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-I didn't have much issue with the extra drones, they were certainly challenging but I didn't find myself constantly reloading saves to clear the drone encounters.
-I know carbine knockback is part of the mod, but it feels a little ridiculous in its current state. Way too easy to stunlock enemies, it became my go-to weapon whenever I could get my hands on it. And as I mentioned in my other comment on the mod page, the effect it has on heavy items such as the covenant space crates is comically extreme. Pretty easy to send "heavy" objects flying with it. Not sure how much of this is intended.
I'd love to take this mod (with all the added encounters) and adjust it with the same rebalancing steps I did for the original. Looking forward to see how the last two levels look like when you are done. Great work!
I think there is a bug with Scorpion after firing caused an explosion which cause a crash to the menu. It happen at least 3 times while playing co-op with my brother. Earlier on Metropolis level when firing the Scorpion it worked all fine until level Delta Halo. The first part was right around when a grunt was about to deploy the turret after you gain control of the bridge. I fire at the grunt then crash to the menu. Second when I was shooting at Banshee while my brother was shooting another Banshee at the same-time with Rocket Launcher. Third, we decide to leave Scorpion to the marines. The ally marine was driving Scorpion shooting a ghost. Then crash to the menu again. All crash to the menu on level Delta Halo with Scorpion.
I dislike the knockback effect on the carbine, it's too strong, you could tone it down or eliminate it
Also, i'd buff the allied AI, buffed allied AI is one of the better changes in Ruby's mod. in many encounters there are more enemies than in the original game, the old allied AI isn't enough to support you properly imo