Yeah, when using a controller in Single-Player/Cooperative, you have the option to use Auto-Aim, which as you should know, automatically aims at enemies near your crosshair. Oh, and for general battle strategy, I've figured out a really fast, yet potentially controversial way to kill everything: Controller Auto-Aim. Also, when you're at the end of the battle, and you seem to be missing enemies, check against the wall, as some will end up ramming their faces against it. The enemies in this instance should have an infinite field-of-vision, so if one starts wandering off, you can stop it by simply being seen by it. Until the game is updated proper, I would suggest making sure that there's a possible line-of-sight between you, and the space to the right of the wall opposite to the pyramid at all times after the battle has started. I'm also proposing a fix for the enemies getting stuck (I'm offering a fixed version of the offending model), so hopefully that'll go through as well. ^^ Īnyways, the developers have taken a notice to my post on The Silent Riddler, and say that they'll fix the the AI issue that causes the enemies to wander off. I probably won't be doing that boost for my single-segment, since I'd rather not tear apart my graphic settings to do so.
It'd be helpful if you had your FPS displayed on-screen (prf_bShowFPS=1), as it looks like you need a really high FPS for that boost to actually work.