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.
If that's the case then Brendon, why don't you consider lowering the armor rating of Banshees? They are the most agile, most powerful enemy in the game, yet have no true disadvantage. Their warp abilities are far superior to the other heavy classes, as they will kill you if you have a single bar of health left on any non-tanking target. Plus their instakill has no conditional sequence (AKA: It can pick you up whenever it wants, instead of like the others, where the other boss enemies must perform an easily avoidable melee attack) so can perform them the instant you're in range. They have the advantage everywhere, and still have more armor to take a barrage of soldiers. The Banshee is also virtually impossible to reliably stun, so you can't make it hold it's head still to get headshots, plus the jumping, it's not as easy as you say it is to headshot.
Why not just decrease the armor of them, give it to the brutes (currently, they are the weakest boss out there) and then up the frequency of banshees by 1? As for giving them headshot immunity, you could just double their shields and armor, and then that would make headshots an increase in effectiveness (headshot damage is 250%, 300% for Kishock, if they have double health, you're doing a bit more damage than usual for hitting a smaller target) and make anyone who can aim be capable of doing better than someone who can't sub-target.
Alternatively, you can just MAKE a varying multiplier for them, of damage multiplier of 1.25-1.5, that makes snipers work well and give the other non-projectile weapons a bonus, while keeping the projectile weapons as strong as they are currently (not that it means very much, only about three are actually useful on high difficulties, hence why they are "gimmicks").





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