It does, thought Im not sure it should. And imho is not a good way of doing it.
I agree. I had to actually reload the game 30 times and look a guide the first time I encountered the mission.
Most importantly the game does not tell u how MoV works, and whats worse. If you take a bad squad composition, can be very hard to counter.
Some weapons, classes and ranges are very effective, some are really not against it. Which u will only find out at the end of the longest mission of the game…
Also, parts of the mission were bugged for me every time i played it. Like enemies on the big hall activating before crossing the doors, or artillery getting stuck and not activating… .
The map design is also kind of bad. As there are map points that allow you to cheese the enemy, but also the artillery could bypass the wall that was supposed to give u cover (though I guess this is only bad if they activate before you cross the hall doors, which I think was a bug).
A couple of the things in the mission are better now. It is still too long, still too much of a step up in difficulty, and I still think throwing at the player a new ability so powerful, not explaining how it works, and basing the entire boss on it, is bad.
A mission that changes rules after more than half an hour, potentially leaving some players in an almost impossible to win state is a terrible idea. A map that either you play the one optimal way, providing almost no challenge, or every other way, providing just frustration and pain. With very little room for decission in between is just bad design. However maybe the worst part of it, is that is a bit boring, honeslty.
How to solve it?
- The map should have a resuply point before the final area so u dont reach it without enough ammo or health. Or the mission should be broken into stages.
- The map should be worked on a bit, remove the chese points and giving it more flavour and more creepy and unique visual elements.
- Also the map needs to have more than one path or provide some choice even if small, and to have some small changes according to the ending u go for (such some soldiers of the corresponding faction that support you).
- MoV should not be the only offensive ability of the boss, it should have an array of tactics and habilities so the fight is not reduced to counter one speciffic trick, and so there is not just an optimal way of doing it.
- The shield should not be the only deffensive ability either, for the same reasons.
- Continuously spamming enemies is an annoying trick for a boss fight, is ok to do it ocasionally or on one stage of the fight. But this is only a one stage fight, after a long level filled with enemies, it feels unispired.
- The boss should have at least 2 stages, and at least have some interesting variety on its attacks. Things such as tetacles coming from the ground u can attack, an attack that can actually be avoided, parts of the boss detaching, a final stage of the boss coming entirely of the ground as a mobile monster, parts of the map changing… anything.