NoBeatrix 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.
Random instant kills should just be knockouts
#51
Posté 02 mai 2012 - 10:43
#52
Posté 02 mai 2012 - 10:52
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
Posté 02 mai 2012 - 11:09
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.
Modifié par Torni06, 02 mai 2012 - 11:21 .
#54
Posté 02 mai 2012 - 11:53
#55
Posté 02 mai 2012 - 11:57
#56
Posté 02 mai 2012 - 11:57
#57
Posté 02 mai 2012 - 11:59
Instakills is what makes it exciting and challenging.
#58
Posté 02 mai 2012 - 12:00
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
Posté 02 mai 2012 - 12:00
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
Posté 02 mai 2012 - 12:05
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
Posté 02 mai 2012 - 12:05
#62
Posté 02 mai 2012 - 12:07
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 sureGodlessPaladin 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.
#63
Posté 02 mai 2012 - 12:08
Lexa_D wrote...
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 sureGodlessPaladin 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.
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
Posté 02 mai 2012 - 12:09
#65
Posté 02 mai 2012 - 12:09
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
Posté 02 mai 2012 - 12:13
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.
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
Posté 02 mai 2012 - 12:15
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
Posté 02 mai 2012 - 12:57
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
(Have to admit I've perhaps seen bugs once or twice if ever. Not nearly enough to concern me.)
#69
Posté 02 mai 2012 - 01:03
With OHK mobs like Phantoms, Banshee's are feared. Brute's and Atlasses to a lesser extend.
#70
Posté 02 mai 2012 - 01:26
#71
Posté 02 mai 2012 - 01:35
#72
Posté 02 mai 2012 - 01:49
.. 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
Posté 02 mai 2012 - 02:21
#74
Posté 02 mai 2012 - 02:31
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
Posté 02 mai 2012 - 04:24
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 .





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