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Random instant kills should just be knockouts


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90 réponses à ce sujet

#1
jotun04

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A full kill is too severe for something so random.  Maybe make them more common to compensate.  It's just stupid that people can sometimes stand next to a banshee for several whole seconds without getting killed, or you could be next to her for 10 milliseconds and get killed.

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_*

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Yeap, I made a topic a while back about this.

http://social.biowar...3/index/9742187

Modifié par Air Quotes, 17 mars 2012 - 06:17 .


#3
Beatrix Tair

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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.

#4
SushiSquid

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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.

Modifié par SushiSquid, 17 mars 2012 - 06:20 .


#5
phil2512

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Lag really makes instant kills annoying I was far away from a banshee and I got instant killed.

#6
dividedbyn1ght

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If you can't move a little to the left when you see a brute charge or you can't about face and run from a banshee that's heading right towards you......then the instant kill is justified.

#7
nomana

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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.

#8
Zoheb

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Yesterday, I activated the heavy melee of my Krogan to finish off a Brute with 1 health bar left and just as I was about to hit the Brute, my character turns around, gets picked up into the air and impaled by a Banshee that had just biotic jumped in from nowhere.

Wish I'd taken a video of that.

#9
Walla Walla 06

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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.

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........

#10
jotun04

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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
DHR107

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You're an idiot if you are Biotic Charging Banshees/Brutes anyway.

#12
zhk3r

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The most messed up thing is when the game makes you walk over to either the Banshee, Phantom or Brute. Doesn't happen with the Atlas, not that I've noticed. Some people say the Banshee has "got a spell" that makes you walk up to her, but I don't think so. If she does, then suddenly the Phantom and Brute have started using magic as well. I've been "drawn in" by a Banshee after running away when I got to close, over a 12 meter distance in-game. It's pathetic. Poor coding, imo.

#13
Banzboy

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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
Bolo Xia

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what about being 'grappling hook' dragged in to your death by a banshee?
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
KestrelM1

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I'm completely okay with the Banshee's "instant kill," as it has a long delay in which your teammates can save you. If your team is properly coordinated, it can be avoided.

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
Caeltih

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I love running round a corner to get to safety and running into a phantom and been instakilled.

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
GracefulChicken

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It seems to either go:

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
Autochthon

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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.

The same would have to be applied to enemy grendes.

Starting at silver taking a grenade is a death sentece :( Sure it's just "unconscious" but when ity got thrown into your entire team (and randomly decided not to make the *clink* noise) you're screwed.

#19
RicHSAD

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I'm ok with the perma deaths, but I do wish there was some kind of animation on the banshee to let you know that the attack is coming. The way it just sucks you in to her with no warning is kinda lame. Being able to evade an attack promotes skillful play, randomness does not.

#20
Tankcommander

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Yeah, just now I watched as a friend got hit by a banshee, then stood their for 4 seconds, and then ran away, and me, being 5 meters away, instead got grabbed and OHKed. So stupid.

#21
Lagrad Gribble

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I'd say stop trying to melee Atlas, Phantoms, Banshees, and Brutes. BOOM!! Solved your problem.

#22
WardenShepard

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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
Mabari Owns High Dragon The 2nd

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There was a thread about predicting them and I have YET to be instakilled without expecting it since. Well there were two times on Firebase Giant on Gold... But we were swarmed by Phantoms...

#24
Arkley

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If avoiding instagibs wasn't so incredibly dependent on having a good connection to the host (or being the host) I would disagree. On paper, they serve a good purpose for a team based game; they punish inattentive players and by denying them the option to revive, they make it so a single weak link can severely hamper the chain.

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
Killahead

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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.