Gerswin Posted Wednesday at 03:38 PM Posted Wednesday at 03:38 PM Overall this is my new favorite TF in the game, soundly beating out Aeon for first place with Tin Mage in third. This feedback is based on normal (not advanced mode) tf completion. Design aspects I liked, in no particular order: -Mission objectives are clear and their completion status is well communicated -Maps are mostly well designed (possible exception is bottom floor Arachnos map from mission 2) and easy to navigate -Lots of smashing robots and opportunities to use all types of powers. Knockback, repel, and even caging/phasing are very useful. Definitely not just fold space into patch and nuke like many other tf's. -Range of damage types and resistances so no powerset is needed and all can contribute. -dialogue is funny and engaging -Immersive use of enemies. not just a bunch of random rooms filled with groups of mobs. It really feels like you are invading a well defended base -Great AV fights. Especially on last mission at+5, strategy is needed. Can't just "Cowabunga!" and bum rush Nemesis. Incoming damage with venged up mobs will shred most tanks, so AV fights are balanced offensive/defensive, not just a pure DPS check Design aspects I don't care for -Not a big fan of cutscenes, but at least they are short Implementation aspects that could use some care -Mobs that must be defeated to secure computer can spawn in ceiling/off map in mission 2 of Arachnos map. Can be frustrating to target/find them, especially with the incoming cannon damage. Not sure how to fix this. -Nemesis duplicates can get knocked into geometry so that it is difficult to knock them off the train, Maybe give them tp mechanic like Midas in last mission of Aeon to periodically put them back in play 2
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