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  #181  
05-04-2015, 11:49 PM
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My problem with Phleg was that I would spam the KillEm gamespeak so much that by the time the Slogs stopped coming and I needed to get Phleg out from under the bonesaws, I’d take one step and get shot in the back by the Slig who was still responding to my previous orders.
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  #182  
05-05-2015, 05:31 AM
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Thats happened to me once.. except i quick saved just before so that i had an endless cycle of either being shot or jumping into a bonesaw
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  #183  
05-05-2015, 07:22 AM
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My problem with Phleg was that I would spam the KillEm gamespeak so much that by the time the Slogs stopped coming and I needed to get Phleg out from under the bonesaws, I’d take one step and get shot in the back by the Slig who was still responding to my previous orders.
this was my only problem i did it 3 times in a row once just after finishing the damn thing too so much good times. wotj tje rage
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  #184  
05-05-2015, 08:37 AM
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My slig would always shoot me dead in Bonewerkz, until I realised that pounding on the "KILL 'EM!" button doesn't let the slig re-aim properly, causing him to step back until I'm in his line of fire. Spacing the commands by letting three slogs run out at a time solved it and the problem went away.
This never happened with me, because the slig would always take a break to laugh.
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  #185  
05-07-2015, 11:22 AM
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As someone who hasnt played much of the original, mines arent broken in NnT.
I think they are broken, I expect abe to touch the bomb when I press the button - otherwise you have to keep in mind some sort of delay reaction before his hand actually contacts the bomb. I.e faster animation so the bomb can be disarmed by listening to the sound.

For me this is like a shooting game where each bullet has 500msec delay, cause when you press fire you gotta wait for the finger to pull the trigger right?
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  #186  
05-07-2015, 02:17 PM
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I think they are broken, I expect abe to touch the bomb when I press the button - otherwise you have to keep in mind some sort of delay reaction before his hand actually contacts the bomb. I.e faster animation so the bomb can be disarmed by listening to the sound.

For me this is like a shooting game where each bullet has 500msec delay, cause when you press fire you gotta wait for the finger to pull the trigger right?
I agree 100% also the regular landmines have some weird things too. If elum tries to hop (triangle jump on original) his neck will come down and smack the mine he is trying to hop over. This alone has gotten me irate at times.
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  #187  
05-07-2015, 05:44 PM
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They keep trying to play this off as if it was some intended design. If it was, I'm absolutely baffled and I hope they come to their senses in Exoddus and revert back to the original. Regardless of the original, it's just fucking irritating to disarm the UXB's in N'n'T. I played N'n'T about 3 times in it's release week, so eager for it's arrival and I was so disappointed at every turn, and little things like this all add up to it. I bought a PS4 for New and Tasty and I regret it. It was a buggy mess when I bought it, and I literally haven't played it since launch week. I hope they sort the mines out at the least for Twice Ze Flavour. #HonestOpinionRantOver
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  #188  
05-07-2015, 09:59 PM
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How did you guys not realise that straight away? The same thing happens when you possess a slig, so I realised it was happening while ordering them pretty quickly.
I was nine.
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