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-> A lot of handholding with the annotations: You don't need to use the "Door closed" or "Reinforce first" popups that much! If the objectives tab covers it, theres no need to keep guiding my steps
-> Annotations with terminals: The 3 terminals to close the gate. I don't quite know if there was an order to go through them, but using the popup on the farthest one being "the last" sends mixed signals.. why does it need to be that one the last?
-> Tanker immunity: The immunity card is a bit weak if you want to bring up difficulty to be honest.. What is the point? You want me to go microing a unit to aggro it till time passes? If you want me to run and fall back you can use voice cues and objectives tab to tell me that it is a "scripted" part.
-> Spawns behind you without a notice or warning: So while im playing cops and robbers with the first tanker, spawns start coming from behind without prior warning. This was annoying.
It would make more sense if LZ had an underground warehouse where the survivors took refuge. At the beginning there was their evacuation. And then the group waited for transport for themselves.
Final defense. Watching the same attacks for 5 minutes is boring. Either reduce the time or increase the number of enemies.
There is no need to make tankers at the end of the map immune. The average player doesn't want to play "Benny Hill". The first tanker with a similar idea is more than enough.
Couple of things that might help make it better:
1. There is a setting to disable reinforcements. Go to the Settings tab, and change the field for "ReinforcementsDisabled" to 1. You will still be able to deploy units, just not reinforce the Powersuits.
2. The make the first terminal have an access denied message instead of making it teleport you and say "Not now".
3. Make the Tankers in the final battle immune. This will make it more challenging and force the player to retreat.