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Re: Evil Volunteers: We Be Groundpounders | ||
Posted By: Steve Levinson | Date: 2/2/04 10:51 a.m. | |
In Response To: Re: Evil Volunteers: We Be Groundpounders (Mark Levin) : I don't think it's all that interconnected. It
Agreed - I would have definitely placed another pattern buffer if not a shield recharger on the level, perhaps in the briefing room so that returning there would serve double duty. : The central quest of installing 6 repair chips necessitates
Now that's something that never happened to me. Perhaps because I pretty much automatically went back to save my game and then pick up a new chip with each insertion. : Perhaps because the Evil staff is incredibly powerful and radically changes
Yes, it definitely changes the dynamics of things and essentialy necessitates that the player face tougher monsters in order to compensate, which can actually slow things down. The best solution would have been to make the Pfhor staff have a limited ammo supply, just as with the enforcer weapon. : I wouldn't compare it to Post Naval Trauma; it still takes several shots to
I'd say it's even a waste on the juggies. The fusion gun and SPNKR are still more effective - the nuke packets are not that easy to aim and it's frankly a waste to use them on such an easy target to hit. I like the nuke packets for taking on the MOAH's on this level, although I only used a couple blasts for this purpose. It's best to save them for some of the crowds we'll face later, where a couple of shots can clear a room quickly. : I usually do this by running like hell for the pattern buffer and then
That's my usual approach if I'm going to take out the juggers. Since I'd rather save my ammo, however, I now just run like hell for the switch, come back to punch the destructable switch and get out of there. |
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