STAR WARS™ Knights of the Old Republic™ II: The Sith Lords™

STAR WARS™ Knights of the Old Republic™ II: The Sith Lords™

(English) The Sith Lords Restored Content Modification (TSLRCM)
Something Generic 2015 年 12 月 15 日 下午 9:50
Is Nar Shadaa meant to be this hard?
The fight to retake the Ebon Hawk has always been one of the more difficult fights, especially if you go to NS first like I always do. This mod seems to make that section drag on and on, after the PC goes to the Jekk'Jekk Tarr, The whole sequence turns into an hourlong fight of HK-50's, Gand, Zhugs, Ubese and Twin Suns with Atton, Bao-Dur, Mira/Hanharr, and T3, running all around the planet, going back and forth between the Jekk'Jekk Tarr, Mira's hideout, the Sullustan mechanic, and the ship with waves and waves of the aforementioned enemies, In particular the 'Zhug Veteran' and Zhug Brother,' who both seem a lot tougher than the standard 'Duros Bounty Hunter.' This sequence is almost as hard as the Dxun Temple section, which if you are even a little underpowered can be nigh impossible. What makes this inexcusable is that you had to have cleared at least one and a half planets to get to the Temple, whereas this can happen on your first planet at low level. If you have a Force dependant PC, you can spend over an hour of game time on this section, fighting and then waiting for force regeneration. It doesn't jive with the rest of the games flow and pacing, and feels like a ham handed attempt to string together a half dozen short conversations, as well as stress the importance of the truce being off, but the vanilla game's encounter with the Zhugs on the landing pad, and Atton being attacked by the Twin suns does fine.

Sorry for the wall of text.
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Grumblez 2015 年 12 月 20 日 下午 3:55 
for the last secionof thugs from the flophouse i just stealthed past them haha
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