With Mental's forces pressing onto Earth, the decision is made to send a single elite back in time via rediscovered Sirian time-travel technology known as the "Time Lock" and defeat Mental in the past, thereby changing history in Humanity's favor. In the 22nd century, Mental has returned, bringing with him a vast army that spacefaring Humanity fails to beat back. Although many Sirians were killed, Mental was repelled. Setting CPU performance to "Low" lets me put all graphical options to "Ultra", and get a smooth framerate with little visual sacrifice.In days long past, the alien race known as the Sirians did battle with the alien overlord "Mental". It seems it's much more CPU intensive than most other games out there. Fixed quick weapon swap sometimes remembering the wrong weapon.ĮDIT: Just a quick note to anyone having a bit of difficulty with optimization of the game. Prevented crash that happened if Cheat menu was accessed during level loading. It will now fail only if the reload was actually performed. Fixed "Old School" achievement flagged as failing if pressing the reload binding even if the reload didn't actually happen. Fixed a problem where sometimes all Gnaar melees in the game were long melees, instead of quick ones. Fixed a crash that could happen at random when Technopolip was killed. Player carrying a flag in CTF cannot sprint now. Fixed cases when player disconnecting while standing on an item could crash the server. When several players are standing in front of ammo crate and one of them opens the crate, ammo will be awarded to all of them, not only to the one who opened it. ![]() Fixed some rare cases where player disconnecting at a very particular moment would make some parts of gameplay scripts to break (usually not spawning some enemies or similar). This version should be able to load saves from any of previous two versions. Fixed older saves not being loadable after the first update. I think including the Devastator did a lot to balance that out, although I hope the old grenade launcher wasn't totally scrapped (expecting that it was though). I love that they made it tear up the little guys like never before, without also making it the best weapon for everything else like it often was in the encounters. The minigun is exactly what it should be too. If it's within throwing distance of a monkey-infested grid of crumbly columns, then so much the better. Any time I get to a crate of C4 I go wild. The game did a fine job of putting it back on though (pretty sure we're on the same level from what you described). What I actually did was a whole lot of "quicksave every five seconds you've done damage without taking damage" which can remove the smile from my face pretty quickly. ![]() ![]() Sometimes things just don't work out on certain playthroughs - perhaps I should've just restarted the level since it was so close to the beginning. I thought the part you referenced in the spoiler was awesome fun. I'm maybe 7 or 8 levels in? I just finished the first major section of the game before you go to a whole new area. That part just had me frustrated and wondering who designed the helicopter as something to fight in the midst of other formidable enemies - if you list its mechanics out does it really look like fun to anyone? I'm a few levels past that by now and it's no big deal. Looking up to keep track of the helicopter's location might mean taking a hit you would have otherwise avoided, as the biomech lasers are quite fast on Hard difficulty. Obviously you need to stay on the move to dodge the laser fire from biomechs and charging Kleers, but if you move too far the heli will follow you (still firing, too) and you'll have to wait for it to hold still again. ![]() You must prioritize the helicopter because its undodgable machine gun will seriously chew away at your health until you kill the damn thing - but it takes a while since you have to use the rocket launcher, which usually means waiting for it to hover in place. Another alien helicopter shows up while you're fighting a lot of minor biomechs, Kleers, and of course shotgun and rifle soldiers.
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