Timing rules clarification in chapter category
1 month ago
Czech Republic

Starting the timer is clear, but in order to have a better understanding on when to stop the timer, I think it would be good to have the rules revolve around the last action done by a player. I have the following propositions:

  • Chapter I - activate the dynamite switch
  • Chapter II - kill the last enemy in the docks - confirmed by Ray's voiceline "We did it!"
  • Chapter III - up for discussion, but I think the start of the cutscene is a good point to stop
  • Chapter IV - camera lockout
  • Chapter V - defeat Devlin's bodyguard in a duel
  • Chapter VI - activate "Head to the meeting with Mendoza"
  • Chapter VII - cutscene of the brothers and Barnsby riding horses begins playing
  • Chapter VIII - reach the hideout
  • Chapter XI - screen fades to black
  • Chapter X - screen fades to black
  • Chapter XI - cutscene of going down the waterfall starts playing
  • Chapter XII - dynamite detonates
  • Chapter XIII - bell falls
  • Chapter XIV Thomas - defeat the bandit in a duel Ray - reach the objective at end of the tunnel
  • Chapter XV - defeat Barnsby in a duel
Alfredo_Anonym vinden dit leuk
Śląskie, Poland

Chapter V - defeat Devlin's bodyguard in a duel

Clarify, if it's after the shot immeditely, or if he falls down and screen fades in to the cutscene

Czech Republic

Clarify, if it's after the shot immeditely, or if he falls down and screen fades in to the cutscene

As soon as you shoot him, you don't give any input to the game beyond that point anwyay

Czech Republic

It just came to me that in level runs you can carry weapons over from previous missions, therefore if you get better guns, you'll have an advantage.

I don't think there's a good way to standardize weapons for each level other than all rusty. I think the universal rule could be that you're allowed to play any previous level and acquire weapons of your choice for the level you're running. Either that or all rusty.

Game statistieken
Volgers
25
Runs
39
Spelers
5
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