DRL > Requests For Features

Move the sergeants from the outside of Phobos Base Entry to the inside

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raekuul:
I prefer to start frontal; it actually makes more sense plot-wise since you're coming off of a landing craft, and for most buildings there will be an entrance facing where it would be more convenient for people to enter from.

Playing-wise, it's more direct and it saves time.

Ander Hammer:
Is there even a reason most of the layouts encourage the formers to pick up those medkits? It makes it a coin toss: either you'll get them, or enemies will pick them up and make you rage when they use them up. Barring the times you aren't lucky and nail them when they decide not to heal.

Thomas:

--- Quote from: Ander Hammer on March 07, 2011, 14:16 ---Is there even a reason most of the layouts encourage the formers to pick up those medkits? It makes it a coin toss: either you'll get them, or enemies will pick them up and make you rage when they use them up. Barring the times you aren't lucky and nail them when they decide not to heal.

--- End quote ---

ITYTD and HNTR - They should never pick them up, unless you spawn on the hardest phobos entry or you don't play with 'Frontal' toggled in the config.lua file.
HMP - Well son you're shit outta luck.
UV and N! - Once you get a shotgun, it forces you to think a bit more about where you're standing when you shoot the former humans. Moving around too much will just make you get shot a lot, but if you close in just right and only attack when you know you'll kill them in one shot, you can get the medpacks and still have enough health left to maybe do level 2 without having to use one of them.

Game Hunter:
A couple things:

1. ITYTD and HNTR have different spawning rates. There are actually FEWER Former Humans (three) on the easiest difficulty. If you're losing med-packs at this difficulty, you're spending too much time star-gazing.

2. When I made those maps for the Wiki (quite recently, in fact) I did not know the actual locations of the humans and sergeants. These are estimates based on their locations once you get inside, along with other considerations (what doors have been opened, how quickly do you hear med-pack pickup, and so on). So these aren't PERFECT representations, but damned if they aren't accurate relative to each other.

That said, moving the Sergeants inside is a good idea, especially since it is more reasonable to remove the Frontal option and simply have the player start where they're supposed to start. You could also try other enemies (N! could have the last Sergeant replaced by a Nightmare Imp, for instance), or change them up depending on the challenge mode.

DeathDealer:
On UV and N! I found the posted map to be by far the best when playing frontal AoB. It's the only one where you can take out every enemy without taking a single direct shot. Just run up to the two pillars and drop your armor/medpacks until one is visible to the enemies from between the two pillars and every single one will come wandering right up to you. It also let you try and take out the formers you suspected of sniping your medkits with their buddies lining up behind them. I prayed for that one because every other frontal setting screws you.

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