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- ~~~General~~~
- -Weapon pickup mechanic is faulty and breaks when near walls for seemingly no reason
- -Camera control near the edges of some screens is forcibly taken away from the player, disorienting both their aim and movement
- -The delayed checkpoint system makes restarting certain screens significantly more dangerous than others
- -The delayed checkpoint system can potentially softlock the game on numerous screens
- -AI response times, while more consistent, disapprove of any use melee throughout levels over using a firearm
- -AI gunmen walking away from the character when too close commonly pass through them, making their movement difficult to predict
- -AI's consistent reactions to gunshots make using melee or low ammo count/ silenced weapons even less viable
- -All firearm accuracy has been significantly reduced
- -All bullets were slowed down making peeking out from corners the dominant strategy against gunmen in all circumstances
- -AI respond so fast to gunshots that if on the other side of a door they will pass through it and get shot before it's finished opening
- -Guns generally fall into two categories: the two good guns (AK/ Mendoza), or guns you use when you don't have the two good guns
- -Fat people's rebooted health system only makes them more obnoxious in dealing with
- -Terrible hitboxes make getting around certain corners/ through certain doorways needlessly difficult
- -The significant nerf to the corner pushing system makes the game play feel far more clunky than the original
- -Most executions have been needlessly elongated making knocking down enemies more time consuming and risky than ever before
- -Executions still CAN be useful depending on the weapon drops you get in a level, making some strategies luck dependent
- -Some firearms outperform others in all circumstances, meaning that certain strategies are significantly effected by weapon luck
- -Certain corners allow for melee enemies to pass through them and attack safely from any incoming attacks from the player
- -Hotline 2 has a tendency to not shut down correctly, needing you to open task manager before opening the game again
- -Thrown weapons do not bounce off of walls and instead will immediately stop midair on their invisible hitboxes
- -The player and wall's hitboxes at corners regularly allow you to be shot around them after taking cover
- -The developers even slightly encourage the concept of unironically using a controller to play Hotline; unforgivable
- ~~~Characters~~~
- -Corey's roll is semiuseless against melee enemies as they'll continue to follow you until your roll wears off and then kill you
- -Corey's roll can't turn so it's useless at approaching any enemy who is behind something
- -Corey cannot roll when standing over a knocked down enemy
- -Tony has zero ranged options and, coupled with the heavy reliance on gunplay and wide open areas, is effectively useless
- -Mark's smgs cannot be dropped until empty, so they must be used before any other option
- -One of Mark's greatest strengths, shooting through walls, is just an unintentional glitch
- -Alex suffers from the same problem as Tony, except she has a mentally handicapped swan following her
- -Ash's AI consistently breaks and prevents him from moving through certain areas
- -Ash's AI only loosely follows the player; coupled with him randomly stopping makes precise control of him nearly impossible
- -Jake received heavy nerfs because of the changed thrown weapon physics, rendering him significantly less useful
- -Jake's thrown weapons now stop when they kill an enemy and are only able to kill one enemy per throw
- -Irvin is a nerfed version of Richter from the first game
- -Dallas is a gimmicky version of Tony and as such is still completely useless
- -Richter has a decreasingly slow rate of fire with pump shotguns for no reason
- -Richter seems to have lost his silenced uzi from the first game
- -The Soldier's rifle is just a worse version of the machine gun
- -The Son's executions tend to take even longer than normal
- -Evan's blood rage mode takes a long while to activate for very little benefit since most enemies can just be lured at corners
- -The Pig Butcher, Mark, and Jake are fat, so they have larger hitboxes, use weapons differently, and have different executions
- ~~~Pilot~~~
- -The tutorial is irrelevant once the controls are understood, but significantly longer than in the original
- -Hotline 2's tutorial has no option for skipping it like in the original
- ~~~Down Under~~~
- -Poor prop placement at corners
- -Large open areas with random roaming gunmen
- -Useful weapons placed in non-useful places
- ~~~Homicide~~~
- -Doors in tight corridors on the second floor constantly knock enemies down unavoidably
- -Patrolling gunmen in open hallways outside your vision
- ~~~Hard News~~~
- -Windows everywhere
- -Very large rooms and lines of sight coupled with random roaming/ patrolling gunmen
- -Large closed off rooms with room for random roaming AI to be too far away to respond to gunshots
- -Large amounts of bullet stopping props that are basically worthless
- -Long lines of sight through multiple windows with multiple gunmen behind them
- -Numerous props placed in the centers of rooms limiting movement to just the perimeter
- ~~~Final Cut~~~
- -Very large hallways with random roaming gunmen
- -Potential to crash to desktop on the final screen
- -Plants that completely visually cover enemies in the middle of a room
- ~~~First Trial~~~
- -Bushes that can cover the random roaming AI around corners
- ~~~Moving Up~~~
- -Cramped corridors lead to numerous knockdowns in doorways and numerous lures from a single gunshot
- -Final floor renders melee completely unplayable and forces strict gun use the entire way through
- -Unless rationing shots with Mark, the final floor's fastest strategy is luck dependent on getting multiple uzis
- ~~~No Mercy~~~
- -Misaligned doorways make walking through the first floor significantly
- ~~~Execution~~~
- -The layout of both floors require backtracking to clear each floor
- ~~~Ambush~~~
- -The positions of random roaming AI can make knockdowns in some doorways unavoidable
- ~~~Into The Pit~~~
- -The entire level just gets skipped because of awful programming
- -The rest of it consists of very large open rooms connected by very large hallways with numerous gunmen out of line of sight
- ~~~Dead Ahead~~~
- -The layouts of the levels require hopping from gun to gun, making the level very dependent on weapon luck
- ~~~Death Wish~~~
- -http://pastebin.com/JL1wYs9r
- ~~~Subway~~~
- -There's a chance the very first enemy will be knocked down flat instead of against a wall, wasting time
- -Random roaming AI can negatively effect some routes through the level
- ~~~Stronghold~~~
- -VERY large levels with no way to effectively kill enemies at range makes clearing them out take forever
- -Open areas/ long hallways with gunmen out of your vision
- ~~~Withdrawal~~~
- -Has the potential to soft lock on the final floor
- -Explosions on multiple floors are more visually distracting than in the original as well as not killing many enemies
- -Enemies get lured during the explosion and immediately run through the room while it's still combusting
- ~~~Casualties~~~
- -VERY large open areas with numerous random roaming/ patrolling gunmen
- ~~~First Blood~~~
- -Gun luck significantly changes the opening of the first floor
- -The random roaming gunman on the first floor cannot be safely approached with melee, only with a gun or thrown weapon
- ~~~Demolition~~~
- -Random roaming AI on the first floor can make the fast strategy impossible to do
- -Inconsistent AI sometimes see you through small gaps and doorways; other times they don't
- ~~~House Call~~~
- -Large windows and hallways make knockdowns and gun luck infuriating
- ~~~Release~~~
- -Prisoners regularly grab and kill you through walls
- -Contains the Biker 2.0 boss fight; almost as poorly handled as the first
- -https://www.twitch.tv/dingodrole/v/8571453
- ~~~Seizure~~~
- -Black enemies on a black floor with dimmed lights
- -Bushes covering potential hiding spots for random roaming gunmen
- -Very long hallways with plenty of random roaming AI nearby
- ~~~Blood Money~~~
- -The largest rooms in the world with white tile flooring making keeping track of your cursor a pain
- -The entire level focuses 100% on guns and discourages the use of melee at literally every point of every screen
- ~~~Caught~~~
- -Random roaming AI can make getting a gun on the first floor very tedious and luck dependent
- ~~~Takeover~~~
- -Very large screens with large open areas
- -Lots of windows and large hallways filled with gunmen
- -So long that playing through it can feel tedious nearing the end since you have to scour every corner to clear every level
- ~~~Apocalypse~~~
- -Reversed controls were needlessly removed because entertaining gameplay is not the focus of Hotline 2
- ~~~Editor~~~
- -Not done
- -https://www.twitch.tv/snowfats/v/29341549
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Comments
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- ~~~Takeover~~~
- -A dog can glitch behind a fountain which is unable to be reached by the player. If you chose Dirty Hands (Tony) at the beginning of the level, this can and will softlock you.
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