: Actually, I did. Fusion bolts aren't pink, silly!
Then apparently I've got my confused face on. My bad!
: No, I was merely saying that your method of finding monster weaknesses
: wouldn't quite work in the original M1, as they do not die hard deaths
: from damagetypes they are weak to (with Bob as my main example).
: If a monster were weak to Fusion, it would not die a hard death, only take
: double damage. Or at least, that's what I've deduced. Hopper or Treellama
: might know differently.
Now I understand. So then the objective is simple: the M1A1 team needs to find a middle ground - making Hunters weak to Fusion without having them play their Hard Death sequence. The means to achieving this objective, however, are not so obvious. Sure, you could use a .lua script or whatever, but that allows people to get rid of that feature with ease - what you really want is something hard-wired into M1A1, something people can't just get rid of with ease. Then again, that may complicate matters with scenario-makers (not there are many of them anyways, just saying), who may want to do something a little different with the physics models for their maps.