"Ultimate" FSC Feedback

6 Réponses [Dernière contribution]
Portrait de Glowing-Ember
Glowing-Ember

Overall, this really isn't any harder.

Curse Zombies: Curse is not a threatening status effect. Most people carry at least a gun and a sword in FSC. If you're gunning down zombies you will never get hit by Curse in the first place, and if you're using a sword, you switch to a gun. If you don't have both, you at least have another of what you were using. Their breath attack in UFSC is actually much less of a threat than their breath in FSC. The shields on their backs are not an issue either. When they attack, they're facing you, and they're always attacking. If you want to make zombies harder, make them faster and the telegraph period on their attacks shorter.

Slag Guards: Trojans are tougher, honestly. The only edge slag guards have is that they don't have startup lag before their swing, and they're not weak to piercing damage. They're far more predictable (Trojans at least have three different attacks, and the AoE shock can be surprising and also shove enemies into you and destroying barriers). Any number of slag guards can be tied up by one party member in a corner, and if you're solo, they're still pretty easy to avoid until you have enough room to take them out. Trojans are more difficult because their axe swing has insane reach and AoE, and if you get hit by it you're stunned and take massive damage. If you want to make the Trojans more difficult, make them less laggy. Allow them to wind up their swing while they charge, and make the time it takes them to pick up their axe a lot shorter. You can also make them flinch less easily; for example, if you blitz needle one it's an instant kill because they can't turn around mid-attack.

Purple spinning things: Are these a joke? They do 1/2 a pip of health and knock you out of attacks, but that 1/2 pip damage also makes you invincible. They're not even remotely threatening. Make them deal Curse or something, at least.

Fire outside rooms in Charred Court: Good try, but this does nothing. If you want to camp outside the room with a piercing gun, you can still do that, just stand outside the fire. If you want to escape, it's not hard either. The rooms in Charred Court need to lock in order for them to be as challenging as intended.

Former Rocket Puppy Room: This room is now magnitudes easier. Make the Howlitzers respawn like the Rocket Puppy and it'll be fine, I guess.

Last stand in Ashen Armory: At first I thought this would be a challenge, but you can still just gun down the zombies as they approach you. I'm not sure what the goal of this change was, other than slowing down experienced parties who go where the slags spawn to speed things up. This can still be accomplished if a Polaris or blast bomb goes to the end and pushes them forward, however.

Vanaduke: I can't give a proper assessment at this point because the server was shutting down so we just spammed revive and zerg rushed him, but it does seem legitimately harder. Slag guards during the "touhou" phases (2 & 4) were refreshing, and during this fight Curse actually matters because you usually need to have a certain weapon in each situation (although if you're carrying Argent Peacemaker and Blitz Needle, you can pretty much alternate between them without much of a problem). [EDIT: Actually it doesn't, because the water heals it. How silly]

I'll add more if I think of something, but overall, pretty disappointing in terms of difficulty.

Portrait de Elpeo-Kasshu
Elpeo-Kasshu
Purple Spinny things

They do cause curse, you just didn't get hit by them alot

Portrait de Glowing-Ember
Glowing-Ember
Ah.

Well, it should happen every time, then. At one point I wondered if they did and stood on one for a while; nothing happened.

Portrait de Biznasty
Biznasty
and during this fight Curse

and during this fight Curse actually matters because you usually need to have a certain weapon in each situation

Just a little note here: Throwing water at a wall while hugging such wall not only heals fire but also curse. Walking in the 'sprite safe zone' in Charred Court will also heal both statuses.

Portrait de Glowing-Ember
Glowing-Ember
Oh, right.

I actually did know that but it didn't occur to me in all the zerg rush.

Ok, so Curse just doesn't matter.

Ufana
What I heard so far really

What I heard so far really does rather sound more annoying - not more interesting. Please keep in mind how often players are going to need to run trough that thing (first because they need tokens, then because of lack of alternatives). I think it's ok that it becomes "easy" after 5-6 runs, when you're familiar enough with the lvls: that's where you'd get very BORED/annoyed (I call it: "bornoyed" :D) if it weren't for the many opportunities to do rooms "efficiently" instead of the "safe" way.

Jygantic-Forum
Phase 4 and 5 of vana caused

Phase 4 and 5 of vana caused so much fps lag on my comp it was pretty much unplayable.

Amd phenom II X2 550 3.11Ghz
4.00 GB ram
Nvidia Gforce GTS 250

As for the FSC challenge, I like the curse zombies - they are more challenging than normal zombies, especially in the closed rooms.
DA is still the weapon of choice for FSC although the armour and shield to include those zombies means a dread skelly shield is a must.

Vana.. insane.. doing fire on the floor from the first phase..
The mask phase was nearly impossible with zombies roaming around.. some serious thought is needed by all parties because if you get hit once.. or let too much fire build up in the previous round you're toast.

the level before vana.. The room with the hordes of zombies and wolvers.. please remove the wolvers.. This turned the room into a game of roulette rather than skill because any situation you might be able to get out of with shield bumping just became a frantic mess with wolvers teleporting all over the place.

Playing from the UK the slag guards are a huge problem- the animation on the spear thrust is not consistent with the range of the attack left and right of the guards, and unless I know it's coming at least 1.5 seconds in advance I get hit by it even if I shield in time on my screen.. it's too late because of the latency. Makes ultimate FSC pretty much a no go area for anyone playing outside of the US.

other than that the new routes through and rooms were generally harder.. Charred court is still the same tho in terms of difficulty.

Vana was insane. and the fps lag made it impossible.

Also not many hearts dropped by monsters which is good but I think it's a little too low atm. maybe they should drop 20% more than what they do atm to make it a bit more balanced.. saw barely any pill drops.. and having cursed zombies dropping fire items seemed completed tarded.