Most Annoying Enemy Unit And How You Would Fix It
#26
Posté 28 juin 2012 - 04:50
#27
Posté 28 juin 2012 - 04:54
To be less facetious, I have to say that Pyros bother me the least of all Geth. They can be ended reasonably quickly just with weapons fire, let alone powers; they also move slowly, and they're easy to see coming.Feauce wrote...
Geth Pyro. They deal retarded amounts of damage, and they many times they can burn you through cover. The fix: cut their damage by at least 1/3, maybe more. They've already gotten a range buff, that's enough.
In fact, they're pretty well balanced: they're deadly if you let them get to you, so you have to make some quick choices about priority when you see them. Nicely implemented.
And Primes are frustrating, too, between the stunlock cannon and the stupid cheap turrets that spawn instantly behind you. I would be 100% behind a reduction in both turret damage and frequency of placement, but even they aren't that much of a problem: it's pretty hard not to know when one is looking at you, and you take cover and keep your situational awareness up (and have your squadmates do the same).
But Hunters and Rocket Troopers make me feel like taking a baseball bat to their corpses, Office Space style. I refuse to play U/U with Turians, Batarians, and Krogan now, because I might make it through the match just fine, particularly if I use up some high-level consumables--but no matter what, there's a substantial chance that I'll find myself completely unable to respond to incoming fire for five or six seconds, due to repeated stunlock. Even with characters that can dodge, I have trouble, but without dodge Geth are virtually unplayable unless you're willing to spend the entire match camping behind cover.
I really, really hate Geth.
#28
Posté 28 juin 2012 - 05:03
#29
Posté 28 juin 2012 - 05:09
#30
Posté 28 juin 2012 - 05:09
#31
Posté 28 juin 2012 - 05:11
#32
Posté 28 juin 2012 - 05:11
#33
Posté 28 juin 2012 - 05:14
What makes Phantoms so deadly is they can kill you, regardless of range.(at least on silver and gold) They can almost kill me in two shots with that d*** hand cannon they have on silver.Celtic Latino wrote...
Phantoms. Too aggressive and insta-kill :-p
#34
Posté 28 juin 2012 - 05:14
its also between the geth pyro and the the rocket geth, those rockets they come at you so fast the instant you move from cover
#35
Posté 28 juin 2012 - 05:17
#36
Posté 28 juin 2012 - 05:19
#37
Posté 28 juin 2012 - 05:20
Geth Prime turrets ignoring shield-gate, sure, ok, it's a boss tier level power.
Phantoms OHK-ing you upon revival..hmm, not too annoying
but the stupid stupid stunlocking by every single shot by a Geth Hunter really justs manages to p*ss me off.
That's the one thing i want fixed more than anything.
#38
Posté 28 juin 2012 - 05:21
I prefer to dump a few scorpion rounds onto the ground and slowly walk away.Pitznik wrote...
Eight Claymore pellets right to the face is the best remedy for annoying enemies.
#39
Posté 28 juin 2012 - 05:23
Pitznik wrote...
Eight Claymore pellets right to the face is the best remedy for annoying enemies.
Do that all the time. The problem arises when you're facing of 3 Hunters along with Pyros, you shoot one in the face, go to reload, the other geth hunter shoots and stops your reload animation, you roll back/sideways try reloading again, the 3rd hunter stunlocks you again, doing it so fast you cant even use reload-cancel.
This gets especially annoying on gold.
#40
Posté 28 juin 2012 - 05:24
#41
Posté 28 juin 2012 - 05:24
Geth Rocket Troopers with double-insta-rockets-to-the-head.
Invisible Turrets.
Marauders.
Also I kinda annoyed by Banshee's "antibiotic" field when I'm playing with Adept.
#42
Posté 28 juin 2012 - 05:25
I hate the Hunters!!! Even if you stunlock them, their GPS that's aiming way up to the sky, can still shoot you. =.=
#43
Posté 28 juin 2012 - 05:30
Yes, you an usually see Pyros coming from a mile away. The biggest issue is that nothing stops them in their tracks. Because of their armor, you can't use Submission Net, Stasis, Singularity, or Lift to take them out of the battle for a few moments. Admittedly, Shockwave does a good job of knocking them back, but that's one ability out of five that works for some semblance of crowd control on a Pyro.
PsychoticBiotic wrote...
I prefer to dump a few scorpion rounds onto the ground and slowly walk away while putting on a pair of shades.
Fixed.
Edit: Worst thing about the Hunters isn't their stunlock... It's the fact that even if they're knocked down, caught in a Net/Stasis, or whatever else, they will still shoot at you. This is obviously a bug and needs to be fixed.
Modifié par Feauce, 28 juin 2012 - 05:32 .
#44
Posté 28 juin 2012 - 05:33
ryanshowseason3 wrote...
Hunter stunlock it just should not be possible to stunlock a player.
I can see a lot of people saying this would be "unbalanced" or some such nonsense but I wholeheartedly agree.
EDIT: You are talking about stunlock in general right, not just from hunters?
Modifié par Blind2Society, 28 juin 2012 - 05:34 .
#45
Posté 28 juin 2012 - 05:35
Blind2Society wrote...
ryanshowseason3 wrote...
Hunter stunlock it just should not be possible to stunlock a player.
I can see a lot of people saying this would be "unbalanced" or some such nonsense but I wholeheartedly agree.
EDIT: You are talking about stunlock in general right, not just from hunters?
What's undeniably unbalanced is the instant death from enemies like the Banshee and Phantom. We can't do that at all. (Rockets don't count due to instant respawning behavior.)
#46
Posté 28 juin 2012 - 05:36
Yes! This:Feauce wrote...
PsychoticBiotic wrote...
I prefer to dump a few scorpion rounds onto the ground and slowly walk away while putting on a pair of shades.
Fixed.
#47
Posté 28 juin 2012 - 05:38
Modifié par Beerfish, 28 juin 2012 - 05:38 .
#48
Posté 28 juin 2012 - 05:38
Rocket Troopers on Gold - those nimble buggers like dodging my biotics way too much.
#49
Posté 28 juin 2012 - 05:42
Feauce wrote...
What's undeniably unbalanced is the instant death from enemies like the Banshee and Phantom. We can't do that at all. (Rockets don't count due to instant respawning behavior.)
I'm not a big fan of IKs, though it does add a sense of fear when you have two banshees teleporting towards you. And when they get close, it's actually quite frightening.
I do have some issues with IKs though. For example, a banshee teleporting through a wall and grabbing you instantly. They should have to be next to you for a certain amount of time before they grab you. It also becomes an issue when you're backing away from them and they teleport behind you and block your path.
Overall, however, I would just like to see them fix it so IKs and other things like husk grabs cannot interupt heavy melee.
#50
Posté 28 juin 2012 - 05:51
This would be a good fix for it. The phantom instakills are somewhat fair other than the little harpies camping over your corpse but the banshees coming through walls and immediately instakilling you makes you want to play the game less not more.Blind2Society wrote...
Feauce wrote...
What's undeniably unbalanced is the instant death from enemies like the Banshee and Phantom. We can't do that at all. (Rockets don't count due to instant respawning behavior.)
I'm not a big fan of IKs, though it does add a sense of fear when you have two banshees teleporting towards you. And when they get close, it's actually quite frightening.
I do have some issues with IKs though. For example, a banshee teleporting through a wall and grabbing you instantly. They should have to be next to you for a certain amount of time before they grab you. It also becomes an issue when you're backing away from them and they teleport behind you and block your path.
Overall, however, I would just like to see them fix it so IKs and other things like husk grabs cannot interupt heavy melee.





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