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Right now one of the current problems is the lack of heavy options on higher difficulties.
I would say the minigun weapon would be a good one to deal with that.
As for the AR with grenade launcher. some times we need a good back up against the flood in later levels especially when dealing with swarms that have shields.
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Also check out the mac world mod, those implaced MGs would be really really useful to make some of the more defensive sections less of a pain.
The other thing I noticed was the plasma pistol's overcharge didn't strip the shields of ultra rank and up elites. It did a lot of damage, but it was a shock to me when the sword zealot on the PoA took a fully charged plasma bolt plus 1/2 mag of pistol shots to bring the shield down. IMO, the charged PP bolt should fully strip shields of any elite and the player. I noticed that when I was at full shields I would have a bit left over after taking a charged bolt.
Question on the PP overcharge, could all enemies use it? I thought I saw grunt minors and majors using the PP overcharge but I'm not 100% sure. If so, this is something I'm iffy on. It makes sense for elites, jackals, and grunt ultras/heavies to use the overcharge. Not sure about the other grunt ranks.
On the topic of player shields, it felt like the recharge time is longer than vanilla? If so I'm not sure how I feel about this. I know the total amount is increased from vanilla so there needs to be a balance.
Overall this is a fun overhaul on the more difficult side. I feel like some tweaking to the balance would really bring this mod to its full potential. Even now it maintains a permanent spot on my favorites list.
This leads to another balancing issue imo. I'm not sure what the boost for damage against shields is for plasma weapons without seeing the numbers under the hood, but I feel it could be buffed a little. Same for bullet damage against health. Another thing, I think a fully-charged PP bolt should drain all shields from all enemies. It's very rough when there's a sword zealot elite charging you and you shoot him with a fully charged PP bolt, which he takes it without being stunned or his shields dropping and then one-shots you. A balance could be that the fully-charged bolt does minimal, or no, damage against health. The normal bolts would still do damage like they do now, but that gives the fully-charged bolt it's own role in the sandbox. The PR would still be an effect mid-range shield stripper that's consistent due to its higher projectile speed and decent accuracy.
Another thing that I feel needs adjusting is the Scorpion's accuracy. The main cannon is about as inaccurate as vanilla and feels really bad to use. I was missing the majority of my shots at close range due to the shot veering way off from where I had the crosshair pointing. The auxiliary machine gun is noticeably more accurate than vanilla, but that also didn't always shoot where I had the crosshair pointing. From what I noticed, once you aim the turret above or below a certain angle, the guns become misaligned from the crosshair. This makes aiming more difficult, and during the Scorpion section on AOTCR, I found it was better to just sit back and roll the dice over and over until RNG deemed me worth of hitting my target, much like in vanilla.