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Sawed-Off // Revolver // Burst Sentry Slug Shotgun // Combat Shotgun // Burst Sentry Game version: R8 Patch-2024-03-07 The difficulty on this mission is relatively easy, and then comes in a huge burst at the end. Honestly the final warp-uplink section feels like it's among the hardest duo combat sections we've done. With the exception of the bottom terminal, there's no funnel - enemies are coming from every direction, including from above (or below). You're just constantly getting assaulted onscreen and offscreen. Unending flyer projectiles and surprise strikers whittle you down. That's exacerbated heavily by the fact that there's three terminal uplinks, so one of you has to stand still on intervals, meaning you'll get pelted and hp whittled away even more. It also means you have to not just think about enemies coming from a 360 direction as well as the sky, but you also have to keep the timing of the terminal code identifier in mind, remember the terminal code identifier, and scan the code list to figure out the code while doing all that. A lot of stuff going on lol. Also, the big flyers are rough. Weapons that can deal with them quickly will hurt for everything else going on during the uplinks, and it's hard to have the time to deal with them more slowly with everything else going on. Resource spawns add a lot of RNG to the warp section. Sometimes, we didn't have any meds spawn in any lockers we ran by, so after being whittled down, we had to try to finish the 2nd/3rd terminal with very low hp, which just wasn't really possible. We could have tried to search other parts of the map for meds, but it's hard to say if the investment would be worth it, cause we'd still be getting attacked during the med-hunt. Also, more RNG is whether you can find lockmelters during the main part of the mission. Having them is critical. But we noticed ammo seemed drained slowly. If we warped with max ammo, we could roughly finish up to the second terminal before needing resupplies. Plus, it seemed like we encountered ammo more commonly than meds (idk the resource spawn numbers here), so we decided to enter the mission holding as many uses of med as possible. This meant playing more carefully to preserve health during the main part of the mission, which was fun because it's been a long time since I've had to stealth carefully like that (i.e. where there's normal enemies and you get to use proxy/forced long-range aggro mechanics - normally it's either heavy enemies, like R8E2, or else I'm just sprinting around and killing things in combat). The other big RNG part of this is the warp enemy spawns. It just seems totally broken. Sometimes we get literally no enemies at all, sometimes it feels like a surge alarm, and sometimes when we run between terminals we suddenly encounter a spawncap-number of enemies just sitting around a chokepoint having tea (until we interrupt their tea party, a crime apparently deserving of immediate execution). Doing terminals from top to middle to bottom seems like it resulted in the most consistent waves. Maybe the bottom terminal has pathing issues and enemies get stuck, eating into spawncap? and maybe sometimes that stuck location is the path to the upper terminals ig. That's part of why we did top down, but also we figured that the waves seem to get harder over time (esp. with big flyers spawning) and resources drain over time, so we'd do top first since it's hardest (no cover at all), then mid, and then bottom last (which has a chokepoint and boxes for cover from big flyers, which is appreciated). One big problem I had doing codes: my headphones are broken and currently being repaired, so I'm using a janky audio setup. My earbud cables draped directly over my keyboard, and when I kept trying to move my hand from my mouse to my keyboard to type codes, I kept getting tangled in the cables lol. At some point my microphone cable got a bit loose and also got tangled in along with my earbud cable, obstructing me even more lol. And I'm guessing I may have pulled on the mic cable and disconnected it momentarily, because at the start of the middle terminal, my audio cuts out and Idiotnet stops being able to hear me on Discord. Not good timing lol. Luckily when the last code is in for middle terminal, he notices me packing up my sentry, and knows to grab his and run down as well. We brought revolver/slug shotgun for the flyers. Idiotnet may have been better off with sawed-off, I may have been better off with HAR (since then I can help Idiotnet do waveclear; as it stands there was a moment when he was reloading and I just had to try to use revolver for close-range waveclear which isn't a pleasant experience lol). def fun guns to use tho (i enjoy slug shotgun especially) 0:00 Drop 5:44 Class V M Alarm 8:00 Stealth (x5 scouts) 18:26 Class V Alarm 46:00 Uplink [ 1 ] 47:52 Warp (run to the top) 49:10 Warp Uplink [ 1 ] 50:35 Warp Uplink [ 2 ] 52:45 Warp (run back down) 53:22 Warp Uplink [ 3 ]