Makes the Ghost invisible to anything but detectors.The below is a listing of the Ghost's special abilities however, all information here is tentative and subject to change pending the release of the game. Ghosts may be available earlier in the tech tree, but abilities like Cloaking would only be available afterwards. Ghosts are trained at a Barracks with an attached Tech Lab, and require a Ghost Academy. Ghosts gain some new abilities suiting their role as special forces troopers. In the campaign the reaper can throw special bombs that do heavy area damage to both units and structures. While theoretically a Reaper who survives two years of duty would be pardoned and released back to civilian life, in its five years the Reaper Corps has yet to have a single trooped survive more than six months. Reaper recruits are chemically altered to make them even more aggressive before being subjected to brutal training in close-quarters combat and the use of their jet packs. These resistant recruits tend to be among the most hardened of criminals, and are sent instead to the "Icehouse" in the Torus system to be inducted into the Reaper Corps. Reapers are drawn from Marine recruits that could not be successfully subjugated by neural resocialization. Reapers are clad in self-contained body suits, and are armed with dual P-45 Scythe Gauss Pistols(against units) and deuterium-eight demolition charges(against buildings). ![]() They are more mobile than Marines as their jet packs allow them to surmount obstacles independently. ![]() In cutscene testing i dont has any bugs like you, but i try to figure out how fix them.Reapers specialize in hit-and-run, close-quarters combat. Bonus objectives as holoboards will be added in next update with icons. My big thanks for that review, all bugs will be fixed and balance too. Just a line from Raynor, and then BAM, the basic melee game victory screen. As is, the camera work is somewhat glitchy and so you see him and the two marines, and then it cuts to the actual cutscene camera angle.Īlso, at the very end, the objectives didn't get marked as completed, and the end felt very blunt, because there wasn't any end cutscene. This time, I did it to do it, but it felt bad not to have it count towards an actual objective.Īlso the original cutscene, why is Raynor already there? Just have him arrive in the dropship, with his forces. Even if it's a rewardless bonus, much like in the original mission, having it be an objective to destroy the holoboards still feels good. Some things hindered it in my eyes, such as no bonus objective. ![]() Overall, it seems like it could be a solid redo of the Wings of Liberty campaign, but it's still got a lot of bugs to fix before it's ready to go. Then the big bug I faced, was I had my extra marines end up on top of the cliffs, and just walked them around, and took out the officers, without any risk to Raynor, his two marines, and the prisoners I freed. But, that viking and the medivacs full of marines can absolutely wipe you if you're not expecting them, and I seriously thought about reloading, but I stuck with it, took down the viking with snipes and some leashing, same with the surviving marines, got those nine marines out of the prisons/barracks, and managed to make it to the structure. One, you can basically spiral with the amount of marines you get before reaching the viking and medivacs part way through.
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