Mod Analysis: Two Korriban Module Mods

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  • Опубликовано: 21 окт 2024

Комментарии • 7

  • @BasilBonehead
    @BasilBonehead  6 лет назад +6

    I was informed by n-drew25 about the background of the temple mod
    Originally, it was intended for Tatooine instead of Korriban and was part of an old mod project in 2008 called K1RP, which was the kotor 1 version of TSLRP.

  •  2 месяца назад

    NPCs are too powerful

  • @scarletguard
    @scarletguard 6 лет назад +1

    Why have you not created a playlist for your own Mod Analysis and Mod Showcase videos yet?

  • @ZeldaTheSwordsman
    @ZeldaTheSwordsman 3 года назад

    Auto-pause would have probably helped with the combat in the Tomb, to give you more time to plan and set everyone's attacks. Shields would also have been good (what with Lightsabres dealing Energy damage), same for using armor (it would have come at the cost of using Knight Speed, but most of your other powers would still have been usable; if you'd had Stasis Field that would be another story, that would have def. been worth not using armor). There's also no shame in using grenades or stacking mines.
    A pity you didn't have Force Wave - it's got good coverage and the knockback+chance of stun is very useful.

  • @joemanfred5738
    @joemanfred5738 6 лет назад

    I'd probably end up just having a party of Consulars (with the Make Mission a Jedi Mod) spam Force Wave all through the Tomb of Jasset Dal'Kest

    • @BasilBonehead
      @BasilBonehead  6 лет назад +1

      Joe Manfred I SHOULD HAVE DONE THAT XD

  • @sambridgers9543
    @sambridgers9543 5 лет назад

    Damn, not even the Insta kill blaster is much help.