Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Just finished chapter 4, here are some things that I encountered:
-the first red door that you must blow up didn't blow up for me (rocket was disappearing)
-combat sequences are generally very difficult (soldiers have perfect aim from 500 yards while you barely see them behind all this geometry)
-gamma and brightness settings make stuff very hard to see in shadows (too dark)
-the last train puzzle (where u backtrack) is a chore and not enjoyable
-guards that follow you occasionally get stuck in the level geometry
One suggestion I could give is maybe lower the intensity of sun. There were sections where you couldn't see where you shoot because the sun was to big and bright.
Like man, there is this sequence where you charge through a train line with train moving, and grunts are placed on top of the brigde. I literally need a microscope to see them they are so small. Besides the ONLY long range weapons you are given is the revolver, and even that takes 2 shots to kill from this distance. While they hit you with every bullet, just nuts.
also i lost all chumtoad progress after i left him at the proto labs door, he just vanished when the team arrived
I completely understand and your strategy is indeed what the dev had in their mind (I think), but grunt AI is a bit wonky so they sometimes do not run close to the red barrels and just stand where they spawn. There are plenty of unfair combat sequences in this Chapter that for sure require tuning (tank and APC battles, fights when you drive train on the last puzzle are the most obvious examples).
I'm figuring the problem that makes you think it's unfair is that the strategy isn't really telegraphed. Happened to me too, my first try I ended up behind the tank, thinking that you could outstrafe the machine gun. That was my only softlock across the entire game.