![]() If there is anything I can do here I never find it though and indeed the whole room is optional.Ī bit more exploring and I find myself with a big drop down into some water. I’m expecting it to have some significance as the orifices on the wall are highlightable in the UI. I come to a room which I’m told is the womb for the annelids newest creation. This isn’t too tricky once I get the idea and there even seems to sometimes be a safe spot in the middle of the tooth where I don’t get crushed. I get to a second set of teeth which I have to jump on and ride to get to and shoot another nerve cluster. It’s the old platform game moving column although this first one just has to be avoided. This gets me to what can only be described as giant sliding teeth. ![]() This opens up the sphincter and gets me to the next area. It isn’t that obvious and I’d have missed it if I wasn’t expecting it to be in here after being attacked by the floating thing. ![]() The second nerve cluster is in a room with a floating alien. As soon as I find out about these it goes without saying they will in the two most dangerous areas of the ship so I swim through all the radiation using anti-radiation hypos as needed and sure enough this one is right at the far end. The sphincter itself stands out as its blue. There are two of them I need to find and shoot. This is a bit vague but it turns out the thing in the screenshot here is a nerve cluster. There is even another chemical room but I never find the chemicals I need to research the alien armour so it stays unused until the end of the game.Ī log I find describes how nerve clusters can be used to control sphincters in here. I must still be in the Rickenbacker as I come across bodies, logs and some rooms sticking out of the flesh. ![]() ![]() There is no way the automap’s 2D overhead view would have worked in here though with corridors going off in all directions. I lost my automap the moment I left the Von Braun and I’m kind of missing it. The biggest problem I have is finding my way around in what is essentially a 3d maze. I wouldn’t say that the place is exactly crawling with annelids but there are a few of the tougher ones around. I start exploring the fleshy corridors again and this time decide to ignore the radioactive water for now and head the other way. ![]()
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![]() ![]() This change would change Dredges game play from a champion that zones by spamming shots, to a champion that zones by setting traps, something that we do not have in the game right now. These bombs deal weapon damage (meaning they are affected by Caut, wrecker, etc.) and now have a cool down of 4 seconds. Once pressed again, the bombs will detente dealing 700 damage each (1400 damage if hit by both bombs). Here is my suggested changes.įire 2 bombs that now stick to any surface. It is only good for zoning off tight walkways for a short while. It is easily spamable and rewards the player for the enemy team playing like idiots. It is a crutch for bad Dredge players so use. We all know that broadside is horrible for many reasons. I am going to try to fix all three of these problems starting with Broadside. ![]() His low skill floor with a low skill ceiling. Now Dredges problems come from 3 main parts of his kit. It's dumb reasoning, but that is what they gave. I talked with JayFlare, an AoC rep, and he said that they will not change it because too many people use it. Much of the community is crying for a change to scuttle but it will never happen. I would also like to say before this starts, I know that Dredge won't get any of these changes. I have played him more than any other character in the game and I know just how bad of a spot he is in. I can say this as a level 64 Dredge main. He is out classes by every other blaster in the game, and every other damage. As everyone knows, Dredge is in a horrible spot in the game right now. ![]() |
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