>>717979847
>I miss projectile UTs, I wish that worked again.
Bow UT is why the game has limited arrows and wet-noodle standard shots with shit damage across the board and zero stun against some of the most common enemy types like van gelfs and gajas, as well as werewolves who come in hundreds across just two missions.
Thanks to all that, the bow has next to no utility in regular encounters and 90% of the bow-focused combat boils down to spamming jumpshots like a retard, with occasional OLUTs that are likely to whiff due to the broken targeting, and then restocking the arrows off of conveniently placed dead bodies to repeat the process.
https://youtu.be/yOGxh6rbTD0?si=m9M3Wslyl6Jxb0mu&t=322
The remaining 10% is when you hide behind a corner and try to pixelhunt the enemies with UT charges, because ranged humanoids have the same HP pool as their melee variants, but the problem goes deeper than that.
Because drawing the bow automatically starts the UT charge, not only do you get glued to the spot like before, now you're also unable to put the bow back nor defend yourself in any way for the first and the only time in the series, all while taking increased damage. The hyperarmor you get while charging is either worthless (against archers and rocket soldiers) or outright detrimental against anything else, resulting in more HP loss. Sigma 2's bow fixes all of the aforementioned issues and then some.
Several dogshit bosses got made just to shill the bow UT, and their fights only got improved tenfold with its removal, be it due to infinite arrows, the buffed damage on normal shots coupled with increased rate of fire resulting in a much higher DPS compared to the charged shots. or the simple ability to move.
The Twin Dragons with their adds were an absolute failure in their design and intent to make the player utilize both types of shots, so they just got rightfully removed alongside the UTs. Neither are missed.