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Сообщить о проблеме с переводом
It feels like a massive slog indeed, compared to the main campaign. I feel like they did the Dark Souls mistake going to Dark Souls 2 by just ramping up the difficulty as if that will make the game more fun. It doesn't, it grinds it to a halt and you're not looking at the scenery or enjoying a 1v1 battle, you're paranoid scanning the area looking for traps.
This also, much more than the main campaign, does the thing where every encounter it spawns enemies behind where you came from, so when you try and hide from gunfire you run into those and get hit anyway. I knocked it back to Medium and finished it, I can eventually slog my way through hard but i doubt it's rewarding.
THIS. It's already infuriating in the main game, I don't want to know in the addons.
Well usually you could hear them standing behind some wall which you know was gonna crumble when you went past it. Rarely were you actually flanked by surprise, and rarely by higher-level enemies like gladiators and brains, but rather it was usually berserkers and parasites.
I think the balance in the main campaign is ok. Which is why it was so apparently obvious that they purposefully made it much harder in the expansion packs, because I played both on hard and I had to resort to peek-a-boo tactics much more, and I was low on health for much longer periods of time. Both are not by accident.
I did enjoy the new weapons though.
new weapons are saucy
What do you mean, tight hallways with ricochet rounds? Whats not to like getting hit from behind a wall.
That said, I recently played through Boltgun, where enemies did track the player through walls, and would lead their attacks on a player coming out of cover. That, plus the fact that enemies would perfectly lead the player at all times - including basic cultists and nurglings - made for a lot of the same peek-a-boo gameplay. It wouldn't surprise me if there's been inspiration drawn from there, or if there's just a wind in the industry right now to that effect.
I'll chip in and say I don't like the new suppressing fire behavior. It catches the player off-guard once, and, as soon as the player learns, it just slows the entire game down. Sometimes, you just don't have the room to circle-strafe, or the opportunity to stagger the enemy. It's really bad with gunners because of the delay on their grenades. It was miserable in the main campaign's palace levels, which are full of tanks.
I had one that was rooted in place, and I baited him into firing. He went through his suppressive fire routine as usual, and I waited a little longer to be sure he wasn't just in between bursts. The instant I moved towards the edge of cover, he started firing again, before I was even exposed.
Yeah its what i've also been seeing. The Parasites (dogs) and brains (lumbering dudes with shields) both inputtrack and fire their very long instant range attack as soon as you peek. The gladiators you also have to bait into attacking by faking a peek.
And im pretty sure they increased the range on those parasites, because they can attack you from much further away. And the brains used to not even have a ranged attack. They kept the high hitpoints and reflective shield, but neglected to think that this used to be because they were slow moving. But if you give them an instant tracking ♥♥♥♥♥♥♥♥ laserbeam this becomes really annoying. As you basically have to lob 5-6 grenades at them from around the corner, lest you lose 50% of your hitpoints in 2 seconds of exposure.
I like the game still, but they clearly knew how to balance better in 1997. Now everyone just wants to make it tough as nails, as if that somehow elevates gameplay.
Parasites, I honestly can't figure out. They've definitely had a range increase; I was hit by one from about two floors below in the main campaign. But as to when they track the player, when they don't, when their tongue is supposed to get stuck, when it's not - I haven't a clue.
Another thing I've noticed is that tanks are firing their rockets with no wind-up sometimes. I think it's part of their suppressing fire routine, but I don't know for sure, since I've seen them do it out in the open.
Honestly, it really feels like a lot of these new behaviors should've been limited to Nightmare difficulty, or even a new difficulty entirely. A tickbox for new games would've worked, too.
Reckoning didn't seem much different really, though reducing the health of the beta gladiators sure made the final units less of a chore.
It's the Beta class Brains from the reckoning.
It's better since they're actually a threat now.
They don't get stuck at long range or when the distance between the target and the wall behind them is too great.