First post in this entire forum but here it goes:
Level Difficulty:
Overall, I would have to say that the mission is MUCH easier than any previous Danger Mission. The monster setup although cool, is really easy to bypass with any of the Brandish's charge and although you can't really nerf them for this ONE mission, it's really easy and I suggest stepping up the difficulty somehow other than just more HORDES and HORDES of zombies. Maybe a new monster type? Most of the Danger Mission difficulty comes from a new monster (Legion of Almire: Almire Crusader. Compound 42: Boilers. keep the chain going!)
Enemies:
I was somewhat disappointed with the lack of Curse/Shock monsters or even any NEW monsters. I understand the theme is "ghosts in machines" but for that headline, there are too many zombies in the arena battles to actually provide any threat to the player. I'd still love to see a Curse/Shock monster though. (see above)
Boss:
I'm actually somewhat happy yet disappointed with this boss (much like Heart of Ice Boss). I like the new attack on the boss but the fact that it's so SLOW makes it a complete joke. I would suggest either speeding up the cables by a tiny bit or just increase their numbers. I would also suggest increasing the amount of rotating shock-orbs around the boss as the battle progresses.
Also, just because it's a secondary mission doesn't mean the boss has to be extremely easy. I'd rather see a crazy final arena like in Legion of Almire than a boring Boss that just sits there are does nothing.
Bugs:
From my one complete run, there was only one bug I encountered; I was not able to hit the first switch using the pot. For some reason the wall would not let me throw a pot at the switch, it would instantly smash as soon as I threw it. Luck would have it though, I had a gun with me.
Final Feedback:
I enjoyed it at the start but then it started kinda losing it's edge up until the later depth. I REALLY would suggest more constructs in the arenas (Mecha Knights) than all those zombies.
I will probably update this post whenever I get another chance to run through it. (Not sure it posting info about the boss is a good idea but whatever. OOO can freely remove what they don't feel is correctly placed)
Also, remember: OPINIONS!
I agree on many points Glacies made.
I liked the atmosphere of the level, and what they were going with, but there just wasn't enough danger throughout the mission. The main areas were too ''empty'' with not enough enemies or traps, and the enemies that were there were very basic (Zombies, Mecha Knights, etc). Basic monsters combined with the vast amount of room to maneuver made it too easy. I actually never even needed to use a Health Capsule at any point in the entire mission, so it's safe to say that I was shocked. No pun intended.
I think the arena rooms had a relatively good amount of danger, but still no quite enough. In fact, on a few occasions I was hoping for more waves, whereas in other Danger Missions I pray to the Spiral gods that there won't be any more.
I enjoyed the booby trapped Health Boxes, but it would've been better if they had bomber skeletons in them instead so physical players would get a kick out of that.
The boss was fun, but before the fight started I expected to have the arena filled with mobs and environmental hazards as well, not just the latter. I guess I expected more of a Crimson Hammer-like fight. Even the environmental hazards weren't enough in my opinion. The cable tendrils were an awesome idea, but they need more speed. There was too much time for the player to react to what little the boss had to offer during the fight. There always needs to be enough time, but this was a case of too much. I found it very easy to set myself up in a nice spot and wait for the tendrils to appear, and even then they have far too much charge-up time that I'd easily sidestep them even with the slow speed from having my shield up. I also felt the orbs were somewhat pointless as they never protruded into the field enough to actually pose any threat. I think faster tendrils and longer orbs would be better, or even adding monsters into the fight would be a huge improvement.
In conclusion:
Very enjoyable and atmospheric, but far too ''empty'' in terms of dangers.
Might need a new monster or two as the current ones are far too sluggish and predictable.
Arena rooms need more waves.
Boss may need some monsters to aid him during the battle, or other types of environmental hazards. At the very least faster tendrils, much longer electric orbs, and more phases. There could also be reflective panels that reflect his lasers around the room.