So, I lost my save file on The Shitstorm, but luckily have an older file from the start of the level. So I'll have to continue from there. Still on easy btw.
So from the start of the level I notice that what I said about the Laser Skaarj and their silly sound effects was actually a sound bug. When I played it before, the sound was all warped and ridiculous. Yeah, they're still funny sounding, with their big "OHHHHHHHHHHHHHHHH" when they die, but it's not as shockingly unsubtle in comparison to the rest of the level.
By the way, the translocator makes for some strategic fun in this level. You can't bypass certain areas with it, as there is a big green force field over those parts, but you can choose multiple directions to attack from. My favorite was when I translocated onto the wall near the blood well, laid down a shit canister, and watched the entire area get cleared out.
Unrelated note: The Piddledoper Chargers need to either be made more noticeable, or be a "pick up and use later" item like Armor Seeds. I keep accidentally running into them and wasting them.
So after clearing out the underground area with the coffins (Which was well placed btw, good balance of monsters vs loot), I go down the ridge to the side of the castle, and find three enemies: A shimmering black and red Krall that shoots one grenade, a blue version of the same enemy that shoots a HUGE FUCKING MASS OF GRENADES HOLY FUCK RUN, and another green version which shoots one razor that flings you halfway across the map. All of these enemies looked exactly the same save for color, but they were obviously much different in methods of attack and how dangerous they were. As funny as it was when I realized I was fucked when the blue krall shot his flurry of explosive fun, it was also really frustrating as I had no way of predicting how tough it would be, almost a noobtrap IMO. So to fix this:
* Make the blue krall a little bigger than the red krall and give it a more demonic voice.
* Make the green krall look more like the JerkKrall, but weaker.
Besides that, though, the rest of the cave fight was fun, with all the nooks and crannies used wisely to hide either monsters or good items. The part with the Hyper Slith guarding the lever and the Shield Belt is a little iffy IMO, though. The hyper pupae are just too fast and too small for you to hit properly in the water. All you can do is use a Cluster Shock Flare, but if you ran out of those, you're SOL. And there's not even really much point to going in there seeing as the lever only opens another entrance (With a hint that should really also be at the other entrances to the cave), and you can get a Shield Belt from the much easier path with a couple Bio Krall. Speaking of enemies, you know the mercs that shoot piddledoper blasts and are immune to your piddledoper? And how when you hit them with it, there's a visual cue to show they're immune? Why don't all the other enemies do that? Like, for example, the Shit type enemies could "absorb" shit globs that fall on them.
Also, this is funny:
http://puu.sh/aPUIG/c6aaa7c6dc.jpgSo after activating that, I translo-hop over to the church. I've already told you about my frustration with trying to snipe an invisible tiny enemy with no scoped weaponry and while also getting shot at with bombs from 900 different directions, around the time I took a break from EXU temporarily. And it hasn't gotten any better. All the sniping enemies need to be at least half the size of the player and there needs to be an actual weapon with a scope.