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I'm also unclear if the Flood spawn that happens following the Marines successfully evacuating is supposed to be infinite or not, like is it supposed to say "you can't survive this, just go back through the teleporter already" or if there's supposidely something more after it. Since there's no commentary from your allies clarifying it or not (which there was probably no recycleable lines to use) the most you can seemingly do is guess.
the two marines were on the nromal and rocket warthog, those two were goated in supporting me between reloads and covering the side i had moved away from. if you dont have those two yeah you are in for a bad time.
but yeah idk why yall thought it was endless, the dialogue mentioned something about evac on the way yeah?
all and all i loved it. so rewarding on its own and having them drop a [redacted] at final run for you was just so heartwarming
And about the Flood on Keyes before jumping into the coolant - unless Ruby changed it in an update, those Flood are not infinite! On Legendary surviving them is extremely difficult, harder than the Two Betrayals scenario for sure, but AFAIK there's no reward besides the satisfaction of having overcome the challenge
Like that fight on the top of the control room making a desperate last stand with some of the last marine survivors on the ring is one of the gameplay experiences i'd been craving that I didn't even know that I had, i'd never been so well equipped yet fought on such a back foot as I had in that entire segment, not to mention the desperation at trying to keep the infection forms from latching onto my (ACTUALLY VERY USEFUL) marines, i've noticed the line quickly devolves into a panicked mess of friendly fire and you're screwed if that happens.
One thing i'm curious about though is how the event is coded, as i've noticed on repeat playthroughs (I replay this mission and event alot) that the duration of the hold out can vary drastically, sometimes it feels like it's over in 5 minutes, sometimes 15, and I feel like the timespan to hold out shortens the further back you have to retreat but I just can't know for sure due to the chaos of it all. I know Ruby incorporates a lot of dynamic elements depending on the difficulty you're playing on (infected zealots are cracked on Legendary with skulls btw) so maybe there's a bit of RNG dictating how much time you have to hold out as well?