Lights Out! Holy Moly!

I mostly had no idea what to expect from this. Everything about this event is freaking awesome and I’m having a blast going through old maps with my balls tucked in tight. A+ Fathshark.

My only complaint is that the Daemonhost(Aka. L4D Witch on Meth) is incredibly deadly and needs a tuning pass. Unlike the Witch in L4D there isn’t much counter play that I’m seeing against her just tearing her “aggro” target up.

Anyone find something that staggers her?

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Im glad someone likes it, personally i think its a horrible choice.

The dark levels in VT were regarded as some of the worst mechanics in the game, why the decided to make entire levels of it is beyond me. Its great if you are vet with a flashlight on your gun, sucks for everyone else.

As a psyker idk what im meant to do other then just swing my sword all game at that point.

Lights out was cool, the demonhost was horrifying as I didn’t know and managed to zealot charge it before the health bar appeared

If lights out is going to exist, we need to be able to change weapons mid mission or at some point during auto-play queue. Three of us auto play matched in without torches and it was not exactly engaging

Back 4 Blood did this mechanic better. They gave everyone a flashlight, which is all this mode needs. The fact that we don’t get one and it’s the 41st millennium cracks me up.

I liked it. Didn’t find it too challenging on some new characters on Uprising. I think they’ve spent some time tweaking the AI because I didn’t feel like we were getting lit up from nowhere constantly. I might feel different on Heresy but so far I like it.

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It pains me to hear that, but whats worse is you can really tell someone on the FS dev team picked up a lot from B4B which why they did is beyond me, the corruption system being a direct lift of the Trauma system, the much hated trauma system i might add., is one such example. Why they would wont to copy anything from B4B is beyond me.

I really like the atmosphere of these dark levels. They play extremely well to the gorgeous environment design. I want them to stay, same with the fog ones. The dark modifier is let down though by the fact that only a few weapons have flashlights.

Flashlights should not be special actions for a small number of weapons - you should have a flashlight mounted on basically every ranged weapon. Exceptions for the crazier stuff, like flamers and plasma guns and maybe bolters.

Turning on your flashlight should be its own keybind, not a ‘special action’ (please…) - so stuff like the kantrael would have its special replaced by something like a bash that other weapons have.

Turning on a flashlight is an extremely underwhelming thing to have as a ‘special ability’ on a weapon anyway, even less useful than being able to bash with a rifle.

Anyway, the point is, this new darkness is a great addition, but we need a way to play into it, and at the moment you have almost no choice of weapons you can bring and see at all, that’s not good.

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I rather liked Back 4 Blood. I didn’t like some of the later changes they made, but I have quite a lot of time put in to it. Even the gunplay was better in that game.

Oh the gun play was much better, but b4b made a LOT of poor choices, truama system being one of them, as the vast majority of decks were built to just ignore it as much as they could so.

Eh, I don’t really agree with that. I played a lot of Nightmare and No Hope, and trauma was never unmanageable. I suppose it depends on your build, though. I built to mostly not get hit, just fast enough to stay out of range and dodge hits, and still kill things well enough. I put 540 hours in it, just for reference.

That was one of the other issues, the primary build in teh game was just to run as fast as you can through the level hah. But agian thats another game.

As a Psyker I am a light source and it works out great.

Well, there was a lot of that in the beginning, sure, but that’s not my build. A few run speed cards is fine, and it helps a lot because you’re able to keep out of range for most enemies. The people that built rush decks just to speedrun through the level were definitely bad, but they’ve been shackled pretty hard. Don’t really see them too much anymore, but that might be because the playerbase died down a lot.

you do get a flashlight, but it only lights up a couple feet in front of you

Veterans have a better one on some weapons but yeah that was fun.

I really wish there was an accessory slot for guns.

  • optics
  • flashlight
  • stuff stuff
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I love the lights out modifier here - it feels so much more thematic and there’s just enough lights around to make it not impossible or frustrating to deal with like the dark levels in VT2.

My group of friends and I loved it

Ogryn no get light stick :disappointed:

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