#Final sprint needs "something" to slow it down

1 messages · Page 1 of 1 (latest)

high finch
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During the final sprint when the mobs spawn endlessly and the train is inbound I feel like it's way too easy to just jump on a horse and beeline to the extraction. I feel as though there should be something making it a fight to the end.

Take DRG for example where getting to the drop pod is a fight for your life as you and your friends retrace your steps back up the caves. Meanwhile FFW we just jump on a horse and move to the point. for the most part everything can be ignored/avoided.

My first thought was adding a new, quick sub objective to do to activate the train. Either that or small objectives that can speed up the train's arrival time and make survival more likely.

stiff parcel
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I agree to some extent, except the stress is that you are not safe whilst extracting, in DRG if you make it to the drop pod without your full team, you're relatively safe sitting inside the drop pod waiting for everyone to catch up.

If your entire team is not present at the train and you are stood there waiting, you are dead 99% of the time, requiring your team to actually haul ass and be present when it arrives, on harder difficulties you can't afford to hang around, and for that reason I actually prefer the stress this adds to extracting rather than some artificial objective.

pallid pendant
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This stops being a thing on higher difficulties because enemy spawns are so high there that you get knocked off your horse very often and actually have to fight your way to the station

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I will say that the horse call CD should be higher

high finch
lethal oxide
random iris
pallid pendant
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I will say my opinion on this has changed

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devs have ideas, thats all ill say

random iris
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id also like for the waiting for extraction defense less easy to cheese by also just running away and around in circles

pallid pendant
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devs have ideas :)