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Re: Evil Volunteers: We Be Groundpounders | ||
Posted By: Mark Levin | Date: 2/2/04 9:25 a.m. | |
In Response To: Evil Volunteers: We Be Groundpounders (Steve Levinson) : What a level! My feelings about this level are more mixed... The enormous spaces are very nice to look at, and there are some tricks here that had never been done before (like the way the limitations on the size of a continuous space were overcome outside the library room), but the mistakes do make it somewhat less enjoyable. I don't think it's all that interconnected. It takes a long time to get from one place to the other, and many of the connection points are one-way (letting you jump down out of a raised path, for instance). The central quest of installing 6 repair chips necessitates constant trips back to the briefing room; conversely, there's a good chance you'll fight your way to a switch only to discover you're not carrying a chip. : The first of these is the Pfhor staff. Why
Perhaps because the Evil staff is incredibly powerful and radically changes your approach to combat? :P It never runs out of ammo, it does a great deal of damage (far more than a Fighter attack), and it has a range attack that can toggle switches. The game allows the primary and secondary triggers to be fired simultaneously, which is illogical but gives you significantly more power when holding an enemy in a corner. The staff tends to knock enemies off the ground, which prevents them from firing; if you can hit them rapidly enough they'll be in this "stunned" state almost constantly. The only weakness the staff has is a relatively slow rate of fire. :The second weapon is
I wouldn't compare it to Post Naval Trauma; it still takes several shots to bring down a Juggernaut. In fact, I'd say it's a waste to use it on anything less than a Juggie or a large crowd of enemies. When Evil was first released, it was not yet understood how to change the ammunition display of the weapon slots, so the nuke gun's HUD looked like the flamethrower's, except that it was always mostly empty and impossible to judge how many shots you had left. Later, a patch was released that very nearly fixed the problem: You can clearly see how many rounds are left, but the game is still not happy about the fact that the magazine contains an odd number of rounds. : The one real challenge is in shutting down the juggernaut production line. I usually do this by running like hell for the pattern buffer and then sniping from the enclosed passageway near the pattern buffer. |
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