outpost assault missions feedback #17257
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LePiromano
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DLC bug reports
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Attacking submarines should use harpoon ammo in conjunction with boarding pods and shells. |
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been playtesting the new missions outside campaign mode in the dlc for a while and they've been kind of awkward to play for a couple reasons:
-the player's submarine docked to the outpost gets in the way and/or ends up taking all of the action in it, it would almost be better without it, specially in the monster mission variant
-the outposts selected for the mission are too small for the amount of monsters spawned in the monster assault mission variant, i believe it should either adapt to player count or straight up be a custom designed outpost for the mission like New Iapetus
-i know there's another discussion set about this point but the selection of a humpback for the sub outpost assault seems odd, they don't have much of a strong armory at the top, and even if they did the mission ends up being a normal sub vs sub mission in a vertical level because after sinking them they rarely get back up in less than 20 minutes (excruciating wait time). if it's not too much of an ask, the submarine used by the attackers should be some sort of custom edit that could lead to a more engaging encounter, like having them shoot boarding torpedos or shells at the outpost with pirates in them
i get that mission mode is a more casual thing with less importance put into it but these two missions in particular seem to need more work than the ones that came before the dlc
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