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Re: PF Volunteers - The Sacking of Troy (Part 1) | ||
Posted By: Dr. John Sumner | Date: 8/17/04 11:19 a.m. | |
In Response To: PF Volunteers - The Sacking of Troy (Part 1) (Steve Levinson) :This is one of the most difficult opening segments in
: I'll be curious to hear how John does
Absolutely this is the most difficult opening in the scenario. Even so, I actually was able to finish this entire level using only 7 Faser shots. Six of those shots dealt with switches. The other Faser shot was used to help defeat one of the enemies, though I don't recall which. I must stress that this was only after MANY failed attempts at getting to the PB/recharger. Here is the gist of how I was able to do this. In the opening room, there IS adequate room to circle the enemies. However, the gripe I have is the lighting. It certainly could be my computer, but the lighting is just dark enough in that opening room to make circling difficult without getting trapped behind one of the trees or losing your sense of direction. And yes, I do have the application on the lightest setting. Anyway, I finally managed to get through those compilers and fighters using no ammo. Basically I ignore the Hunters until later. In the hallway with the Beast, I like to activate all the enemies at once. My experience is that USUALLY the Troopers end up activating and fighting the Beast, while I am left fighting the projectile fighters. Once they are defeated, I wait around until the Troopers come out. Circling them counter-clockwise takes care of them. BTW is that switch in the small niche that opens the next door supposed to be inaccessible with fists or tabbing? That is so annoying to have to use a weapon to activate a switch that is 3 feet from you. Oh well. I proceed as Steve mentioned in the next part, activating the Troopers. It's kinda weird, but when I vid this level, the Hunters always come out with the Troopers. But when I play the level, only the Troopers come out. I handle the Troopers by darting in and out of the doorway until one of them fires its grenades one too many times into the wall and berserks itself. After it takes care of the rest of the enemies, I either use a faser shot to kill it, or get it to suicide itself. Matt, would it be possible to have that doorway open only once? I found that several times when playing, one of the Trooper grenades would hit the switch and close the door. It's annoying to have to use another faser shot to reopen it each time that happens. I next turn the corner and fist the compiler. As for the remaining part of the level up to the PB/recharger, I don't have any magic strategy that will work all the time. This particular time I played, I carefully leaned out over the stairs that lead down to the PB. After activating the enemies, I would retreat, creep back again, etc.... Eventually one of the Troopers berserked and took out the rest of the enemies. Of course, one has to be careful as all of this will also activate the enemies in the recharge room. At some point, one or more invisible compilers come out and you have to deal with them. After getting the Trooper to defeat the rest of the enemies, luckily for me, it went down the elevator that leads to the rest of the level. That allowed me to save the game. As for the recharge room, if you stand to the left of the doorway and far enough away until you can just see into the room, it is possible to get the Troopers in that room to see you and fire their grenades into the wall. That's what I did this particular time. They finally killed themselves. I then hopped into the room and took care of the invisible compilers. The bottom line is that it is a very difficult opening and one that has a very high probability of failure on TC. There are many ways one could approach changing things to make it more fair. In my opinion, what I would do and what would make things better for me would be to move that PB closer to the beginning of the level. For example, placing it next to the compiler/terminal in one of the corridor corners would be helpful, or maybe one of the other four corners. The basic problem with this opening on TC is that there are TOO MANY enemies for the player to have to confront before reaching the PB/recharger. Matt and Andrew, if you end up moving something, particularly moving it closer to the opening room, I'd rather it be the PB than the recharger. That's just my feeling. : When you
Matt and Andrew, the gap between the corridor slabs is just wide enough for an enemy to fall through. I had this happen once with a Trooper and another time with a fighter. Could the gap be made smaller or such that enemies can't fall in between?
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Replies: |
PF Volunteers - The Sacking of Troy (Part 1) | Steve Levinson | 8/17/04 10:01 a.m. | |
Re: PF Volunteers - The Sacking of Troy (Part 1) | Dr. John Sumner | 8/17/04 11:19 a.m. | |
Re: PF Volunteers - The Sacking of Troy (Part 1) | Steve Levinson | 8/17/04 11:31 a.m. | |
Re: PF Volunteers - The Sacking of Troy (Part 1) | Dr. John Sumner | 8/17/04 11:48 a.m. | |
Re: PF Volunteers - Pesticides With Chicken | mattschenk | 8/17/04 2:55 p.m. | |
Re: PF Volunteers - Pesticides With Chicken | Dr. John Sumner | 8/17/04 3:49 p.m. | |
Re: PF Volunteers - Sacking of Troy | mattschenk | 8/17/04 6:41 p.m. | |
This sounds good - I'd be happy to try it out *NM* | Steve Levinson | 8/17/04 6:50 p.m. |
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