Random instant kills should just be knockouts
#1
Posté 17 mars 2012 - 06:14
Ideally there should be some SIGN to watch for to indicate whether they will or will not do one of these moves, but it seems completely random right now.
#2
Guest_Air Quotes_*
Posté 17 mars 2012 - 06:15
Guest_Air Quotes_*
http://social.biowar...3/index/9742187
Modifié par Air Quotes, 17 mars 2012 - 06:17 .
#3
Posté 17 mars 2012 - 06:15
It's NOT random when it's determined by you standing next to her.
Sure it's annoying as Hell when it happens but.../shrug, our own fault when it does.
#4
Posté 17 mars 2012 - 06:17
Beatrix Tair wrote...
You shouldn't be stood next to them at all, really.
It's NOT random when it's determined by you standing next to her.
That might be a valid argument for Atlus, Phantoms, and Brutes (who use their instant kill so infrequently I've only seen it twice ever). It doesn't work on Banshees, though. They can teleport to instantly be at your position, and will occasionally grab you and kill you immediately after appearing nearby. Their range to grab is also suprisingly far. It's simply a cheap ability, and it's stupid.
Modifié par SushiSquid, 17 mars 2012 - 06:20 .
#5
Posté 17 mars 2012 - 06:18
#6
Posté 17 mars 2012 - 06:18
#7
Posté 17 mars 2012 - 06:20
#8
Posté 17 mars 2012 - 06:20
Wish I'd taken a video of that.
#9
Posté 17 mars 2012 - 06:44
They warp around, but it's not like they're going to warp across the map and grab you, it's just a few feet. Just stay away from stuff that instant kills you........SushiSquid wrote...
Someone recently made a topic suggestions what I think is a fair compromise: instant kills can only be used on you if your shields or barrier are depleted. I think it's stupid and annoying in any game for there to be attacks that can immediately kill you from full health. This would be a compromise, leaving those attacks in, but removing their cheapness.Beatrix Tair wrote...
You shouldn't be stood next to them at all, really.
It's NOT random when it's determined by you standing next to her.
That might be a valid argument for Atlus, Phantoms, and Brutes (who use their instant kill so infrequently I've only seen it twice ever). It doesn't work on Banshees, though. They can teleport to instantly be at your position, and will occasionally grab you and kill you immediately after appearing nearby. Their range to grab is also suprisingly far. It's simply a cheap ability, and it's stupid.
#10
Posté 19 mars 2012 - 01:07
Beatrix Tair wrote...
You shouldn't be stood next to them at all, really.
It's NOT random when it's determined by you standing next to her.
Sure it's annoying as Hell when it happens but.../shrug, our own fault when it does.
It is VERY random.
Someone can stand cluelessly next to a banshee for several seconds and have nothing happen. Then in the 10 milliseconds between a banshee teleporting next to me, and me rolling away, I can get instant killed.
And then of course there's the whole vanguard charge issue, where you can fight 20 brutes in exactly the same manner, 19 of them go without a hitch, and one of them takes you entirely out of the game. Same for banshees and phantoms... It would be great if it was more a more consistent system. And if it can't be consistent, the penalty shouldn't be so severe.
Modifié par jotun04, 19 mars 2012 - 01:09 .
#11
Posté 19 mars 2012 - 01:11
#12
Posté 19 mars 2012 - 01:15
#13
Posté 19 mars 2012 - 01:27
jotun04 wrote...
Someone can stand cluelessly next to a banshee for several seconds and have nothing happen. Then in the 10 milliseconds between a banshee teleporting next to me, and me rolling away, I can get instant killed.
Maybe it's because the banshee was targeting you during that time?
#14
Posté 19 mars 2012 - 01:29
she was on the other side of a brute and sucked me through the brute to the other side where she was standing to my death. that isnt lag it cant be. also i was host and i have 8 mb connection so i dont buy the "it was lag" excuse.
also the shockwave bug is really getting old and i dont buy the "its lag" for that either. 99% of the time im hosting. shockwave will work for about 3 waves on a human adept then it will start to not hit enemies at all. its not always a specific wave but it always works till at least wave 3. breaks any character i use that has the skill.
dont start telling me its my fault or that i should use a different character. every character has their purpose and play style. i really wanna play human adept but the power being broken is hair pulling. just like i wanna play a drell adept without making people suffer the blaring noise from reave.
these are bugs people!! and stop defending "its lag" excuse. there are other bugs too but these are the ones that frustrate me enough to remember. as a community we need to stick together about bugs being fixed. not telling each other how [ insert derogatory claim here] the other person is.
#15
Posté 19 mars 2012 - 01:29
I don't have a lot of experience with the other "instant kills," as they seem to be far more avoidable (generally because the offenders don't teleport next to you), but do the other kills have a delay as well?
#16
Posté 19 mars 2012 - 01:36
On a side note I thought making a banshee drop someone let then live? Last night I made a banshee drop a team mate before the chest impale but he still died.
#17
Posté 19 mars 2012 - 01:40
Team mate is dropped and lives
Team mate is dropped and died, but revivable.
But insta-kills should be insta-kills. I have no problems at all with it now. If it wasn't an outright insta-kill, there'd be very very few CQC threats in this game.
#18
Posté 19 mars 2012 - 01:41
The same would have to be applied to enemy grendes.SushiSquid wrote...
Someone recently made a topic suggestions what I think is a fair compromise: instant kills can only be used on you if your shields or barrier are depleted. I think it's stupid and annoying in any game for there to be attacks that can immediately kill you from full health. This would be a compromise, leaving those attacks in, but removing their cheapness.
Starting at silver taking a grenade is a death sentece
#19
Posté 19 mars 2012 - 01:49
#20
Posté 02 mai 2012 - 02:39
#21
Posté 02 mai 2012 - 02:40
#22
Posté 02 mai 2012 - 07:33
nomana wrote...
The instant kills are fine. What they should consider addressing is the fact that when you use a medigel, you can be executed before your character even fully stands up.
I agree. Also, along those lines when people revive someone who is down just to be picked up and then executed brutually. Just like a sacrfice so so the banshee, phantom, whatever won't kill you next....:PI'm kidding. But wish it was just a little leeway, not much, to let you at least try to flee.
#23
Posté 02 mai 2012 - 07:39
#24
Posté 02 mai 2012 - 07:42
In practice, however, it doesn't work that way. Lag of even a few milliseconds is enough for a Banshee to grab you while all seems well. Things may seem, to you, that you have a split second to stagger that Phantom, when in reality, you don't. That Brute just melee'd and staggered you - the precursor to its instagib - but you backed off and it didn't follow, so now you can shoot it again. Or can you? No, actually, it did follow you, you just didn't see it, and now it's going to kill you.
While it isn't the worst thing in the world that instagibs rend you unrevivable, it's a pretty poor choice given how tenuous connection can be for everyone but the host. Especially in a game that doesn't let you seek by region. I'd remove the instant bleed-out personally, but it's not like the game is unbeatable with it. Hell, it's far from it, difficulty isn't even really the issue. The issues are fairness and frustration factor.
#25
Posté 02 mai 2012 - 07:43
Beatrix Tair wrote...
You shouldn't be stood next to them at all, really.
It's NOT random when it's determined by you standing next to her.
Sure it's annoying as Hell when it happens but.../shrug, our own fault when it does.
This.
Instakills keep things interesting. Makes situational awareness a must. Wish the Geth did instakills.





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