Yes, yes, Havoc is meant to be hard and whatever, but could you at least let us get into the proper level before sending 4 monstrosities at once on top of a DH etc?
Fighting all of that lot at the very start of the tank manufactorum level where it’s nothing but tiny gantries with no handrails (clearly not a space designed to contain meaningful battles, ie designed before havoc was created) is really not any fun whatsoever. It’s a guaranteed wipe, which ends up being super tiresome/boring.
Can there be distance/landmark triggers for the bigger enemies so players are allowed to get off the 2ft wide tightropes before fighting 4 monstrosities? Having that thrown at you within the first 1 minute of the map just feels wrong.
I’m sure other maps have ‘intro’ zones that aren’t really meant for much fighting too but after 3 wipes in 15 minutes, this one stuck in my mind. We had some good players too but this was just stupid. Blink and you fall off a tightrope.
This is especially egrigious in Consignment Yard HL-17-36 where it’s possible to get boss spawns before you even drop into the map proper. On Ascension Riser it’s possible to get a boss spawn as you fight at the barricade/map drop.
Fun tibit: on Refinery Delta-17 there is a spawn door in the hallway before the drop that doesn’t open but still spawns enemies. You can pull mobs by hitting enemies in that spawn.
Yeah I’m all for fighting all this stuff in a H40, I just think it needs to wait at least a few minutes until the players have actually journeyed into the map a wee bit more.
Just crazy that it happens immediately. The maps intro areas were not designed for that kind of action. Often with precarious ledges everywhere and a distinct lack of handrails lol
Yeah, that’s another whole problem with the game; the worst naming conventions for maps and weapon I have ever seen. XD They seem to have kind of started to learn that with "Dark Communion” actually being a name. But I still don’t know most maps by their official designation.