Oh god. The pre-baked shadows. Why.
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. 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. ^^;
Anyways, 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'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.
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. 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. 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.
... Oh, and for general battle strategy, I've figured out a really fast, yet potentially controversial way to kill everything: Controller Auto-Aim. 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. The radius of this is much higher on lower difficulties, so on Tourist, aiming down-sights with the Assault Rifle is essentially a giant firing-cone of precision death, especially since it only takes 1 bullet to down a Rocketeer. I tried this out while I was testing the fixed structure models, and I managed to get a 4:58. In fact, I think most everything was dead by 4:30, so I was able to run all the way to the right side to spawn camp the timed Red Biomech with my Rocket Launcher. Could've been even faster if I had the exact spot it spawns at memorized so I could set down C4.
(And just to note, you can swap between controller and mouse/keyboard freely mid-game, so you aren't stuck using a controller for the entire game)
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. 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. ^^;
Anyways, 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'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.
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. 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. 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.
... Oh, and for general battle strategy, I've figured out a really fast, yet potentially controversial way to kill everything: Controller Auto-Aim. 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. The radius of this is much higher on lower difficulties, so on Tourist, aiming down-sights with the Assault Rifle is essentially a giant firing-cone of precision death, especially since it only takes 1 bullet to down a Rocketeer. I tried this out while I was testing the fixed structure models, and I managed to get a 4:58. In fact, I think most everything was dead by 4:30, so I was able to run all the way to the right side to spawn camp the timed Red Biomech with my Rocket Launcher. Could've been even faster if I had the exact spot it spawns at memorized so I could set down C4.
(And just to note, you can swap between controller and mouse/keyboard freely mid-game, so you aren't stuck using a controller for the entire game)