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Clueseau

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  1. Hello Just played through your mod (v2.4), and its great! Never played through the original s3 . No need for it now anyways, it can only be inferior I really like the unique guns they add flavour to friend and foe. Getting them as a reward is a very nice gameplay experience The soviet subplot is great, even feels more polished then the original missions: Collecting clues, comparing fingerprints, making live or death decisions, optional stealth passages, hiding hints in the dialogues; I like these RPG mechanics. Adding gameplay beyond the "shoot everything that moves" doctrine of the main game. And I still had some of the best tactical shootouts there. [You did miss some lootscreens, regretfully I dont remember which missions in particular. The pathfinding on the roof of the mansion with the wall and alarm where you get the package is all wonky ( I should have made some notes, sorry, but I was too much in awe). I always was afraid I missed a clue and therefor an optional consecutive mission due to not showing any objectives on the drop-down-menu] And the uniforms of course. I cant tell the difference between original and custom made. Speaks for the quality of your work. Although I mainly dressed my squad in civil clothes (just feels more "badass") having them running around in officers uniforms or yellow rubber coats and mowing down zounds of villains is just hilarious. Maybe extend on this further: You already introduced armor on some of the uniforms, why not give gasmasks protective properties against ABC-weapons (there is a "viral" subplot coming?). or give standard uniforms stealth values : As long as you wear Hammer uniforms in Hammer territory you stay invisible, only combat or unique NPCs may detect you, and ... ah, what am I doing?! A man can dream though. But definitely vary outfits of the opponents: some rouge officers (axis and allies), mercenaries ,who didnt find their way home from war, or just plain crazy lab coats, running around with MGs and gas-grenades (here I go again). Show off your fine work Castle Linden: best single mission. Different enemies and a lot of them and the sweet rewards at the end. Just great. It only seems a litle bit too easy. Once You have settled in, found your positions, there is no need to move around anymore, adjusting your strategy. Some sneaky bandits coming in from behind, or Kamikaze-Zombies blowing stuff up pushing you out of your comfort-zone, ultimately making the heavy MG in the back "useful", would change that drastically (I think). "Die Wölfe" random encounters were surprisingly difficult, especially at night. Thats a good thing. I am guessing they are not finished: the map has several ghost levels underneath the cellar; and I didnt encounter any wolves. Otherwise, more "ranenc" are always fine with me Cant really say anything about the "ruins" mission in Poland. The one time I stumbled over it I got destroyed. And then never found it ever again. Looks interesting though and definitely is challenging The training facilities (Sphere and Shooting Range) are a great idea for bringing new Sentinels up to speed. Hopefully this will cure my save-reload reflexes once and for all, when finished. [The adv. training protocol seems to add and subtract attribute-points when used more often. Can not train sniping on the range?] The only real concern I have is the overall balance Player progression seems too generous ,making the more delicate attributes like sniping ,engineering and hiding, overpowered. The Anti-Material-Rifle takes out a Panzerklein in one shot. In addition with the superior range: unbeatable. Removing the scope maybe helps I read that repairing weapons nets a whole point in engineering. And so I did, maybe over did it. Dynamite destroys a Panzerklein, nitro ends 5 of them in a decent radius. And I definitely will never use a hexogencharge again; That takes out evreyonething! Engineer included. Hiding skill is funny and frustrating at the same time. Egypt ruins: I walked everyone into the middle, scout was "downladders". I didnt pay attention when the game turned realtime, only to be surprised by a bunch (15?)of Hammer-goons. They were standing right next to my guys. Toe to toe with no clue whatsoever. The only difficult part was to figure out the right angle for my engineer to kill them all with one TNT-charge. I dont know how much you changed or if these are base game values or if this even bothers you at all, given it was late game, it is not gamebreaking. I just wanted to point out that, besides engineering and the advanced training protocol, I didnt specifically train these skills. And since you are planning to add a lot more missions and stuff (goody goody), skill levels will be even higher in the mid to late game. I almost forgot: Grenade throwing must become an Olympic discipline! My Shade character can throw a light nade as far as rifle can shoot. With almost the same precision. Anyhow, I really like your mod and will never play without it. Kudos to you sir !
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