magiturge with 8 equip load ): )

its the biggest problem i face fighting through here as i can handle evreything fine, then i get hit by one flashbang and combo'ed by a random grunt and oops im on one corpus now!!!

very painful, i hope they become more flash and less bang...
Khalibur 4 May @ 10:31pm 
ive re explained myself in discussions as to not clog the comments.
Youhoooop  [author] 4 May @ 3:49pm 
He spawns towards the end of the wave with only ~10 or so enemies remaining as they serve as a way to keep you occupied with fighting and supplied with weaponry even as you are evading the boss. Having him be completely alone would trivialize the elevated danger posed by the wave.

If you could explain or demonstrate how specifically your problem with the teleport is happening in more detail, I'd appreciate it and I can get to work on some features to alleviate the problem.
Youhoooop  [author] 4 May @ 3:49pm 
I'm not really sure what you mean by "Inconsistent," "Glitchy," or "Bitchslapped by the code," but that teleportation ability is easily dodgeable with the right timing, I don't know how it's consistently causing issues for you or how it's forcing you into corners.

On top of that, offensive abilities like the teleport punch are meant to be faced to the target, I can't just make it go somewhere else, nor give it an needless cooldown when you can remain close to the boss and exploit his slow hand-to-hand windups without triggering the flank.
Khalibur 4 May @ 2:33pm 
nono the movespeed isnt the issue, the issue is his "close the gap" teleportation ability ALWAYS faces him TOWARDS your charachter, so, youre either forced to bait him, or forced into a corner where you can't do anything and it ends up being a slog. if you either made it have a 30 second cooldown or made it not always face the player, then it would be way less inconsistent and glitchy to fight against.

also, never played may, and i have no idea how he keeps shitstomping me when i get there. ofc, for immersion's sake i keep the mod always on so im a little limited by my tools but otherwise i should be destroying him, but that bs teleportation ability makes him either unbeatable or laughable.

also having him spawn last as a forced mechanic would be alot better than fighting him mid-wave with 5 people who can give you an effect where you get bitchslapped by the code.
Youhoooop  [author] 1 May @ 8:27am 
I'm sure how he's too fast for a 35 imprint carnivore origin considering I've seen May herself defeat him with much less, but I have added more attack cooldowns by increasing the endlag of his elbow drop, as well as decreasing his movement speed by 0.25
Khalibur 1 May @ 7:16am 
Ok bro you need to put a cooldown on highliner kyarichos' attacks, that motherfucker stunlocks me period, no matter what build i use. also, the screwdriver technique sucks as a way to take down an enemy that mobile, make him slower.
no, its not a "skill issue" if i can't beat him on c+o carnivore with 35 imprints.
Youhoooop  [author] 24 Apr @ 12:01am 
The infinite waves have been buffed heavily
Youhoooop  [author] 16 Mar @ 10:44am 
It replaces every wave in the entire level