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DSMK2

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About DSMK2

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  1. With the command intrinsic all but confirmed, here's my bullet-point list of features that build my wish for an open world Railjack that separates it from the current missions, which I consider "instant action". World Static nodes with curated features and points of interest to interact with, with scale and importance increasing as players explore farther away from a safe port Static map of nodes connected by faction owned solar rails, an actual map with regions! Clan based solar rails open up the dark sectors A "weather" system that applies modifiers to the region/nod
  2. How easy was it to understand the new Operation and what you have to do to succeed? Very easy. It's pretty much shooting stuff and applying firepower to the right targets. How was using a Necramech in a “normal” tileset? FIREPOWERRR. It's fun, especially due to mech-induced catharsis. Head banging against the ceiling and door frames is amusing. Did you have any difficulty finding or using a deactivated Necramech? As I had my own Necramech, not really. Deactivated Necramechs are obvious, though I felt like players who might've never encountered them before might need a prompt to
  3. Adding in to HOVERING: Pressing space while hovering should rocket boost the necramech upwards-directionally for extra engine cost. After all, the enemy necramech you fight near the end of the Heart of Deimos questline does fly in.
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