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I absolutely understand your point. Especially those three aforementioned aspects coming together.
First of all, I think you cannot raid this POI without Minigun / Flamethrower and Rocket Launcher. Maybe possible with level 1 mobs, but the more difficult ones are a nightmare. You need at least improved medium armor with armor upgrade(s).
Best tactic is for me:
- Fully reload Minigun before dropping down.
- Take out Overseer slightly to the left when exiting the room you dropped into
- Take out first wave with headshots. Headshots are imperative to conserve ammo.
- If you did well with the HS you have enough ammo to take out the first spawner
on the right with your Minigun. Do not switch back and forth to and from other
weapons
- Run back to where you started and reload Minigun in the process. You will the
have a short window to heal. Just ignore status effects for the time being.
- Take out next wave and go after the next spawner
- Run back down the hallway to your starting position. Reload/Heal.
- Rinse and repeat.
After taking out the first four spawners you can catch a breath, because it seems
the next spawners do no react until you get closer to them.
Take a left and go around the remaining dungeon clockwise.
Personally I think it is challenging. But I wouldn't adjust the difficulty, as it would
become to easy. Adjusting and augmenting loot would be preferable - for example
double the Quantums. But I don't know if that is possible.
I really love those redone RE2 POIs. At times there was a sadist at work here for sure.
Have all of the original ones been redone by Ravien / Vermillion?
I can only praise the work that was done for RE1 and 2. That must have been
thousands of hours the two devs have put into it. Thanks for a great gaming
experience!
Cheers
My personal thoughts would be (one of the following) to restrict the Assembly yard from the starting systems, or at least Alpha and Beta. Second would be to extend the hallway if possible to give more space to kite the abominations. They have wonky hitboxes up close and hit ranges that don't always line up with their animations (not to mention walking on each others shoulders and slow death animation that continues to bullet sponge before you know they're dead). On top of all that, a broken bone, laceration and infected wound is not that easy to ignore and heal through on top shooting and reloading. Or finally to reduce the effective HP (not sure if high HP blocks, or high resistance) of the spawners themselves. A normal spawner takes 2-3 (T2) shotgun shots or 4-5 sniper/laser shots to disable. In most cases the horror spawners take at least a full magazine or more to take out. Dropping them to even 2x the durability of a normal spawner could make a significant difference to the pacing without turning the encounter into a cakewalk either. Of course the spawners could have wonky hitboxes too as I've noticed that explosives are not a guaranteed kill, especially if placed on the side?
I don't think they can be efficently run without recommended gear or with Shotguns, ARs or whatever low-level guns, especially with level 2 plus enemies. Explosives work well in destroying the spawnpads (never had any dodgy behavior), but leave you vulnerable to spawns and consume to much time. Thats why I am only using the Minigun for everything. Never had problems with broken bones, I don't know if heavy armor mitigates them. Backpedaling and shooting usually keeps them at bay anyway.
Personally I find the mixing in of Infected much more annoying, but doesn't apply to your specific situation.
I agree, that the Abandoned Assembly Yard might be to difficult for starting systems. But I assume it would be to much of a hassle getting them out of the aforementioned systems. They are easily avoided, bookmarked and come back to later. On the other hand clearing a couple of lower level Zirax POIs will yield enough loot for a Minigun and at least an improved Medium Armor.
I doubt that the devs will change anything, as they have repeatedly stated having a certain vision of progression in their scenario. So the design of this specific POI seems consistent with their philosophy.
Cheers
I also reduced the number of infesters spawned in the Assembly Yard's drop-down section and fixed a few issues with the POI.
By how much will you be reducing spawn number and spawner HP?
I think any greater reduction would make this section of the POI trivial.
Cheers
-1 infester spawn from 3 pods.
I really liked the challenge. But you will have your reasons for adjusting it.
Cheers
Edit: I'm not sure if the info panel at the entrance tells you that you can take out the spawners. Since I first ran the power plant where they are indestructible, I thought these were, too, and only found out by chance that I could damage them.
However, the abandoned powerplant had multiple destructible spawn pods before you got to the reactor room.