Two frustrating oversights regardings weapons!
Posted: Mon Oct 09, 2017 4:20 pm
The first and obvious one is Turners weapon amnesia between levels in the overgrowth campaign.
Picked up a sword and dagger last level. Now they're gone.
Enemies dropped a shitload of daggers in a massive ambush (the slaver ambush btw was perhaps a too radical jump in difficulty, but at least the checkpoints lets you kinda cheese it), after surviving such an ambush you and your companion decide that it's better to leave these incredibly useful weapons behind.
The game could also use a system to remember weaponry during checkpoints
Another baffling thing that has been removed from the alphas I noticed is the ability to drop weapons.
Why would you do such a design decision? At least let players bind it to a key.
It's specially important since you don't have total control over picking up weapons.
Picked up a sword and dagger last level. Now they're gone.
Enemies dropped a shitload of daggers in a massive ambush (the slaver ambush btw was perhaps a too radical jump in difficulty, but at least the checkpoints lets you kinda cheese it), after surviving such an ambush you and your companion decide that it's better to leave these incredibly useful weapons behind.
The game could also use a system to remember weaponry during checkpoints
Another baffling thing that has been removed from the alphas I noticed is the ability to drop weapons.
Why would you do such a design decision? At least let players bind it to a key.
It's specially important since you don't have total control over picking up weapons.