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Mech Pilot = Really cool idea. I like the Blaster Master feel (the NES game, not the SoR Trait). I wish the mech was a bit bigger, but I've been harping on that since the DLC released and it seems there are some complications there I haven't considered, so maybe it's just not doable. The big quest could get kind of tedious when you have to track down the last few scumbags, but there was a cap added in the most recent update, so that will probably help in that regard.
Courier = Lots of fun. Big quest mechanics might still need some refinement, but I think it's pretty close to good at this point.
Alien = People have complained about the clumsy controls and lack of range when mind-controlling victims, but I think it's appropriate. Don't really have any complaints.
Goon = Yeah, a bit underwhelming compared to the other DLC characters, but I don't think it's necessarily bad to have a simpler character. Their big quest is pretty fun and challenging, at least. I was disappointed that their super special is just Blends in Nicely +.
Demo = Maybe my favorite. Who doesn't like blowing stuff up? Only things I'd like to see (I've brought these up before) are an adjustment of the big quest to make it a bit easier on the early floors, and the ability to select the remote bombs and/or detonator with the mouse wheel.
Bouncer = I've only played this one briefly, so far. I was waiting to see if there would be any adjustments made in the near future. People seem to find him pretty annoying to play as. I like that the musician has a mind of their own sometimes, though. My suggestion would be that instead of the musician making demands and then you having to take them there, they just run off on their own to nearby things that interest them. So they might go to an ATM or a Bartender when you are near one. That way you might have to go out of your way briefly to babysit them, but you don't have to trek all around the map looking for a toilet or whatever. The dev also mentioned they were thinking of having the musician drop items occasionally or do something else useful. Maybe since they are a famous musician they could have some kind of random reverence effect? Or they could make nearby NPCs dance or something.
I don't mind simpler characters aswell but goon doesn't have anything going for him.
I finished a bartender run yesterday and got the wrong building perk at character lvl 2.
This basically made the bartender a way better goon than goon itself.
Imo this is a problem.
The only thing which might be good is, if you get the class solidarity perk.
But I couldn't/ didn't want to test this yet.
Demo, on the other hand, is my favorite too.
And I agree that the big quest could use some adjustment.
50 destroyed walls for slums seems more reasonable imo.
1. 15-level escort quest. Barf.
2. Musician does nothing to contribute to personal welfare, despite visiting dealers and shops all the time. Why can't he buy a regenerate health syringe or a bulletproof vest?
3. Musician can turn hostile on the player, forcing the player to run away, kill him, or watch NPCs kill him.
4. Even after resurrection, loyal NPCs will still attempt to murder the musician. The idiot died 4 times in my last run due to loyal mobsters in Uptown. I spent a LOT of health resurrecting that fool just to see him get killed over and over.
5. You can fail a big quest multiple times a level.
6. Stomp. A dizzy grenade that costs 10 hp to use and is on a cool down. Even with its upgrade that adds 10 damage, the skill is very poor.
7. No incentive to explore. Due to the poor mechanics of the musician, there is little reason to explore a level. You risk getting the idiot killed or being nagged to death to get him to X. The only silver-lining is that you can at least teleport with the musician.
7. Character does not make sense conceptually. A total nitpick but the character is a bodyguard, not a bouncer. He's not bouncing out undesirables from an establishment.
8. Character is simply not fun to play. The only reason I'm [laying him is that I want to unlock all big quests. Once done, I will never, ever touch the character again. It's sad, too, because the other DLC characters are fun to play as. Demo destroys things, Mech Pilot is Robocop, Courier zips around the stage, and the Alien has Mind Control. Even the Goon, with all of his issues, is still fun to play. But the bouncer? Not in the least.
I won Bouncer on the first run, and I had War Zone on 1-3 to discourage me and get my morale down. You just have to adjust to the fact that you're a bodyguard. You go to the mission places, you get the musician what he needs, you get out. You don't just dilliy dally on the floor on your own, you have someone you got to look on to. Give him items, like a melee weapon and a bulletproof vest + a hard hat. ♥♥♥♥ up people who try to get at your associate. This is why you're a damn strong fighter.
Alien is like Shapshifter, little finiky but good.
Bouncers abilty is something i rarely used.
Courier is fine, if you run past enimies and hit them he is pretty good.
Goon is bland and is not really fun.
This made me actually laugh when discovering it.
I still think normal movement is far superior when it comes to meele combat.
Class Solidarity is indeed pretty nice for him, though supergoons are technically a different class, so it loses its usefulness in the late game (unless you have the super special and become a supergoon, yourself).
I would like goon more if Wrong Building was a class specific perk no one else can get.
And to me it would make sense to give him class solidarity on top of it.
As you say, it's only good until you hit downtown.
Pistol is a good starting item but a little bit boring and cheap to get from the soldier.
Seems like there is a lot of room for improvements.
At one point i was at 5-3 and supercops agro'd to the Musician for no reason, killing him at the very start (as soon as we teleport in).
At random other times, 2-3 vampires would feed on him at the same time, quickly draining his health and sometimes instakilling'em before i can even react.
If the Musician at least had player level of health or double for how often he gets injured, it would help alot more. He also seems to not be affected by the trait that raises follower health.
The ability is really fun to use, since you can't die by it. But it shouldn't cost 10 health. Instead, maybe a cooldown to prevent people from just spamming it in coop while someone else kills everything for you.