Installera Steam
logga in
|
språk
简体中文 (förenklad kinesiska)
繁體中文 (traditionell kinesiska)
日本語 (japanska)
한국어 (koreanska)
ไทย (thailändska)
Български (bulgariska)
Čeština (tjeckiska)
Dansk (danska)
Deutsch (tyska)
English (engelska)
Español – España (spanska – Spanien)
Español – Latinoamérica (spanska – Latinamerika)
Ελληνικά (grekiska)
Français (franska)
Italiano (italienska)
Bahasa Indonesia (indonesiska)
Magyar (ungerska)
Nederlands (nederländska)
Norsk (norska)
Polski (polska)
Português (portugisiska – Portugal)
Português – Brasil (portugisiska – Brasilien)
Română (rumänska)
Русский (ryska)
Suomi (finska)
Türkçe (turkiska)
Tiếng Việt (vietnamesiska)
Українська (ukrainska)
Rapportera problem med översättningen









It can get a bit off hand in Legendary, but Legendary is Legendary.
Lovely map and mod overall.
Fantastic level, I love the gameplay design similarity to the arena combat purity of Pillar of Autumn, and it felt great to me that this level focuses even more purely on gameplay. For context, I played on Legendary. Some of the arenas were a bit too open for my personal taste, and Elites in some of those environments had a bit too much room to manuever, creating a notable mobility imbalance that makes the encounter less fun. In such open environments it might be better to give them Needlers so there's less unavoidable damage, or spawn Hunters instead since Hunters work great as dodgeable open field enemies.
As for Jackals, I think it'd result in more engaging combat for them to either use the Plasma Rifle or Needler instead of their default Plasma Pistol, or to remove their Plasma Pistol overcharge function. On another note, I agree with your decision to not include power weapons, as the general roster works well for the combat purity nature and the balance of this mission.
Checkpoints were superb for my experience, way better than how the base game does it. I was able to consistently replay my favorite encounters, mainly the pure Stealth Elite room (which btw is made more interesting by the Stealth Elites having shields due to the increased combat depth, as you can't easily circumvent their invisibility) , thanks to the checkpoint after finishing that room triggering later on after the player exits that room. They could be a bit more precisely placed, generally at transition points between encounters, but my experience with them in my first playthrough happened to be perfect.
Btw, something I learned recently is that it's best to not set a "Large Image" at all for maps in Excession; the one that shows up in the lobby before starting a map and also shows up in the pause menu. That can sometimes fail to load when pausing the game which causes the game to crash, so unfortunately leaving that image slot empty is the way to go.
But I liked what I saw.
But I hope it will get at least a bit longer and complex :P