It undeniably has a nice kick, also a beefy fire sound, but the projectile effects and model were inconsistent with Q2 vanilla weapons and low quality in some ways.
Agreed about the AI though. While the new enemy types were just lazy reskins, they were much-needed to add challenge the base game was sorely lacking. But it wasn't just that, the expansion pack also improved AI of some of the existing enemies, all of which needed it. The hitscan enemies Logan is complaining about is not an issue. They are the game's zombie gunners/shotgunners. Why are you playing the game as a cover shooter Logan? Run in there, blast the grunt away which dies in one hit with most weapons, and sorted. You make take a little bit of damage if you suck or they catch you by surprise, but it's not an issue. Also use of cover is still meant to be relevant in run and gunners, e.g strafing between pillars and whatnot to block an Archvile's blast. If you're popamoling behind cover every encounter you're doing cover wrong. Lastly, given that all vanilla Q2 hitscan enemies are programmed to miss if you're strafing at max strafe speed roughly parrel to the enemy, I am assuming the laser dudes follow suit though I don't remember exactly.
It's a pretty good expansion pack, better than Ground Zeroes. GZ also isn't too bad but was actually legitimately ruined by a bad design choice: those constant fucking turrets hidden everywhere. They'd be interesting enough in moderation, but they are on every fucking level. What were they thinking?
Also, fun fact: Using the Reckoning's expansion pack Game86x.DLL file in place of base Q2 gives you the expansion pack's improved AI in Q2, without the new enemy types.
logan: Dusk Horizon? It's alright but it didn't do much for me.
Also, complaining about sponge enemies in Q2 in a Unreal thread. You mad bro? Unreal is perhaps the spongiest FPS out there (needs to be, because you never do battle with more than 2-3 enemies at a time, with some rare exceptions).