Aliens Eradication | Mercenary | No Failure Runs | Part 2
I'll have to say, the bit with the yellow card assault is probably the one bit where I had some trouble with early on with this NFR. Kept making mistakes trying to rush outside where there's a lot of room to evade xenos with. Mostly getting stuck on the first wave and getting gobsmacked from both sides. Even here I still get caught with that problem, though thankfully this time it doesn't end in my demise, losing 30-40 minutes of progress.
Also thought maybe I should try using the turrets more, since I seem to keep getting full of them in my Colonist run. After a few lessons in how tough Mercenary could be, it probably is a good mind to keep to heart and start putting them down when necessary. That is if my resource managing crazy self don't end up ignoring sense and hoarding them anyways.
Mods Used:
Doom Sound Bulb: https://www.doomworld.com/forum/topic/110822-doom-sound-bulb-hd-sounds-that-stay-true-to-the-original/
PSX/N64 HQ Sounds: https://forum.zdoom.org/viewtopic.php?f=46&t=52877
Alt Sounds: https://www.moddb.com/addons/doom-alt-sound-project
Personal DRLA Sounds: https://forum.zdoom.org/viewtopic.php?f=43&t=52851
Aliens Eradication: https://www.moddb.com/mods/aliens-eradication-tc
Weapon Sway: https://forum.zdoom.org/viewtopic.php?f=43&t=68255
Personal AE Addon: Unavailable at the moment.
Use to Pickup: https://forum.zdoom.org/viewtopic.php?f=43&t=61369
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