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Zgłoś problem z tłumaczeniem
i have no chance there
When you know where they are - and med center have 2 rooms with them, 3 in one, 2 in the other, use grenades. See a harpy - pause and nade the ♥♥♥♥♥. Problem is - you might want to use grenades to kill big blobs of execs first, so you might use up all the supply before meeting harpies. But that's just another little thing into the pile of campaign oversights
Calliope: fighting harpy without a grenade or medkit = death. Very poor design there. Especially having a room with 4 harpies. Part of the overall theme of the campaign though ... lacklustre design.
but these are filthy casual playesr with no idea how to paly a hard game ahahha
Seems like you're contradicting yourself. You point out that in TaB you just have to use the items handed to you, then you cite Sc2 how you can beat brutal without having to resort to map health refills.
I guess I can see how they think it (or how some people ^ think so too) could be fun to make you reload the same mission several times until you memorized all the patterns so you could use the very limited items in the precise way they want you to use them instead of using them as a buffer to help you make your own way. Then again this is an rts, not a puzzle a game. And yet again, there's a reason games that don't force you to do that are considered better.
They are so fast you might miss the grenade :) I know because i did.
Sorry to bust your bubble, but big guy isn't off the hook too.
How is that contradictory? I think you misunderstood what I was saying.
Let me clarify:
in sc2 there are "medikits" that you can use. And on brutal yo ushould use them. In sc2, these medikits RESPAWN, but what I was tryign to say is that you can beat it without having to use the RESPAWN feature. I never said you didn't have to use them at all. You probably had to use them the first time. I.e. no contridction; in sc2 and this game you use the heal items it's just in sc2 they are too generous and give you infinite healing items. Maybe I worded it improperly in the prior post, but does that make it clear now? No contradiction.
If you know what the encounter is going to be, and where, sure you can plan for it. IIRC. the first time I went straight to this room without finding a medkit or grenade. A complete RNG death that was not due to any lack of skill of foresight/planning on my part, that requires tedious replaying of content to get back to.
Next time I died I'd found 2 grenades, killed the 2 harpies I knew were there, and oh, 2 more harpies in the room.
That is the issue - to design a character and have a level where is it possible to have an encounter where you *will* die is poor; That in order to defeat that encounter you need to not RNG-ishly choose those rooms, be able to find appropriate items elsewhere, and then not use those items before you might randomly encounter a harpy.
Some people might enjoy the random unavoidable insta-death, but I will stand by my statement that it is poor game design when such a death require complete restart of levels.