Anyone else has the opinion that instantkills(Phantom,Brutes,Banshee) are stupid?
#176
Posté 13 avril 2012 - 05:39
#177
Posté 13 avril 2012 - 05:54
At least give us a fighting chance...
I know all those who think it is fine will say to fight at range, but sometimes you don't get to pick the time and place you fight them.
#178
Posté 13 avril 2012 - 05:58
#179
Posté 13 avril 2012 - 05:59
Which can be frustrating but it usually only annoys me for about 5 seconds.
#180
Posté 13 avril 2012 - 06:01
#181
Posté 13 avril 2012 - 06:05
Not only do they have that random timing, I've had them suck me in from the top of the stairs to the bottom on Firebase Dagger.Brenon Holmes wrote...
Nompire wrote...
This part still makes me sad. The rest is good info though, thanks!
Yeah, she was a bit of an experiment... on the whole internally I think we're a little split on the feeling of it. It does make her scary - but it can definitely feel cheap sometimes too (especially with lag on clients). :happy:
#182
Posté 13 avril 2012 - 06:05
Seriously I don't see what the problem is. See an enemy that can instakill? Run away from it and then shoot from a better position! Oh they managed to sneak up on you? They have to do 1-2 seconds of melee animation first so move away! Oh you are down and a few phantoms are beside you? Don't use your medi-gel until they have moved or have been killed!
#183
Posté 13 avril 2012 - 06:07
No need to nerf, from my experience, the vacuum grab is a really rare occasion. For a month i remember only 5 attempts of it
Modifié par Flamko, 13 avril 2012 - 06:09 .
#184
Posté 13 avril 2012 - 06:54
It's not the same.Garrubrations wrote...
Oh hey we should remove the option to grab enemies when they walk up to your cover too right? I mean that's killing them in one move when they have their shield up, its a cheap move that doesn't allow revives, and when it gets laggy it seems like the enemy unit just teleports to you when you press the melee button.
Modifié par PaperAlien, 13 avril 2012 - 06:56 .
#185
Posté 13 avril 2012 - 06:56
I would love to see them removed completely.
I would love to see it so that, like with Husk attacks, you could button spam to knock them away from yourself.
I would love for them to be changed so that instead of insta-killing, they just deal a ton of damage (that is potentially survivable under the right circumstances)
At the bare minimum, I would like to see this ability downgraded so that while it's an instant kill, it's not an instant-perma-kill, so that team mates or medipacks can revive you afterwards. I would gladly burn a medipack to take a few more swipes at a Banshee. Otherwise Vanguards are fairly worthless when the team is fighting one, capable only of plinging away with their weapons for minimal damage.
#186
Posté 13 avril 2012 - 06:57
#187
Posté 13 avril 2012 - 06:57
There are better ways to make a game harder besides uncontrollable insta-kills.
#188
Posté 13 avril 2012 - 06:59
tonnactus wrote...
Its actually funny that a girl with a sword could instantly kill a krogan vanguard on silver.(a banshee is at least a boss enemy, a phantom isnt) What is the point of playing a vanguard when someone could only charge cannon fodder? And against elite and boss enemies all other classes are better?
Yep, I agree with you it's silly that a hardened Krogan warlord is going to be insta-cheesed by a flippity girl with a knife. The brute, banshee, and atlas I can almost understand, but yeah it is what is is. Keep your distance and chunk down lift nades if you have them. That'll show her.
#189
Posté 13 avril 2012 - 07:14
squidney2k1 wrote...
I think the OHK is great, because it adds a degree of challenge.
.
Sure, it can be a great deal of challenge if you're brave enough to try a melee-centric class without the proper support backing you up. Or it's a complete non-issue if you're playing a biotic/tech and don't have complete downs.
The whole melee system needs a revamp. The amount of crap CQC characters have to worry about is a complete joke considering you can play tech burst/biotic combo spammers and just absolutely shred anything and everything with little risk and a considerable reward.
#190
Posté 13 avril 2012 - 07:16
Geth do not need Insta-Kills because of how much they can stun you. The Geth Prime's cannon does a ton of damage whilst knocking you back when you get hit.
But, that's why farming Geth is so effective - no Insta-Kills. And no grenades.
Modifié par vGriMz, 13 avril 2012 - 07:16 .
#191
Posté 13 avril 2012 - 07:30
#192
Posté 13 avril 2012 - 07:39
That said, it's ridiculous how it works. I could be vacuum-grabbed from ten yards away right at the beginning of the round, for God's sake. It would work a lot better if other players could stop the insta-kill from happening by some means other than shooting a rocket. Put enough bullets/powers into the killer and he/she drops you? I'm good with that.
Also, speaking from a lore perspective, it seems silly to have a Phantom's sword killing a krogan or geth. Just saying.
#193
Posté 13 avril 2012 - 08:18
Gillityr The Original wrote...
No, I do not share that opinion. The melee instant kill is what makes those enemies scary, and require tactics.
THIS SO MUCH
#194
Posté 13 avril 2012 - 08:27
Ahms wrote...
Gillityr The Original wrote...
No, I do not share that opinion. The melee instant kill is what makes those enemies scary, and require tactics.
THIS SO MUCH
Tactics mean **** all when it comes to being sucked in from across the map due to lag, or when the phantom just appears out of nowhere and one shots you. Read what people are complaing about...nobody is saying "awe, I have to use tactics but I don't want too...".
#195
Posté 13 avril 2012 - 08:36
tonnactus wrote...
Manuel La Bor wrote...
It is kind of dumb, but it encourages cautious play around them. Phantoms/banshees/brutes/atlas's would be so much easier for melee chars/vanguards to deal with. sometimes you get ambushed, sometimes you charge into them and they insta gib you, It really sucks when that happens but in practice it is designed to make you use alternative methods of attack to defeat them.
Come on.The only alternative tactic is to retreat and shoot your gun,unless you are an asari. Then at least you have stasis.
So whats the point of playing a vanguard and being punished by idiotic random chances for an instant kill when dealing with something more then cannon fodder??
The role of phantoms is exactly this: to make you retreat. So you better play in a way that enables you to do this anytime you see a phantom going after you. Same with banshees. The only player that has a problem with that is the player with a rushing mindset. But rushing means fail in this game on any level above bronze. Running around and shooting at everything along the way is not very successful here.
Now the problem with krogans is: their class abilities encourage them to rush. Countless times I've seen krogans being insta-killed by banshees or phantoms as they try to melee them for the rage. If you are a krogan, be aware you have a weak spot. There are enemies you should not melee. Easy to say, hard to learn, it seems.
Modifié par tallinn, 13 avril 2012 - 08:37 .
#196
Posté 13 avril 2012 - 08:41
The again, being surrounded by three phantoms when you're the last one standing is a bit evil, I'll give it that. But they also gave us rockets without any friendly fire. Which is less evil.
Modifié par Chromako, 13 avril 2012 - 08:43 .
#197
Posté 13 avril 2012 - 08:43
#198
Posté 13 avril 2012 - 08:47
I'm fine with instakills on my Asari.
I'm fine with instakills on my Salarian.
I'm fine to a degree with instakills on my Turian.
However, I'm NOT fine with Instakills on my KROGAN!
Modifié par SinerAthin, 13 avril 2012 - 08:47 .
#199
Posté 13 avril 2012 - 08:50
Scary is good. It adds extra strategy in your team makeup. Any N7 soldier knows that!
Scary is fine. Scary isn't a problem. Phantoms and Banshees can still be scary without instakilling. The problem is, while a ranged character like an Infiltrator can be scared of Banshees, they can always run away, and still be effective. They can pling away at them from across the map, and if the Banshee gets anywhere close, they just turn and run to the other side of the map.
Melee builds don't have this luxury. For a melee build to do any respectable damage to a Banshee, they need to be in melee range, and that means that they might die instantly, and not just die, but die without the possibility of resurrection that wave. It's too much. It's not balanced. There are no enemies that instakill from range. Even enemies that are tough at range, like Ravagers and Nemesis, are merely that, tough. They can't instantly kill you, at worst they drop your shields and do a little damage, leaving you open to follow-up. You don't want that to happen, but you can survive it. You can't survive a Banshee hug.
So they can make enemies scary for melees, like Brutes are scary for melees, like Primes are scary to melees, like Pyros are scary for melees, but they should not give them cheap, unavoidable (if you're in melee), unstoppable insta-kill attacks.
#200
Posté 13 avril 2012 - 08:52





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