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Re: PF Volunteers - Custer's Last Stand
Posted By: Dr. John SumnerDate: 8/28/04 12:38 p.m.

In Response To: PF Volunteers - Custer's Last Stand (Steve Levinson)

: You'll also get some help from the crew members of the kinetic

Also keep in mind that they drop an AR clip when defeated.

: This should probably be a hint but, frankly, I find I
: don't need a lot of ammo for this level, if any at all.

: Jump down, kill what
: you have to

At the beginning of the level, you can activate the enemies by leaning out over the edge. I do that first, let the Hunters do as much as they can, and then jump down. Most of the time, only Hunters will remain alive.

: find a switch to shoot (it's too high to hit - sorry, John)

Au contraire, mon ami - that switch is just low enough for me to fist.

: and ascend a stairway to the next battle scene, where you must again kill
: all the aliens, using the 2X recharger here if you have to before stepping
: into an obvious teleporter.

This is what makes the level totally uninspiring for me. All of the major fights can be avoided by the player by letting the Hunters do the work. Again, most of the time, they have defeated all the other enemies before I have to fight anything. It almost makes the level too simple, even on TC. The 3x recharger and the 2x recharger almost seems like complete overkill for the level. However, the next level is not nearly as easy, contains no recharger at all, and contains no PB until late in the level. So did Matt and Andrew give us those rechargers for that reason? Or did they expect the player to take a major part in defeating the enemies on Custer? Frankly, as for me, I'll let the Hunters do the work and save my shields for the next level.

: Matt, I know that you're probably aware that there is a major problem with
: hunter congregation that virtually forces the player to kill some of them
: to get by them. I'm not sure there's a way around that, however.

Yes, that can be very annoying. But, keep in mind the player and the Hunters are friends in this level. If they get in the way, you can always tap them with your fists and they will move along to another spot. As for getting around that, Matt does have some "monster impassable" polys scattered about that room. Perhaps he can rearrange them a bit so as to keep the Hunters from clogging up the hallways at all. Or at least the hallways the player needs to visit.

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Replies:

PF Volunteers - Custer's Last StandSteve Levinson 8/28/04 11:48 a.m.
     Re: PF Volunteers - Custer's Last StandAndrew Schenk 8/28/04 12:24 p.m.
           Re: PF Volunteers - Custer's Last StandDr. John Sumner 8/28/04 12:48 p.m.
                 Re: PF Volunteers - Custer's Last StandSteve Levinson 8/28/04 12:59 p.m.
                       Re: PF Volunteers - Custer's Last StandSteve Levinson 8/28/04 1:02 p.m.
           Re: PF Volunteers - Custer's Last StandDr. John Sumner 8/28/04 12:51 p.m.
     Re: PF Volunteers - Custer's Last StandDr. John Sumner 8/28/04 12:38 p.m.

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Pre-2004 Posts

 

 

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