Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Just lots of possibilities
I would also want the enemies to gib if they're hit with a grenade, but this would also be a balancing issue because players would expect enemies getting hit with a direct explosion to cause instant death. The enemies can also trigger explosive traps and barrels which could kill them before the player even gets a chance to engage with them. There's script for the stalker detecting grenades during the arena boss fight to avoid them, I should take a look at it.
But perhaps going with your Resident Evil-Style idea could make it work, with the stalker as the unkillable threat with the TDD enemies acting as smaller obstacles that can be killed for a price + alerting all monsters to your position. That's making me think about something...