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Don't invest too much into turrets. They are very weak against later enemies and are also known to randomly break between loading screens.
Maybe just protector machines that constantly emit nullwaves in order to drive them away.. Something like the UV light posts in Dying Light
But yeah i can understand that it could get annoying to some people who just want safe areas to come back and resupply to.
Again, it took soo long to clear all that, and it ate up huge bits of my ammo savings... All that although I cleared the whole place of them... Not one of my favourites in the game I gues..
In this case I went back to the Lobby after freeing the lift, taking care of minor tasks there, getting the satellite signal in Hardware Labs (btw, I am disappointed it has charges, and only four at that). Then I went back, cleared the Bridge and explored Alex' office. Then I went back to the G.U.T.S. (looking for you-know-who) before starting to the Crew Quarters. While the Lobby was populated with new typhons, the Arboretum was not. Entering the Arboretum was probably the trigger for that.
I think some mobs are static respawns, though. There is a phantom in the Hardware Labs in the room with the crafting station, and some corrupted operators in the hall before the labs. Those seem to respawn whenever you zone back into the labs, be it from a spacewalk or the Lobby. So the respawn is probably a mix out of progress related typhons and renewing static spawns.
Nightmares can spawn anytime and are a pain, if you got several typhon powers. I had one spawn when I bought my third. And afterwards it happened a couple of times when I bought more. Some nightmares might be static...the one in the Arboretum when you get to the unpowered door must be triggered by you getting there. And the one in the Hardware Labs near the antigrav lift who cannot move through the door seems also to be pre-set.
The upside of the respawns is that you can scan the required typhons for some powers more easily.
I already killed one Nightmare with ease, it spawned in the Arboretum when I came from the tunnels where it couldn't go.. it got stuck in the doorway and I just Q-beamed it.. I kind of dislike, that there's going to be more of those..
I just think it's a bit odd that only when you freshly enter an area it's stressful to progress and when you've been there for a bit, you can sprint through without even paying attention most of the time. The fact that this just repeats every time you progress the story and reenter the area makes it even more odd...
Also normal Phantoms, Mimics and Greater Mimics don't even pose a threat anymore.. they're just wasting my time and keeping me from taking care of side quests etc..
I just see them as free loot most of the time. The only annoying enemy is the voltaic phantom since it's immune to the stun gun.
Now why they didn't do this for the the lobby, is unclear? as for me, exiting and entering the lift, while you can be seen, or with enemies around you that can react to you been there.
IF the lobby lift had a buffer zone, it wouldn't be as bad, (still annoying but not as bad) but I still question some of the design decisions in this game. especailly later on, when the lobby does get populated quite heavy.
but consdering that the lobby is one area you backtrack the most, you needed to exit and enter that lift without issues, and so far, its proving to be a problem, unless you reclear that area everytime. But still, you can exit the lift in full view of enemies, and has a choice of getting your behind handed to you on a silver platter. (and you can't attack or crouch in the lift which just makes matters a lot worse.
I think whoever designed the lobby area needs to try harder, and get a few months pay cut. as this design decision just makes things frustrating in that area.
ouch, I nearly had one in the office, but it didn't follow me all the way there. but I really don't like the naightmares full stop, as they don't really add anything to the game.
The buffer zone is there for a reason, and that is mapping. Arboterium and Life support is too large to be implemented into the Talos 1 Lobby map. And making the lift a own map would get quite irritating. Then you would have to pass through 4 maps (Arboterium, Lift, Lobby, Shuttle) to get from arboterium to Shuttle, instead of 3 maps (Arboterium, Lobby, Shuttle).
So the whole lift, and the buffer zones at Arboterium and Life support, is part of the Lobby map.
IMHO a better idea would be dynamic map loading, where each room is a own map and the game will always load everything that is adjacent to your current location, in the background, so you wouldn't notice any load screens.
They could also do it so the lift itself is a map and no buffer zones at all, but then you would get a load screen for enter the lift and one load screen to exit the lift.
The reason Lobby was selected to not have a buffer zone is simple: Since the lift is broken at the start of the game, if it would have a buffer zone (and lift being its own map), it would become a loading screen, then stumbling upon the broken elevator, and then having to return through the loading screen again.