Modifié par Lord Chun, 25 juillet 2012 - 02:58 .
Any Good Reason Headshots don't apply to Boss Enemies?
#51
Posté 25 juillet 2012 - 02:45
#52
Posté 25 juillet 2012 - 02:45
Evo_9 wrote...
Brenon Holmes wrote...
soldo9149 wrote...
So it would take longer for use to kill them.Atheosis wrote...
Beacuse you guys don't think things through a lot of the time?
K. Guess we won't talk about this then. Later.
Thats a great attitude to have towards your fanbase.
When the fanbase acts like that guy did then I don't blame Brenon for responding that way.
Modifié par Vertigo_1, 25 juillet 2012 - 02:45 .
#53
Posté 25 juillet 2012 - 02:46
#54
Posté 25 juillet 2012 - 02:46
Evo_9 wrote...
Thats a great attitude to have towards your fanbase.
If a fan wants a serious response, maybe they should act like it and not insult the staff.
Just maybe.
#55
Posté 25 juillet 2012 - 02:46
#56
Posté 25 juillet 2012 - 02:47
Brenon Holmes wrote...
Sort of... it's because they're (generally) easier to headshot and we had no way of controlling the headshot multilplier ona per-creature basis. And the headshot multiplier is goofy (3.5x or something like that?), intentionally - because it's normally somewhat harder to do (on a normal creature).
That seems very odd from what I have see with other games.
#57
Posté 25 juillet 2012 - 02:47
On topic: How about 1.75 and work from there?RahuStalker wrote...
NathanW18 wrote...
Someone from Bioware actually responds and people have to act like douchebags.
Well played.
Couldn't have said it better.
Modifié par Grogimus, 25 juillet 2012 - 02:49 .
#58
Posté 25 juillet 2012 - 02:47
Brenon Holmes wrote...
soldo9149 wrote...
So it would take longer for use to kill them.
Sort of... it's because they're (generally) easier to headshot and we had no way of controlling the headshot multilplier ona per-creature basis. And the headshot multiplier is goofy (3.5x or something like that?), intentionally - because it's normally somewhat harder to do (on a normal creature).
That said, I think it's something we're interested in - as headshots are always nice... if it was to be done, it would probably have to be implemented in such a way as to give us control over the multiplier per creature though.
What do you folks think would be a fair multiplier?
3.5 or higher is a huge damage increase I cant deny, but primes, banshee's, brutes all have heads. We can see them and most things when shot in the head do take more damage in games. I would say 1.5 - 2 would a good start but would require testing against how well it would affect shotguns, snipers, full auto weapons like the harrier and the new king of AR's the Typhoon.
Modifié par soldo9149, 25 juillet 2012 - 02:48 .
#59
Posté 25 juillet 2012 - 02:48
JerZeyCJ2 wrote...
Ahh, I was going to say x2, because x3.5 does seem like a lot.Brenon Holmes wrote...
soldo9149 wrote...
So it would take longer for use to kill them.
Sort of... it's because they're (generally) easier to headshot and we had no way of controlling the headshot multilplier ona per-creature basis. And the headshot multiplier is goofy (3.5x or something like that?), intentionally - because it's normally somewhat harder to do (on a normal creature).
That said, I think it's something we're interested in - as headshots are always nice... if it was to be done, it would probably have to be implemented in such a way as to give us control over the multiplier per creature though.
What do you folks think would be a fair multiplier?Atheosis wrote...
Beacuse you guys don't think things through a lot of the time?
K. Guess we won't talk about this then. Later.
I was going to say the same thing. 2x multiplier but id even go for a 1.5x multiplier since that's better then none at all.
#60
Posté 25 juillet 2012 - 02:48
NathanW18 wrote...
Someone from Bioware actually responds and people have to act like douchebags.
Well played.
We are their customers and they treat us like we should feel honored when they deign to respond? Yeah, **** that.
It's obvious to me and most everyone else on these boards that they don't always think things through thoroughly, and I think they need to hear it from the fanbase. More importantly I think they should be able to take the criticism rather than saying "screw you guys, I'm going home".
#61
Posté 25 juillet 2012 - 02:48
Times 2.5 equals plus 150%.Poulpor wrote...
The actual headshot mutiplier was not X 2.5 ?
3.5x(damage)=(damage)+250%
#62
Posté 25 juillet 2012 - 02:51
Brenon Holmes wrote...
Why do you think headshots were removed on the big creatures?
Nerfing anything that speeds up overall gameplay is BioWare's answer to everything.
#63
Posté 25 juillet 2012 - 02:51
#64
Posté 25 juillet 2012 - 02:52
Imp of the Perverse wrote...
I really like the way you can shoot parts off of the atlas and brute, it would be cool if there were ways to weaken or disable the bosses rather than just giving a flat damage increase. Maybe have a spot on a prime that does less damage, but if you destroy it, they can no longer spawn turrets.
QFT. Having bosses have components that can be disabled to reduce their threat - like blowing a banshee's hand off so she can't grab you, etc - I think that's great because it doesn't trivialize bosses and lead to the second coming of the sniperpocalypse, but it does allow the game to tangibly reward precision targeting. Hell, even just giving them a guaranteed stagger on headshot with no bonus damage would be worth it.
#65
Posté 25 juillet 2012 - 02:52
Blacklash93 wrote...
Chimera1 wrote...
With boss characters, you have both shields and armor to deal with. In their way, kind of negates headshots.
Not really. Shielded and Armored enemies still respond to headshots like others.Atlas? They disabled headshots, I guess to avoid dealing with atlas hijacking in MP.
Obviously the glass was too easy of a target but there's that red hole in the back that just screams "Shoot me!".Prime? Technically, since it's a mobile platform with multiple processors, there really is no "headshot." Especially when you consider that in range of their network devices, they can transmit their programs or "souls" out of the platform.
It's also where they see and without an eye they can't really function in combat. Geth don't really die even when being killed regularly.Banshees? They... er... have no souls?
That's fine because all we need is their brain in their head.
1. If a boss character still responds to headshots the same way, why this thread? I understand that 1000+ armor and shields (pulling a number out of my butt here) could possibly react the same way, but if a miniboss 100+ armor and shields take the same amount of damage/percentage of damage, then how do you look at a headshot on a 1000+ enemy?
2. Again, I just don't think they wanted to make an atlas easy to take down. For that matter, any of the bosses.
3. Techincally, they don't need eyes.
4. A joke, pretty much like the rest.
Mostly, I think they just didn't want to make it easy.
#66
Posté 25 juillet 2012 - 02:53
sobbos wrote...
Nerfing anything that speeds up overall gameplay is BioWare's answer to everything.
brb casually looking at buff:nerf ratio in balance changes
brb casually looking at speedrun videos with weapons that havent been nerfed
brb laughing
#67
Posté 25 juillet 2012 - 02:59
Brenon Holmes wrote...
soldo9149 wrote...
So it would take longer for use to kill them.
Sort of... it's because they're (generally) easier to headshot and we had no way of controlling the headshot multilplier ona per-creature basis. And the headshot multiplier is goofy (3.5x or something like that?), intentionally - because it's normally somewhat harder to do (on a normal creature).
That said, I think it's something we're interested in - as headshots are always nice... if it was to be done, it would probably have to be implemented in such a way as to give us control over the multiplier per creature though.
What do you folks think would be a fair multiplier?Atheosis wrote...
Beacuse you guys don't think things through a lot of the time?
K. Guess we won't talk about this then. Later.
How about bringing back the head shot on the big guys, but give it a penalty, ie: a certain percentage damage reduction?
#68
Posté 25 juillet 2012 - 03:00
#69
Posté 25 juillet 2012 - 03:00
Brenon Holmes wrote...
What do you folks think would be a fair multiplier?
It's hard to say. On a Prime, headshots are very very easy, so maybe 1.5x multiplyer. On a Banshee they are a little more difficult as it teleports, so perhaps 2.0x. On a Brute though it can be pretty difficult to his the actual head (at least for me), so 2.5x seems right.
#70
Posté 25 juillet 2012 - 03:01
Brenon Holmes wrote...
K. Guess we won't talk about this then. Later.
To be honest, there doesn't seem like a lot to talk about. You guys have made up your minds on the issue and are brokering no feedback from the community.
I doubt anything we would have said here would of made any difference to the issue.
Modifié par IIIMystIII, 25 juillet 2012 - 03:02 .
#71
Posté 25 juillet 2012 - 03:01
Blacklash93 wrote...
I looked back through the changes to the multiplayer and saw that the Banshee and Geth Prime do not have headshots. The Geth Prime did once but it was taken away and ditto for the shootng the glass of the Atlas.
So... why?
I'm pretty sure the Banshee never could be headshot.
Blacklash93 wrote...
How do you justify this in the setting? A Geth Prime should be no different than another Geth in terms of extra locational damage.
A geth prime is nothing like the other geth. It is a command and control unit armed and armored with military grade armored vehicles as its ideal target. A geth prime fighting infantry is overkill. Using anti-personnel weapons against a geth prime is like using anti-personnel weapons against an armored vehicle. Immunity to headshot damage is simply a reflection of how inadequit our weapons are for dealing with it... and why the few weapons that are within the lore capable of damaging armored vehicles (Widow, Javelin, Cobra) still do well against it.
Blacklash93 wrote...
A Banshee doesn't have any biotic protection unless they have their shield up or are charged and even then bullets make it through and headshots should be more.
There is no evidence that a Banshee has the same vulnerabilities a living Asari might have.
Blacklash93 wrote...
The Atlas has a exposed vent that could royally screw up the inside. How can that not do extra damage?
Bioware had to make a choice. Encourage team work in order to take down heavier enemies, or rely on gimmicks like only being able to damage an atlas from behind. You and I may disagree with their decision, but over all I think they chose the option that will promote a better online community in the long run... in fact lately I've noticed banshees have been going down a lot faster because the people on my team want to focus on eliminating them as a threat rather than waiting to see if someone else will deal with it.
#72
Posté 25 juillet 2012 - 03:02
IIIMystIII wrote...
To be honest, there doesn't seem like a lot to talk about. You guys have made up your minds on the issue and are brokering no feedback from the community.
I doubt anything we would of said here would of made any difference to the issue.
.. That's.. aside from the fact that he's asking for feedback from the community right now, right..?
#73
Posté 25 juillet 2012 - 03:04
IIIMystIII wrote...
Brenon Holmes wrote...
K. Guess we won't talk about this then. Later.
To be honest, there doesn't seem like a lot to talk about. You guys have made up your minds on the issue and are brokering no feedback from the community.
I doubt anything we would have said here would of made any difference to the issue.
Meanwhile....
Brenon Holmes wrote...
What do you folks think would be a fair multiplier?
#74
Posté 25 juillet 2012 - 03:07
I'd aim for weak points on bosses for even an extra 40-50% extra damage. (or.. 1.4x as opposed to the normal 2.5-3x)Brenon Holmes wrote...
Sort of... it's because they're (generally) easier to headshot and we had no way of controlling the headshot multilplier ona per-creature basis. And the headshot multiplier is goofy (3.5x or something like that?), intentionally - because it's normally somewhat harder to do (on a normal creature).
That said, I think it's something we're interested in - as headshots are always nice... if it was to be done, it would probably have to be implemented in such a way as to give us control over the multiplier per creature though.
What do you folks think would be a fair multiplier?
I can understand why headshots are a general modifer, that makes a lot of sense, but it does seem better to allow for per-creature exceptions.
EDIT: Actually, with all the bonuses to headshots available, even a +0% bonus for hitting a weakpoint could work, as long as you'd get bonus damage for hitting it with headshot bonuses. I know I'd actually use my Vulnerability VIs more often if they worked on bosses. I'd prefer a basic, smaller than normal bonus though.
Modifié par EvanKester, 25 juillet 2012 - 03:16 .
#75
Posté 25 juillet 2012 - 03:07





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