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Luke

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Luke last won the day on June 21

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About Luke

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  • Birthday November 9

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  1. In this room in Climb! there is a powerbox that needs to be destroyed to progress. However, the only way to destroy it is to shoot it while it's off screen from the raised platform. By the time I realised this, I had spent most of my ammo fruitlessly trying to fire under the barrier or killing enemies, and because I missed most of my shots (because I couldn't see where it was) I couldn't destroy it. The camera pan to the box didn't trigger until after my ammo was gone. Unlike other sections like this, there is no ammo box to replenish ammo, and enemies do not drop guns. I had to restart the level.
  2. Luke

    story mode [1.12D] Chasms Train Chase Bug

    I'm guessing it's when he dies during the animation, because I experienced a different bug with my companion being dead, where it would respawn them on the train and their portrait would be bright green from the green healing effect when they talked.
  3. Finally 'beat' the Blackguard after a few attempts. When I blew off his body armour it revealed a shrunken torso that was fatter and the ends and very thin in the centre, like there was some model bug. Also, when I 'killed him' after he got out his minigun, the other Tower Guards ran off, but he just stayed at 0 corpus. He was still 'alive' though, but his AI was disabled. I was not able to progress after this. EDIT: Somehow it is possible to kill him for real by chucking a grenade under him, launching him in the air, and letting fall damage finish him off. Ragdolling him in other ways did nothing to help.
  4. The fanatic bandits are almost exclusively equipped with either bad melee weapons or knives. The melee is fine, but it's particularly annoying when 3 or more bandits spawn in with knives, because they will throw them at you at supersonic speeds from offscreen and your tac-bar will vaporise instantly. They do almost no damage, but it's still annoying to have enemies tear off your tac-bar and not be able to do anything about it. I may have missed something obvious about the Graveseeker fanatic bandits because I'm an idiot, in which case please tell me, but otherwise they block 90% of your melee attacks and have to be attacked when they're recovering from their attacks. You can easily hit them with ranged weapons, but because almost no enemies have them it means you have to chuck knives at them which deal almost no damage. This is mitigated somewhat by the weapon boxes around the level. Also, squadmate AI is completely busted on this level, 90% of the time my squadmate would just sit there and do nothing if not ordered, and the only order he would follow was "move" (as long as the target was less than a metre away from him). He might obey an attack order too if he felt like it, but sometimes he ignored me. On top of all this, I had to restart the level because of gamebreaking bugs 2 times, while in the entire rest of the game I only had to do this thrice. These issues are intensified in the room with the water that gets lower and lower before the boss fight. You only get one pistol at the end, a deagle with one mag in the boss arena, and maybe a Zed will drop a gun. This means you have to fight around 20 Zeds, two thicc fanatics, the two bosses, and all the normie fanatic bandits with around 180 bullets. The bosses are very strong, with one being able to stunlock you from 3 corpus to zero in like 15 seconds, yoink you towards him and stun you with his trident, and shoot homing missiles, and the other one slowing you and preventing regen to make it easier for the other one to kill you. The arena is also so small that it's almost impossible to use the single healing cabinet without getting killed before you finish. However, they can be permanently stunned by dizzying them and then leaving them alone while you deal with the other boss. This made the only real strategy (for me at least) to dizzy one boss, and then burst down the other, before dealing with the first. The way I finally beat the room on my 6th attempt was by giving my smg and another smg I found on a Zed to Deimos, and telling him to stay still while I soloed the room as Sanford with just my hook. I then switched to Deimos in the boss area, quickly dizzyed the one with the gun, and then unloaded all four guns into Lightning McQueen. I then chucked a nade at the other boss to yeet him into the ether while I healed and got new weapons from the mercs, and then ganked him in a corner with Sanford. This was not fun at all, and I think if there was no checkpoint before the boss like in every other level in the game I think I would have given up on the story mode completely. I think these issues could be fixed pretty easily. I thought the level design itself was good, the main problem was the enemies. I think it would be better if the sewer people had a few guns, and heftier throwing weapons instead of just knives, and if the T H I C C C C C C bandits weren't so good at blocking. The boss arena could also be made bigger so the player has more space to dodge and recover, and there's the issue of AI bugs that needs to be sorted. Again, if I've missed anything painstakingly obvious because I'm an idiot (I probably have), please tell me. I don't want to blame a superb game for my own idiocy.
  5. I started up PN2 Arena Mode today, and when I pressed (I) to enter my inventory, this is what I saw:
  6. Luke

    WELCOME TO THE FORUMS!

    Oh, ok. Neat!
  7. Luke

    Firearms you'd like to see in the project nexus

    How about an assault rifle that was accurate in short bursts and single fire, but the longer you held down the trigger the faster it would fire and the more damage it would do, while massively reducing accuracy? You would have to consider the tradeoff between firepower and and conservation of ammo, and make tactical decisions: Is there a big enough clump of enemies that reduced accuracy wouldn't make a difference? Do I need to focus on getting out of this room alive first, and think about the long term ammo supply later? Will I kill these zombies faster and safer spraying at close range or taking headshots from a distance?
  8. Luke

    WELCOME TO THE FORUMS!

    Hey, I think you forgot to change the link on the PN2 website. It still links to the old forums, which still provides the URL for this forum, but even so, you might want to change that.
  9. Luke

    IT'S HEEEEEEEREEEEE

    MC 11! God tier, legendary animation. Well worth the years long wait!
  10. Luke

    What MMOs do you guys love?

    I think I might have briefly played Sift Heads street wars. I used to be quite into Sift Heads, I've played most of the games.
  11. Luke

    What MMOs do you guys love?

    Ah yes, I 'member Adventure Quest. What was ToonTown? I've never heard of it but it sounds interesting.
  12. Luke

    First MC animation you saw by Krinkles

    Same here! I remember I first saw my older cousin watching it when I was about 5 in 2009.
  13. Luke

    Burger Gil question

    Yeah, that's what I ended up doing in the end. I somehow managed to get both his cleaver and his knife, and I just used deimos as bait for the regular Zed while I killed Gil.
  14. Luke

    If you wanna have fun

    You could make it so once the apotheothises (apotheosi?) are in the game you need at least some level of the Mag apotheosis for dual wielding heavy weapons like the miniguns or shooting even a single one with any accuracy, although maybe an epic sharpshooter apotheosis would allow you to shoot a single minigun with sniper like accuracy similar to what the Auditor does in Madness Combat 8 too.
  15. Luke

    Old Arena Mode Back PLz

    They already have the old arena map in the story mission Sleeper Labs, although you only do one wave of lunatics and sleepwalkers before you move on. I wouldn't be surprised if they added legacy arena missions for the regular and Zed arenas in PN1 (maybe with the old style of waves)
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