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I have updated this package with small tweaks to the 2nd level's boss, reverting its difficulty back to a previous version I have made during development. I do hope you find the new dodging experience fun and more predictable :)
Thank you for the feedback about the 2nd level boss too. Although I do want the Master fights to be fast-paced, I do want to make sure that they're not too overwhelming. With your experience, I anticipate that many other players will be struggling with this boss for the same reasons as you have described.
Based on your observations, my solo testing, and my anticipations, I do believe I know what is causing the attacks to be too difficult to dodge; I will be applying a short tweak and updating this package shortly.
And no, it's not just you: I've realized that the previous version of the Master enemies (Kleers especially) may have been under-stimulating to fight against (especially when running backwards). I have tweaked them to help achieve the player-enemy engagement I originally planned for. They are definitely much more challenging for the player's reflexes and ability to aim.
I am aware and do agree that you'll rarely ever find the Laser lacking in ammo. I did consider lowering its max ammo count or reducing its ammo regeneration rate; however, I plan to keep it at its current state because I find it a great all-purpose/go-to weapon (despite the tutorial level implying otherwise) when the other ammo types are low. Additionally, I personally find it hard for me to conserve electricity because my Laser projectile aim is not good lol .
My next planned update for this mod will feature two new levels and new enemy encounters. Hope you'll enjoy it too.
As for cons the only thing I can say is that it feels like the ammo type distribution is a bit off. The laser gun is the only gun that uses electricity and therefore barely runs out of ammo. Meanwhile 4 weapons share explosive ammo, making them run out very fast. I don't know what you can do about it but, there.
I hope there is more of this with maybe other enemies, weapons, and locations to keep it fresh. Good stuff
I do admit it is difficult for me to find a unique practical use of the Devastator, so I do understand the demotivation to use it. As for the final boss of the first level though, I'm starting to believe that most (or all) players are easily adapting and learning how to dispatch it quickly, so I'm planning to rework it in the next update too :)
Glad to hear that you enjoyed the levels that you played!
also i played the tutorial and first level of the mod, and its awesome, just everything about it, although i did find the devastator to be a bit useless, since by the time you get it its already overshadowed by everything else you've gained, and it just seems like a better rocket launcher, and the final boss was a little lame (the fight before was awesome though)
It is possible for me to release the quick-switching part separately, but unfortunately after numerous testing of quick-switching with custom and official campaign levels, I've noticed that quick-switiching makes all fights significantly easier to the point where it is often overpowered.
In order to respect the difficulty and challenges of other SS4 modders and levels, I prefer not to release quick-switching as a separate mod. Sorry for the inconvenience.
@PatBateman, regarding the centered weapons, I'm willing to release it as a separate mod. I'll have to perform more testing with them first to ensure that I have modified the correct vanilla files.
That was an interesting mod and BY FAR the funniest. I really liked that Bio-Mech Dancing.