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sniper at level 5 - not bad,
laser towards the end of the 6th - a bit late,
the devastator at the beginning of 7 is good, but the cartridge is not enough,
(personal wish: I would like to see a gun at the end of level 8 and, accordingly, issue cartridges throughout level 9)
Level 10, like all the others, is excellent in terms of issuing weapons, but is rather poor in terms of ammo. By the way, right now the idea came to increase the starting ammo when starting the level and reduce the penalty on ammo when moving through levels, because 50% is too much, I would leave at least 60 % cartridge.
I playtest of harsher condition (Serious Coop with extra enemies and with clean starts - aka no secret weapons from prior levels and only starting at 10% ammo) and I never had ammo problem, not me not my testers who complimented the ammo balance.I'm sure ammo is plenty. Regardless, I'm already adding a couple of extra pickups here and there, I've already secured level 4 which had a shortage of C4.
I also don't think the Laser is needed for the first half of The Silent Riddler and the enemies given in that area, especially when I'm not planning of adding extra enemies to the current total per level to avoid breaking up stats of existing players
Sorry I meant level 4 Coop.. I've added more bullets, shells and c4 for all difficulties but rockets are plentiful. I'll test level 9 asap to assess the ammo situation!
Anyway this isn't a matter or perspective, it's simply untrue: if I (average player) can play each level on clean starts with coop enemies, no carrying ammo and no secrets and still having overflow at the end of it, it means ammo is more than plentiful; either you skip most pickups or really waste a ton of ammunition. I'm still gonna help you out a bit (and trust me I'm committing to months of work and testing just to have some spare ammo in each level) but don't expect a total overhaul of the mod were ammo magically doubles up
I don't take it negatively! You're taking your time to provide feedback and I was like you at some point, before learning how to make my own mods!
Unfortunately I disagree with your point of view (more enemies = more fun). I believe that too much of a good thing make everything irrelevant, dull, clumsy. Instead, less is more and you should make the most of your ammo and the enemies in front of you, don't just bloat the kill count for shows.
Anyway, I just played the first temple section from level 9 and I never ran out of ammo, having 30% - 60% of everything by the end it so at this video I'm just unsure what to do. Can you make a recording of the first half of level 9? I might be missing something, I need a clearer picture
I'm speechless.
I take feedback seriously, including yours telling me that Redux didn't have enough ammo. I'm at work assessing the situation since yesterday and I already added some ammo here and there.
Turns out you simply enjoy shooters differently, with the ammo mechanics stripped away and only mindless, endless, RMB holding action of your strongest weapon which I partially respect (it's like asking Super Mario not to jump, or basically playing a clicker game) but I don't understand why you're reporting this as an issue of my mod
..just use cheats for infinite ammo mate.
Note: I think we didn't understand each other due to the language barrier, it's tough to make out a coherent sentence from a Google translated text. I apologize if you were just talking for the sake it and not reporting an actual issue and I didn't get that. However be careful next time commenting on mod pages -- you have to be crystal clear on what's an opinion and what's an issue with the mod. Redux follows the original closely and ammo economy was improved tensfold but it's still no sandbox experience and it will never be pure chaos like Enhanced.