MXL: Sigma Announced

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archon256
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But that's the point of Vizjun.

It was never meant to be a farming uber, the whole point is that the MCS is trying to drown the player in drones to protect itself.

IMO the monsters in there shouldn't have any drops. If the uber really has to have a purpose other than getting the ubercharm, add some extra robot bosses around the map which don't need Purify to be killed but have some other defensive mechanic (eg. one with Jitan-style uberhealing, one that continually spawns minions that shield it, etc.) that have a chance to drop something when you kill them.
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Icegod101
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archon256 wrote:But that's the point of Vizjun.

It was never meant to be a farming uber, the whole point is that the MCS is trying to drown the player in drones to protect itself.


But it never stops the stream of enemies even after the MCS is dead, which would make no sense considering there's nothing to control the area's defenses like minefields MIRV's and drone spawning.
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archon256
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That's for technical reasons more than anything. There's no way to actually program the MCS to do all that, AFAIK.

And if the monsters don't drop anything anyway (as I suggested they should) then why would it matter.
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Marco
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Because quirinus said tran athulua trees in automap made it hard to see, I decided to go with a more elegant style.

http://i.imgur.com/h2D6rfC.jpg
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Icegod101
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Marco wrote:Because quirinus said tran athulua trees in automap made it hard to see, I decided to go with a more elegant style.

► Show Spoiler


I like the new look.
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Or Quirinus could buy some glasses
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archon256
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I'm not a fan of trees in ubers. :(

You already are limited in how far you can see in isometric games because of how the camera is positioned, and the fact that it's fixed means you can't rotate it to look around obstacles. Blizzard even realized this and made it so that building roofs disappear when you enter them and walls turn transparent when you're standing behind them, but trees have no such mechanic.

Walking into a pack of zons that you couldn't see because of trees blocking your view definitely makes the game harder, but not in a good way, IMO. That just favors characters who have been built to have tanky stats instead of players who rely on active skills (like a sin using Blink) and positioning.

In the worst case scenario it'll turn LC1 from "Get just enough def that you won't die to a few arrows hitting you, then use hit and run tactics to strategically kill zons" to "Spend a bunch of time farming TUs and Honorifics to raise your defense and DPS to overkill levels, then walk in and faceroll the zons".
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iwansquall
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You do notice that most of the trees are out side of the map right?

There are only small area that blocked by tree that i found annoying but usually you playing very carefully if you planned to do LC1 so it is doesnt matter. (Barrel at narrow chokepoint is even more annoying though)
The only thing I remember as annoying was that tree doesnt as "wall" properly that I remember it is quite hard to play rebound barb back then (good luck aiming wall lul).

Basically marco just made that tree now are shown in automap and maybe readjust couple of area (by adding a route? use less blink now?)
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Marco
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iwansquall wrote:You do notice that most of the trees are out side of the map right?


this. lol
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archon256
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Oh, I see. So it's just visual clutter on the automap, not the main screen itself.
I guess that's better, but I don't see the point :-P