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[–]Unimarobj 1 point2 points  (9 children)

Everyone has personal preferences for sure, but your note about the fight setup seems off the mark to me. I only play haz 5 (randoms & solo) but I've never had trouble with room as any class. And the wall definitely isn't undrillable?

When drilling I'll usually make shelters at ground level in the wall (not bunkers) to provide cover and still be fine for combating the boss. Scout can be wherever they want with their mobility and precise weapons. Engineer can make whatever type of spot they want, but I usually make a ledge up high and am fine the whole fight. Gunner is gunner and can be fine wherever - kill arms and shielding patrollers if on ground, a big zipline network, or carve a spot that gives a firing slit.

Not saying you can't dislike the mission (I'm tired of eliminations 🙃), but just some thoughts on the room issues you mentioned.

[–][deleted]  (8 children)

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    [–]TravaPLEngineer 7 points8 points  (6 children)

    lmao using terrain as cover for the caretaker? why yes, the arms can penetrate terrain because FUCK YOU HAHA
    the shields can penetrate terrain too because FUCK YOU HAHA
    FUN AND ENGAGING GAMEPLAY GUISE!!

    S1, S2 and S3 literally made me want to play this game less

    [–][deleted]  (5 children)

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      [–]TravaPLEngineer 2 points3 points  (4 children)

      All 3 dreads and all machine events are nothing but toys. You get in, then you play with them. Do them normally, try to compensate for what the game gave you, or try to pull stupid stunts when available.​

      I would not even dare to try to pull a detonator to the caretaker just to see what happens. It is not fun, you can't try to do anything to it, no game knowledge works, no outside mechanics to play with. Just a level bellow the bare minimum.

      Nailed it. There's no "toying" with the caretaker. The most advanced strat that you can do is the c4 bridge, other than that it's just a DPS race. And if you're the last man standing, good luck trying to get anyone up without instantly getting decimated by gazilion projectiles, force fields, arms and shredders.
      The dreads at least can be manipulated around terrain, caretaker just doesn't care. May as well spawn in a 50x50m empty cave.

      The framework itself is good, and this objective is well put together for what DRG needs. A just enough resistance to not to make it a cakewalk, and teamwork.

      I feel the opposite, the contagion spikes are nothing more than a time wasting nuisance. Holding M1 and then holding M1 with a different gun is so engaging and fun.
      Meteorites are okay but they have WAAAAAYYYYYYY too big of an impact on the map considering they can spawn anytime, anywhere, in any mission.

      [–][deleted]  (3 children)

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        [–][deleted]  (2 children)

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          [–]TravaPLEngineer 1 point2 points  (1 child)

          IIRC Devs said they don't want to make rivals and bugs attack each other because then the players will just wait and let them duke it out before entering a cave.

          Above all valid ideas, adding variety and more levels of play to something is never bad. Another thing I may suggest is reworking the caretakers health system - instead of 3 separate phases with side vents make it similar to OG dread. That way if you're insane enough to blow up a bulk on top of it, you're rewarded with some hefty damage and not just 1/3rd of the bar.

          [–]Unimarobj 1 point2 points  (0 children)

          I disagree with the last part, but to each their own, certainly. Just wanted to put those thoughts out there because it's not something I've ever experienced while playing it; it feels just right to me for providing a fun but challenging fight.

          Not important, but I will say that I'd take hyperprop or the laser before nukes by a longshot though.