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Anyone else has the opinion that instantkills(Phantom,Brutes,Banshee) are stupid?


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#126
Evrathiel

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I always find it funny that Phantoms can instantly kill a Krogan.

In LotSB in ME2 in Thane's files you can see his methods of killing different species. The Krogan version is a long paragraph with the alternative being a bomb. So if a master assassin must sweat so much to bring down a Krogan how can Phantoms do it in 2 seconds?

I know, I know, MP, balance and all that but still makes me chuckle whenever a Krogan gets gibbed .

#127
molecularman

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Roninraver wrote...

mijames1 wrote...

in the books and such krogans have died by getting their throats cut. Why cant they be run through with a sword and die.


Redundant organs.

Two hearts, four lungs.  Backup nervous system.


One stab with a sword/set of claws hit enough of these things to kill a Krogan instantly?  Took out both hearts perhaps?


That's my issue with Krogan being instakilled by the Phantom and Banshee, at least.

The Brute/Atlas synch kill I don't mind so much.  The force applied to the Krogan looks to be quite enough to crush and liquefy just about everything inside.

Blunt force trauma is awesome like that.

I'm pretty sure they aren't just normal swords
They are space swords :wizard:

#128
Dumdedoo

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why not slightly change the insta kill system? As soon as a Brute/Banshee/Atlas/Phantom/Geth Prime/ or whatever new enemy with such ability, starts its insta kill animation. For some enemies the animations needs slightly changed brute for instance need to hold the victem slightly longer. But as soon as they grab you your allies can see a counter going down from 3 to 0. If they heavy melee/pull/throw the enemy performing the insta kill before the counter reaches 0. The ally will be saved with just one health bar remaining. Otherwise bye bye ally for that wave ;). Also allies should also get the ability to pick up their fallen teammates and drag them to the extraction zone. When dragging your fallen ally your ability to run/cover is gone untill you drop the body. also reload and power speeds are doubled. Maybe give some races the ability to drag people with less penalties (like krogan).

#129
Geakker

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Ok charging or melee hitting an enemy that can instantly kill you is stupid but if you get revived/revive yourself just to get instant killed before you are even able to move is damn annoying and frustrating. Also getting instant killed after a husk grabbed you or when you already ran 5 meters away from a banshee/phantom. Games shouldn't be frustrating.

#130
Freskione2

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Phantoms are a pain and kill me more often than any other baddies. How the hell do they kill you from across the freakin' map!! Its just not right!

Modifié par Freskione2, 12 avril 2012 - 09:34 .


#131
a ViciousFerret

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Brenon Holmes wrote...

tonnactus wrote...

Krogans cant roll and are slow...


Yep, which means they have a disadvantage versus certain enemies. Which is offset (imo) to a certain degree 
by some of the perks of that particular kit (especially as you can one hit kill Phantoms with the right build (silver/bronze)) .

I haven't played around too much with the Krogan Battlemaster, but I just unlocked it last night... looking forward to playing around with it. I can't really comment too much on how safe it is to go charge happy with him just yet - but from what I've seen it seems more like his charge tends to be slower anyways, so the playstyle will probably have to be different. :happy:

Keep in mind that the Battlemaster's rage is broken. Search the forum, there was a thread on it just now. Would be nice if you could bring it to someone's attention.

#132
Atheosis

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Evrathiel wrote...

I always find it funny that Phantoms can instantly kill a Krogan.

In LotSB in ME2 in Thane's files you can see his methods of killing different species. The Krogan version is a long paragraph with the alternative being a bomb. So if a master assassin must sweat so much to bring down a Krogan how can Phantoms do it in 2 seconds?

I know, I know, MP, balance and all that but still makes me chuckle whenever a Krogan gets gibbed .


I still think at a minimum Krogan should be immune to instakills.

#133
TLK Spires

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just get rid of their ****ing vacuum effect bull**** and i can pretty much manage the rest.

#134
KevTheGamer

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F a ii s a n wrote...

Kill soldier, husk, marauder,... Let the infiltrator play with the big guys =).

I take out banshees solo with Adepts, Sentinals, Soliders, and pretty much everyone except infiltrator and vanguard. Then again I suck as an infitrator. Sniper rifles are not my thing and my playing style does not favor vanguards unless its the Asari or maybe Krogan I haven't seen one in action yet.

#135
tonnactus

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ABjerre wrote...


It is not that I dont understand what is angering you - i dont enjoy being slaughtered any more than the next guy. I am however, having trouble understanding why the heck you dont just ajust your tactics regarding these 2 (of all the different mobs in MP) particularly powerfull units.



I did. And i just dont pick cerberus an enemies anymore. With banshee and brutes,it is at least somehow understandable. Why not making a nemesis actually dangerous with her sniper? That would make far more sense anyway. Now they are more comedic reliefs.

Modifié par tonnactus, 12 avril 2012 - 10:09 .


#136
taomang

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No. Actually server the krogan right for trying to melee them. There is always this amount of satisfaction i get when i see krogans get insta-killed for trying to melee these enemies.

#137
tonnactus

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Trae ThaThruth wrote...

Lol I've heavy meleed a charging brute on my GI found it funny Tbh..


As for phantoms outside of their hand gun they are push overs I heavy melee them to death with GI cuz they refuse to back up enuff to use their gun if I'm close to them so they keep walking right into my melee bubble banshees outside of the slide kill are ez and geth don't need instant kills they have the turret and drone and the hunters.
 


Thats the thing. Geth are dangerous without resorting to cheap tricks.(well,aside from Firebase White with a salarian engineer)

#138
Sailears

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Yes it bugs me. Phantoms not too much because it's less likely unless you're swarmed by them. Brutes is highly unlikely, I think I've only ever experienced it once.

Banshee's instakill is ridiculous, you get anywhere within 3 metres of that thing and it's 50/50 as to whether you get grabbed... >:(

#139
Hyperglide

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Insta-kills are fine and honestly a Krogan going down to a Phantom isn't that farfetched to believe. They are like Ninjas and are extremely lethal and fast. Krogan are big lumbering lard asses who should get merc'ed in close.

But the Krogan should have some kind of evade button. Even if it's just hitting the deck to maintain the (slow lumbering lard ass) disadvantage of mobility. Nuck chuckers are a real PITA when playing a Turian, Batarian or Krogan. Trying to turn and then storm is really annoying. Same with enemies that have insta-kills.

I'd rather have Krogans immune to stun-lock. They are totally useless vs. Geth because of this.

#140
22nd MadJack

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Frankly I think there should be absolutely no instakill unless -

1. Your shields are down.
2. Enemy has already meleed you (not someone else).
3. You are not storming in the opposite direction.

Modifié par 22nd MadJack, 12 avril 2012 - 10:24 .


#141
Gocad

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Banshees aren't all that bad....and it's kinda nice that there is someone that would laugh (ok, the laughter gets drowned in that annoying scream, I guess) about the fools that try charging or melee everything.

#142
E_rik

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tonnactus wrote...

Trae ThaThruth wrote...

Lol I've heavy meleed a charging brute on my GI found it funny Tbh..


As for phantoms outside of their hand gun they are push overs I heavy melee them to death with GI cuz they refuse to back up enuff to use their gun if I'm close to them so they keep walking right into my melee bubble banshees outside of the slide kill are ez and geth don't need instant kills they have the turret and drone and the hunters.
 


Thats the thing. Geth are dangerous without resorting to cheap tricks.(well,aside from Firebase White with a salarian engineer)


Never-ending stunlock isn't a cheap trick?

#143
Roninraver

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Hyperglide wrote...

Insta-kills are fine and honestly a Krogan going down to a Phantom isn't that farfetched to believe. They are like Ninjas and are extremely lethal and fast. Krogan are big lumbering lard asses who should get merc'ed in close.

But the Krogan should have some kind of evade button. Even if it's just hitting the deck to maintain the (slow lumbering lard ass) disadvantage of mobility. Nuck chuckers are a real PITA when playing a Turian, Batarian or Krogan. Trying to turn and then storm is really annoying. Same with enemies that have insta-kills.

I'd rather have Krogans immune to stun-lock. They are totally useless vs. Geth because of this.



Krogan Vanguard fixed this vs. Geth.  No more stunlock!
I now laugh in the face of Rocket Troopers, and a Geth Prime is just a bigger target to me.  As it should be!  :wub:
Now if they'd just fix the other two...


But Krogan are not "lumbering lard asses".  They are one metric ton of muscle, armor and ornery.

Krogan should fear NOTHING in close.  At range?  Sure, turn them into a pincushion.

Once a Krogan manages to close the distance though, they should be rewarded with absolute supremacy against nearly everyone.

I don't think losing to Brutes in a punch-up is shameful.  Nor to an Atlas.  Maybe not even to a Banshee.  Maybe.

But I should be able to grab a Phantom by the face-plate, lift her above my head and then slam her down across my knee, snapping her skinny ass like kindling.


I definitely should not be one-shot by her glorified space-kitchen knife from full health.  <_<

#144
tonnactus

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E_rik wrote...


Never-ending stunlock isn't a cheap trick?


Never encountered that from one enemy alone. If multiple hunters melee or shooting you with the geth shotgun and the player is in a corner(this shotgun staggers nearly all enemies when the player use it) , how this is exactly a cheap trick??
You just getting overwhelmed.

Modifié par tonnactus, 12 avril 2012 - 10:39 .


#145
Maria Caliban

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My only problem with insta-kills is that the geth don't have one.

#146
Hyperglide

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Roninraver wrote...

Hyperglide wrote...

Insta-kills are fine and honestly a Krogan going down to a Phantom isn't that farfetched to believe. They are like Ninjas and are extremely lethal and fast. Krogan are big lumbering lard asses who should get merc'ed in close.

But the Krogan should have some kind of evade button. Even if it's just hitting the deck to maintain the (slow lumbering lard ass) disadvantage of mobility. Nuck chuckers are a real PITA when playing a Turian, Batarian or Krogan. Trying to turn and then storm is really annoying. Same with enemies that have insta-kills.

I'd rather have Krogans immune to stun-lock. They are totally useless vs. Geth because of this.



Krogan Vanguard fixed this vs. Geth.  No more stunlock!
I now laugh in the face of Rocket Troopers, and a Geth Prime is just a bigger target to me.  As it should be!  :wub:
Now if they'd just fix the other two...


But Krogan are not "lumbering lard asses".  They are one metric ton of muscle, armor and ornery.

Krogan should fear NOTHING in close.  At range?  Sure, turn them into a pincushion.

Once a Krogan manages to close the distance though, they should be rewarded with absolute supremacy against nearly everyone.

I don't think losing to Brutes in a punch-up is shameful.  Nor to an Atlas.  Maybe not even to a Banshee.  Maybe.

But I should be able to grab a Phantom by the face-plate, lift her above my head and then slam her down across my knee, snapping her skinny ass like kindling.


I definitely should not be one-shot by her glorified space-kitchen knife from full health.  <_<


It's a sci-fi fantasy game.  You already have your belief suspended.  So suspend it some more.  Phantoms are supposed to be uber 1337 space ninjas and can eviscerate you from in close, no matter the species, creed, race, gender what have you.    It's not a difficult concept to comprehend.

Krogans would be OP if they were immune to insta-kills and this fact also adds more tension and drama to the gameplay.  I do agree that because Krogans have more shields and health, they are supposed to be stronger then most races and as I like to call them an 'immovable force,' but not at the expense of the drama or heat of CQC.  Where does it say in the lore that Krogans are the masters of CQC?

I think it's good that a Phantom can ruin a Krogans ****.  A Krogan has just as high a chance of doing it to the Phantom though.  So the argument is moot.

Modifié par Hyperglide, 12 avril 2012 - 10:41 .


#147
mijames1

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Roninraver wrote...

mijames1 wrote...

in the books and such krogans have died by getting their throats cut. Why cant they be run through with a sword and die.


Redundant organs.

Two hearts, four lungs.  Backup nervous system.


One stab with a sword/set of claws hit enough of these things to kill a Krogan instantly?  Took out both hearts perhaps?


That's my issue with Krogan being instakilled by the Phantom and Banshee, at least.

The Brute/Atlas synch kill I don't mind so much.  The force applied to the Krogan looks to be quite enough to crush and liquefy just about everything inside.

Blunt force trauma is awesome like that.


I Find the sword hitting both hearts Believable enough to keep this in The Game and keep the playing field even.

#148
Hyperglide

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Maria Caliban wrote...

My only problem with insta-kills is that the geth don't have one.


Yes they do, it's called stun lock.  When I can't even take my Krogan Soldier out of cover to melee a Rocket Trooper or Hunter then what's the point?  Oh and the Primes 3 round burst is a insta-kill if I ever saw one.

#149
Crimson Invictus

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The last time I was instagibbed by a banshee in gold someone knocked her out of it and I landed in front of her. She just picked me up with her magnetic hands of doom and did it again, this time without an interrupt and from whatever distance a backwards roll covers.

That is slightly ridiculous.

#150
Zix13

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Because the animation is canned: Yes. I'm fine with one shot kills, but give the player a chance to avoid them.