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Random instant kills should just be knockouts


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#51
Sommyboy

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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.

No

#52
BeardyMcGoo

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GodlessPaladin wrote...

If your teammates are doing your job, and it didn't pull you through a wall or something ridiculous like that, it should generally get interrupted.  But then, in pubs, how many of your teammates are doing their jobs?  :?


Without biotic explosions, staggering and interrupting a banshee is not guaranteed.  I've walked up to one that had a teammate grabbed and shot it point blank with a cloaked claymore while the other teammates were shooting at it and it still didn't stagger.

#53
Torni06

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Sacrificial Bias wrote...

Only instant kill I have a problem with are from Phantoms, particularly when they camp your corpse. Other than that, it's kind of funny to see a Vanguard charge a Banshee and die instantly. More funny when they do it AGAIN. But yeah, I'd prefer a knock out rather than a permanent death.


And that's the real issue here, since insta kills render vanguards/melee krogans basicaly useless on gold runs against bosses and IMO it's not fair at all.

Take vanguards, they can do massive amount of biotic damage on common units with the combination of well built-up nova and charge and they can be brutal if they are supported by an another biotic for explosions. However on boss foes like banshees, they can do nothing just trying to keep distance and weapon dps them... so basically they are forced to do something, which other classes can do so much better and overall that makes most people question their resourcefulness on gold runs and i can understand it completely.

What I'm trying to say here, that there SHOULD be some kind of compensation for these classes, which could make them VIABLE against these enemies too.

Just an idea for vanguards: after they biotic charge an enemy, the shock of biotic charge renders "the victim" unable to insta-kill him/her for like 3 seconds. Which should be enough to get back into a safe distance after charge.. 
 - that doesn't mean that other boss enemies could not insta kill him if they are around! since this rule would only apply to the one getting charged/heavy meleed
 - also it wouldn't make these enemies unable to attack, it would only turn off their ability to insta-kill for 3 seconds! 
 - i think 3 seconds are really not much, enough to get in safe distance and that's all, if the player was still unaware of that, he would get his punishment anyway
 - Same for krogans, the brutal force from their melee shocks the enemy... and the applies here as well.

And since we are talking about compensation, these changes would require a little nerf on nova/heavy melee as well, since balance is as important as giving the chance of these guys to survive the insta kill of boss enemies. :P

Modifié par Torni06, 02 mai 2012 - 11:21 .


#54
Lexa_D

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instakills add much needed difficulty to the game and make people think what they are doing. Except banshees pulling through walls/floors (which can still be interrupted), all other instakills have their triggers (melee prior to that) and even banshees seem not be able to iunstakill when they're not shining. I would hate any random pug group to regularly trash hardest game level - so yeah, you need to know what you're doing.

#55
Faelyia

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Personally I'm fine with them. Sure it's very annoying when lag causes Banshees to have magnetic arms and it's very annoying to be taken down near the start of a wave, but without the insta-kill there is no real threat as long as you have medigel.

#56
Scorpgul

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LMAO you shouldn't be near a banshee anyway. Any retard who stands near one deserves to be insta-killed Another lol thread

#57
Barneyk

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The game would be way to easy without it.
Instakills is what makes it exciting and challenging.

#58
V_Davion

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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

#59
GodlessPaladin

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Lexa_D wrote...

instakills add much needed difficulty to the game and make people think what they are doing. Except banshees pulling through walls/floors (which can still be interrupted), all other instakills have their triggers (melee prior to that) and even banshees seem not be able to iunstakill when they're not shining. I would hate any random pug group to regularly trash hardest game level - so yeah, you need to know what you're doing.


Except that instant kills as currently implemented aren't HARD so much as they are a source of flukes.  I don't actually have to make any particular error or bad judgment to get grabbed once every dozen pub games or so, and the punishment is more severe than if I actually DID do something stupid.

Modifié par GodlessPaladin, 02 mai 2012 - 12:04 .


#60
Para Pett

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we need to keep them, yes lag is annoying, but most of the time it comes down to players not falling back quick enough. Yes, I've run round a corner face first into a phantom, she then kindly introduce her favourite toy to my delicate belly, but it was my fault for assuming the way forward was clear.

Its harder to dodge with certain characters, but don't let them get close, if you are, you're playing with fire and you will eventually get burnt.

#61
Horacio Zhao

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I'm ok with instakill, but please just make banshees and phantoms stop instakill people from 20 meters away!!!

#62
Lexa_D

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GodlessPaladin wrote...

Lexa_D wrote...

instakills add much needed difficulty to the game and make people think what they are doing. Except banshees pulling through walls/floors (which can still be interrupted), all other instakills have their triggers (melee prior to that) and even banshees seem not be able to iunstakill when they're not shining. I would hate any random pug group to regularly trash hardest game level - so yeah, you need to know what you're doing.


Except that instant kills as currently implemented aren't HARD so much as they are a source of flukes.  I don't actually have to make any particular error or bad judgment to get grabbed once every dozen pub games or so, and the punishment is far more severe than if I actually DID do something stupid.

This is sad, but either they fix grabbing through walls, and then everything is perfect, or not, and then you die once every dozen pub games (132- waves), which ain't too shabby. I'd rather have BW/EA fix more glaring bugs, and you'll be ok too, I'm sure :)

#63
GodlessPaladin

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Lexa_D wrote...

GodlessPaladin wrote...

Lexa_D wrote...

instakills add much needed difficulty to the game and make people think what they are doing. Except banshees pulling through walls/floors (which can still be interrupted), all other instakills have their triggers (melee prior to that) and even banshees seem not be able to iunstakill when they're not shining. I would hate any random pug group to regularly trash hardest game level - so yeah, you need to know what you're doing.


Except that instant kills as currently implemented aren't HARD so much as they are a source of flukes.  I don't actually have to make any particular error or bad judgment to get grabbed once every dozen pub games or so, and the punishment is far more severe than if I actually DID do something stupid.

This is sad, but either they fix grabbing through walls, and then everything is perfect, or not, and then you die once every dozen pub games (132- waves), which ain't too shabby. I'd rather have BW/EA fix more glaring bugs, and you'll be ok too, I'm sure :)


They need to fix Krogan Vanguard Rage right the **** now, but that's kinda beside the point of the discussion, isn't it?

Modifié par GodlessPaladin, 02 mai 2012 - 12:08 .


#64
Sidney

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Usually with vanguards the issue ion charging a banshee or ATLAS is not that you can't do it, it is that you can't do it if you aren't hosting. When I host as a vanguard, particularly the Asari, you can charge and immediately leap back and not get instakilled. The problem is if you try it with any leg they will get you half the time no matter how wuick you are.

#65
DedValve

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I run around, roll forward, knock down a phantom, roll back, suddenly I'm forced to walk forward and stand still while the phantom gets back up and instant kills me. I am host with lagless connection all of the time.

I whip out a missile launcher then suddenly walk back approximately 5 ft and stand perfectly still while the banshee insta-kills me because their grab range is just way to ****ing large and stupid.

This isn't even about avoiding them anymore, if you are anywhere near their vicinity they WILL suck you in. It's even worse for people with lag.

I say you shouldn't be able to be revived when you are insta-killed but you should be able to use medi-gel on yourself that way insta-kills still have that threat without it being broken or cheap.

#66
Para Pett

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Torni06 wrote...

Sacrificial Bias wrote...

Only instant kill I have a problem with are from Phantoms, particularly when they camp your corpse. Other than that, it's kind of funny to see a Vanguard charge a Banshee and die instantly. More funny when they do it AGAIN. But yeah, I'd prefer a knock out rather than a permanent death.


And that's the real issue here, since insta kills render vanguards/melee krogans basicaly useless on gold runs against bosses and IMO it's not fair at all.

Take vanguards, they can do massive amount of biotic damage on common units with the combination of well built-up nova and charge and they can be brutal if they are supported by an another biotic for explosions. However on boss foes like banshees, they can do nothing just trying to keep distance and weapon dps them... so basically they are forced to do something, which other classes can do so much better and overall that makes most people question their resourcefulness on gold runs and i can understand it completely.

What I'm trying to say here, that there SHOULD be some kind of compensation for these classes, which could make them VIABLE against these enemies too.

Just an idea for vanguards: after they biotic charge an enemy, the shock of biotic charge renders "the victim" unable to insta-kill him/her for like 3 seconds. Which should be enough to get back into a safe distance after charge.. 
 - that doesn't mean that other boss enemies could not insta kill him if they are around! since this rule would only apply to the one getting charged/heavy meleed
 - also it wouldn't make these enemies unable to attack, it would only turn off their ability to insta-kill for 3 seconds! 
 - i think 3 seconds are really not much, enough to get in safe distance and that's all, if the player was still unaware of that, he would get his punishment anyway
 - Same for krogans, the brutal force from their melee shocks the enemy... and the applies here as well.

And since we are talking about compensation, these changes would require a little nerf on nova/heavy melee as well, since balance is as important as giving the chance of these guys to survive the insta kill of boss enemies. :P


Why are you charging head on with them? go at them  from behind, so they have to turn to get you.  If this isn't viable, then go for other lesser enemies, so your team can concentrate on taking out the bosses with out the worry of been flanked, or rear ended.

#67
HyperionTheGreat

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DedValve wrote...

I run around, roll forward, knock down a phantom, roll back, suddenly I'm forced to walk forward and stand still while the phantom gets back up and instant kills me. I am host with lagless connection all of the time.

I whip out a missile launcher then suddenly walk back approximately 5 ft and stand perfectly still while the banshee insta-kills me because their grab range is just way to ****ing large and stupid.

This isn't even about avoiding them anymore, if you are anywhere near their vicinity they WILL suck you in. It's even worse for people with lag.

I say you shouldn't be able to be revived when you are insta-killed but you should be able to use medi-gel on yourself that way insta-kills still have that threat without it being broken or cheap.


About being sucked in I recommend having a chargable weapon of sorts, preferably a Geth Shotgun, and charging it. Whenever your character is sucked in the shotgun immediately releases. It gives you a chance to knock the killer back a bit just to escape.

Also I'd recommend hosting your own servers, abilities work better if you do. You might have to wait for people to show up though. Sometimes 5 minutes.

#68
BobFettle

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I'm fine with insta kills, it ads a bit of risk to the game. I still melee bosses, but only at the end when my team should survive without me if I die. Sometimes I die, say once in every 20 bosses on Silver, and I have to sit the round out. But I accept that as part of the game. Sometimes I run into cross fire, sometimes someone kills a atlas or prime just as I do heavy melee and I get explosion damage ... all part of the game.

I like the element of risk and seeing the rest of your squad come sprinting around a corner with a banshee hot on their heels never gets old :D

(Have to admit I've perhaps seen bugs once or twice if ever. Not nearly enough to concern me.)

#69
Seneva

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If they were just knockouts then its better to remove the OHK abilities from them.

With OHK mobs like Phantoms, Banshee's are feared. Brute's and Atlasses to a lesser extend.

#70
Mr_Happy

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If countless incidents, where I got "sucked in" by a Banshee or port->instant-grab taught me anything then this: Never ever ever ever EVER lose sight of a Banshee until it's dead. As soon as you hear the oh so familiar scream or one of your team shout out "Banshee!", try to spot it as soon as you can. And never ever ever ever lose sight of it until it's dead. :bandit:

#71
crushcrushcrush

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Banshees can't teleport or (so I hear) instakill without their glowy aura that they lose after taking a lot of damage. They'll regenerate it with their scream. Anyway, if you're playing a slow class on Gold and are getting worried about getting swarmed by instakill melee, use an Adrenaline Modulator for the mission, and focus on taking down other enemies for your friends to take down the bosses. Once they're clear you can turn your attention to the bosses, who you should be outrunning easily with your adrenaline modulator.

#72
InfamousResult

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If Grabs are your mortal enemy, I suggest giving this thread a read. It's a detailed guide on when to, and when not to, get close to "Boss" enemies- and when you can see they're vulnerable, or when they're able to Grab you. If you actually study the guide, you should be fine.

.. Barring flukes and lag issues, of course. But in my multiplayer experience, I've only been magnet-grabbed by something once, and only like 5 feet.

#73
LordOpic

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Got to say no to OP, half the fun of melling a Atlas is will it or ..ahh balls.

#74
january42

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crushcrushcrush wrote...

Banshees can't teleport or (so I hear) instakill without their glowy aura that they lose after taking a lot of damage. They'll regenerate it with their scream. Anyway, if you're playing a slow class on Gold and are getting worried about getting swarmed by instakill melee, use an Adrenaline Modulator for the mission, and focus on taking down other enemies for your friends to take down the bosses. Once they're clear you can turn your attention to the bosses, who you should be outrunning easily with your adrenaline modulator.


Adrenaline Mod actually makes it worse. It doesn't make your basic movement enough faster, but when running you end up diving into cover.

I'd like to see the instakill for Banshee's at least converted to a knockout vs "big" races that can't roll, as rolling seems to be the only way to avoid one when they teleport. Either that, or making Banshees not able to grab for a bit after teleporting.

Other than the banshees teleporting in and grabing,  The others make the game interesting, but the Charge-grad just feels cheap.  The only way to avoid it is hope the banshee focuses on someone else.

#75
tonnactus

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Barneyk wrote...

The game would be way to easy without it.


Then something is wrong with the game. Its possible to make a game really diffcult without resorting to something that cheap.

Those instantkills are nothing else then fake difficulty.

Modifié par tonnactus, 02 mai 2012 - 04:24 .