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 think 2x is a far number if not minimum 1.5x. it really is boring just aiming for center mass and wait until it dies.
On top of HS, I would like to see more strategic spots for increase damage for bosses, like the Atlas plats (and back vent while we're at it), Prime's tubings, etc.
Even better if we can add some directional mulitplier so mobs take more damage from the side and more from the back. This promote strategic placement of players and flanking tactics, instead of always just camping and shooting. This will make the MP SOOOOO much more fun. seriously.
I know this is much work, but probably a good idea for a large patch down the road.
Just making enemies toughter and toughter isn't fun. All you making is for players to shoot longer. However if you add in mechanics to overcome the challenges to reward skilled player, it will be a whole other level of enjoyment.
Also adding some better AI teamwork on higher level will be acutally fun and challenging.
Modifié par realgundam, 25 juillet 2012 - 04:00 .