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I agree that those missions need some more balancing. We're welcome to feedback on what doesn't work with it :)
If you fly into the lava with enemies around and those enemies are exploders, game over.
Relying on specific weapon mods to complete the mission is kind of bad in campaign mode because what if the player doesn't them which is very likely?
What if it's a short tractor laser? Or a non-cryo one?
Oh and it needs -100% damage too or you'll just break the objective.
The odds of even getting this very specific weapon that is just terrible in any other situation outside this specific mission are very low.
As for building long portrusions on your drone, there's enemies around.
It'll break off because your maneuverability is now down the toilet. Game over.
Also the pod is tiny, good luck hitting it before it burns up.
Good luck getting to it afterwards to get it cooled down.
There's just way too many easily reached loss conditions.
HOW THE EVER LOVING HELL ARE YOU SUPPOSED TO WIN WHEN YOU LOSE 20 SECONDS AFTER THE MISSION STARTS!?
Nimbatus is *mostly* a great game, but whichever of you designed the heat capacitor/cryopod missions can go gargle rusty concertina wire.
Either make the heat capacitor nearly invulnerable, or place it further away from the core, otherwise people will continue having extremely negative experiences. I did have some success with a cryo-pod mission, however, using a drone with two coolers and a small magnet. I don't think there's any other viable way to complete a cryo-pod mission, however, so it might annoy players who insist on more imaginative solutions.
We really appreciate all feedback, especially now since this update is the release candidate for the full release. So if something is missing, please tell us :)
Here's a link to the patchnotes and a description how to access the preview branch :)
https://strayfawnstudio.com/community/index.php?/topic/9062-patchnotes-100-release-preview/