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Purely because this was the first level I actually had to really concentrate on, because as a member of the group I actually felt like I couldn't have let them down, otherwise we would have been defeated, like in many previous attempts where we didn't even get as close to this point we were at the map.
By the second half of the expedition I actually had this feeling of "oh ♥♥♥♥, we may just win this, let's not ♥♥♥♥ up now" similarly to when I got into a top 5 in a Battle Royale, the feeling of having a chance to win, similarly started to focus on the events a lot more and even having my bloodpreassure rise.
Very immersing.
Even if missions tiers below that one can be pain in the ass, this was probably the first time I felt ingame what the devs may have intended.
R2D2: The combat was a threat even with high resources, the time crunch made you stealth faster w/ varied threats, and you had to have some rudimentary coordination if you were going to maintain everything and complete all necessary tasks within the time limit. Closest contenders were C1 and D1.
R3C1: Chargers make an interesting stealth and combat threat, I enjoy long-form stealth, there are plenty of scouts, the infection fog isn't overused, and the class error alarm stealth feels challenging and (mostly) fair. Closest contender was D1.
R1's expeditions were all around equally appealing and the community is split on which of them is better. A1 I suspect has the most appeal due to nostalgia and how great of an introduction it was to GTFO.
R2: D2 was a great reactor level.
R3: Wait, it's all C1? Really, a lot of the expeditions in R3 have detracting factors. A1 is a great introduction but introductions aren't usually that exciting. A2 isn't very varied and is a bit easy. A3 is a tad too repetitive and the time trials aren't very difficult. B1 gives you too many resources and doesn't feel very well paced since you do almost all of the alarms at once, almost all of the stealth in two sections, and both uplinks at the end. B2 is quite challenging, but the spitter spam makes it much more tedious than fun. Disinfection isn't a real resource, and it shows here. D1 is much less flawed than the rest of the rundown, but is still stressful and time-consuming, which makes it harder to see as a favorite despite being a very good level. C1 is the only expedition that's challenging, well-paced, and not overbearing with mechanics the community doesn't enjoy at the same time. It's a lot easier to enjoy than D1, not to mention it has chargers (a community favorite enemy).
I really didnt want to discuss this here because this is the point I will want to talk about. The replayability.
If you think about it, C1 is the only level that you can play differently many times. 2 team scan at the beginning, the game can take you any direction. Depending on the HSU location you can end up doing 2 different doors for the end game. Also you can chose doing the optional armory or do the 2 teamscan zones at the beginning. The possibilities of how to play it are a lot more than on any other level.
R1B2 same thing, you had an optional armory, 2 zones where you could have the HSU and 2 zones where you could have the key. Could play it differently each time.
R2C1 same thing, 2 teamscan stuff, plus the depending on the random gen you could have gone into different areas on the same level to finish it.
My guess for the poll result was that R1B2-R1C2, R2C1 and R3C1 will win because of the relative high replayability. I kinda got what I expected in terms of R3 but R2 and R1 is different, so i probably wont open another thread discussing what I wanted. But its still too early, lets wait a couple of days till the numers settles a bit more.
PS.: R1B1 was just too easy even for solo, so even the IDs could be in different areas i dont think that will end up being the most popular.
A1 was the best because it was honestly the easiest A tier mission out of all the A tier missions to teach new players. It also was a relatively short mission to do for veterans but long for new comers to the game. If new players wiped, they didn't have to worry about restarting because they didn't die far from where they started. I would pick R1D1 "Deeper" but I would prefer bringing up a good starting mission that establishes the fundamentals of the game than a level that I used to carry groups on.
R2E1 "Crib"
E1 was my favorite level because it heavily enforced teams to play well together, it punished people who played pretty sloppy and it was extremely tactical even in zone 593. As long as your team was an absolute unit, you were able to complete the level without requiring to kite. I always enjoyed the first two surge scans because they acted like filters if the team was ready to do the ending part of the mission or not then the nervousness from players was great except for some groups who refused to stealth past Shadow Giants. The other part that I enjoyed was the ending when people would panic. Overall, it was the best level and it toughened up a lot of groups.
Other options I would of picked over E1 would have been the 3 Pre-Nerfs levels of R2 (B1, C1, and D1) because I had memories of carrying teams in those levels and D2 for the amount of people arguing over which strategies were better.
R3C1 "Alpha"
This level is the best currently because it maintained aspects of R1 in it compare to other levels although it's easy compare to R2 standards, especially the pre-nerfed R2 missions.