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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...
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.
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.
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.
no, its not a "skill issue" if i can't beat him on c+o carnivore with 35 imprints.
unfortunately i found a rather consistent way to softlock (mostly on accident) where if a living vita trooper (green guys you execute for a corpus) is knocked off the train cars they just do not die and render the wave unbeatable
good mod, way better than most, and i figured out the conflict in my mods and fixed it.
I can try to fix them if there's a specific issue going on with them
also, i think there's a confliction because i either am not seeing the weapon or it's not working correctly, if it's those weird stun grenade launchers.
tbh in my opinion if you wanted to make a more difficult large enemy i would reccomend changing kyriarchos's mechanics to where he takes multiple aggrovations to stumble, instead of having a dedicated weapon to rely on, bc thats also kinda annoying considering my current build (chaos and order cannibal)
There is no highliner boss in the infinite waves
You have to attack him with one of the red named weapons dropped by the special units in that wave to force him into a vulnerable state that allows you to take both the helmet & armor off
That or bait him off the train enough times to break all his corpuses
why is the highliner boss on the start of the infinite waves invincible to oncoming attacks and unstaggerable?
This mod seriously put your skills, loadout, and whatever origin along your hirelings to a stress test, especially on madness difficulty. Don't use vanilla origins unless if it's stacked up to deck or you wanna suffer.
10/10 tho
This mission will provide you enough pain & suffering, while putting your powerful origins and your own gamer skills to the test. (unless your origin's literally in god-mode)
Btw, those wimpy vanilla origins wouldnt have a chance unless they're stacked with 30+ imprints.