Obviously - SPOILERS. Stop reading if you don't wanna get 'em, ok?
TL;DR: Heavy Duty is an OKish little addition, but there are some non-game-breaking issues and some things i especially liked, too, which i'd like to share.
So here goes, in no particular order.
- there is a rift right before entering the compound - near air vent, past the broken fence. Reachable without doing any combat / skill checks. A rift is very nice - thanks, Styg!
- outrageous Lockpicking skill checks: very 1st side way after arriving is behind Lockpicking 160 door (!!!), air vents require more than 95 effective (110 with Huxkey) to open (massive increase over both DC and Black Sea), about half of locked containers require 120+ skill to unlock. Thing is, i really doubt people are going to get 160 Lockpicking for Heavy Duty only other than on Dex-based (Melee and/or Versatility) builds - especially because the loot quality is quite low for such skill checks:
- most loot is q95...q130 range, with some few items in especially hard-to-get places being q130...159. So, in terms of quality crafting components - Heavy Duty is completely not worth it, shopping for crafting parts is simply better (up to q169 in shops for many parts).
- the exoskeletons are quite nice. Can get one of 4 possible kinds. Of note, Technomedical exoskeleton is a new best-in-slot for boosting Biology and Electronics, and by significant amount, especially Biology as we did not have any +biology body armor until now (afaik). One nasty detail about this one though: in 1920x1080, this exoskeleton's description fails to be completely displayed (no item price visible) - even while it occupies almost whole screen (see attached screenshot). Is this a "new UI, WiP" sort of thing? %)
- a number of locked double doors can only be unlocked when interacting with the "proper" half of the door; trying to hack the other half won't work.
- the fabulous companion can't fight a damn. Gets killed real fast - even couple goons wipe him out in a single turn. It is sure possible to keep him alive using available "tactics" conversation and such, but it is sure unknown - to me, - why would we want to do so. Other than just for a self-challenge of the "baby-sit a stupid weakling NPC" sort.
- there is no "global map" for the whole new area (all of the main compound plus caves plus rail tracks), which is many times bigger place than "no map" part of the spore forest in DC. The only thing this does to me - is irritation. If "unknown remote places" are not supposed to be added to the global map, then why all the caves in the base game and all the "natives" shores in Black Sea are? Don't know if this is intended, though, because:
- 1st quest objective of "Dark Territory" says "Marjorie is the best place to start looking". So i went and repaired Marjorie's "instrument panel", with 4 lithium cells and advanced electronic kit, having well over 100 electronics; repairs were a success, and this objective got completed, and the game said that i "took the time to study the map well" - but "global map" still has nothing, i.e. only displays big fat "?" whenever i open it and press "center on player" button. Even while the 2nd objective - is also completed (it reads: "you've studied the map of the dark territory north of Upper Underrail"). Bugged quest? Or maybe _this_ map only unlocks the way out, back to main game - not sure if it does...
- the puzzle for the Fusion Cannon: it ain't difficult to pass the laser beams without getting caught by any, but it is difficult to figure out why to do it. Can just waltz in and grab the thing right through the lasers, and it's definitely much faster, too. Why bother doing it the "right" way, then? Strange. If the proper "punishment" was disabled by that strange power box in the cave (which i flipped before grabbing the cannon, yes) - then it'd be sorta better to switch off the lasers too, me thinks.
- all the quest objectives, overall - are pretty useless. "Protect the crew" is marked as "completed" as soon as the crew dies - in my book, this should count a failure. Just like "The Gunslinger" quest objective is marked as a failure once he dies. There ain't no follow-up to neither of those, it least wasn't in my game. Next, "investigate the compound" - and again, no follow-up, nothing prior to it, too. Why should i investigate it? What should i be looking for? Any significant things i happened to encounter worth noting as a "job well done investigating: found this, found that" kind of note? Nope, there's just nothing. Next, charging up Marjorie's batteries: the game says these gotta be charged when interacting with 'em, ok, i charge them to full, the battery bay slides in - and then nothing happens. Maybe i failed to figure a way to drive her out, or maybe it's bugged as i really looked for it - in any case, there ain't no quest objective to get her running again. Nor any other objective once i got all the above mentioned objectives completed. There's just nothing to do according to quest log. So i ended up running back to proper Upper Underrail on foot. Feels weird to have this kind of "conclusion" for a quest line. Feels unfinished.
- Guns / Heavy Guns synergies being as high as they are: one excellent thing to see. New builds having one of these skills being much higher than level par - will automatically bring the other skill close to level par or even right to it, i.e. to 160 by level 30, etc. Means this "other, just synergy" skill - will allow to use corresponding weaponry as backup / situational weaponry, either saving costs or allowing more tactics, or both. Nice.
- Versatility feat now including Heavy Guns skill: another nice thing to see. With full specialization and a certain belt, 90% Versatility percentage is doable, and now that it gives not 2, but 3 other skills up to that high, Versatility builds are going to shine lots more. Which is good for Versatility-based is usually more complex and rich kind of a build to play.
P.S. These are my thoughts however silly or short-sighted they may be. Hopefully not too much. Good luck working on Fusion, Styg!