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How to render instant kills useless (video)


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#26
Ronnie Blastoff

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jordie3000 wrote...

http://mlkshk.com/r/2OOD

Funniest thing I've seen almost all year. Only because I feel the exact same way. And just so I'm clear. Is that a awesome azz remix of kungfu master from parapa the rappa?

Modifié par Ronnie Blastoff, 01 août 2012 - 09:06 .


#27
Melee or Die

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If Bioware decides to fix it, they should do as you suggested and do away with instant-kills all together. That being said, in a perfect world, it would happen that way. But we all know better. I have a feeling they might just increase the syncbox and make it worse. Hopefully, I am wrong.

I don't know how to feel on the subject though. On one hand: Instant-kills keep the pressure high and make sure I'm aware of the situation, and without 'em, the game is too easy. On the other hand: It's annoying and can become frustrating when you get reeled back in, not to mention it usually looks like the game just puts you in time-out when it so feels ("Does this unit have a soul?").

Regardless, if they change for better or for worse, I'll play as long as the game remains fun. If it loses that element, I'm done. Good luck, Bioware.

#28
Uchimura

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Cool to know, thanks. Also worth the entertaining track.

#29
Pho-King_iLL

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----------------------------------------------------------------------------
August 7, 2012
----------------------------------------------------------------------------

Reaper Banshee
- Magnet hands effect expanded 10 meters
- Melee attack removed. Sync-kills instantly when player is within range
- Sync-kill fixed to work properly on stairways
- Armor increased by 20%

Modifié par Pho-King_iLL, 01 août 2012 - 09:21 .


#30
Dilandau3000

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A3 Reks wrote...

I don't know how to feel on the subject though. On one hand: Instant-kills keep the pressure high and make sure I'm aware of the situation, and without 'em, the game is too easy. On the other hand: It's annoying and can become frustrating when you get reeled back in, not to mention it usually looks like the game just puts you in time-out when it so feels ("Does this unit have a soul?").

Instant-kills wouldn't be a problem if it weren't for magnet hands (which is mostly a lag issue and therefore difficult to fix) and the banshees tendency to teleport next to you and immediately grab you before you could conceivably run away. If there was a slight delay between teleport and grab giving you a chance to roll/run and magnet hands didn't happen, I wouldn't have a problem with it.

Phantom sync kills are mostly fine already, although I would prefer it if the game required a complete melee against you specifically before a sync kill is allowed. As it stands, their ability to have an interrupted melee against someone else then sync-kill you before you even spotted them is kind of lame.

I've never been sync-killed by a brute or atlas, I didn't even know they could do it for a very long time.

#31
Melee or Die

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@Pho-King_iLL

Ha ha ha! Wouldn't shock me one bit. I'd be surprised if they didn't strap missile launchers to her hands and let her insta-kill whole squads from a distance.

#32
Lucrece

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I shall name my firstborn after you!

And the most frustrating time for me with sync kills is right after a rez because for some reason the game has you in a Derp state for about 1-2 seconds, allowing you to be easy prey for magnethands/Phantoms.

Tonight I even got rezzed, and the Atlas right away gave me a gorilla hug.

#33
sclera

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It's beautiful.

#34
holdenagincourt

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It's really useful for a Kroguard, but doesn't really help most of the other classes, as the melees and/or ranged attacks of the sync killers will kill you soon enough if you try to tank on an exposed stairway. Not to mention the other enemies on the map.

Thanks for the info though. I've noticed this but never took notice of the fact that they weren't doing it, figuring it was just coincidence.

#35
Kalas Magnus

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Banshee. You were a formidable foe.

#36
Digitalis32

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I noticed this earlier, it is really handy on FBGD. Though I rarely exploit this because often the team is far, far away from the stairs.

#37
Jay_Hoxtatron

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LOL. Amazing.

#38
Shoelesscomsonaut

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Dilandau3000 wrote...

A3 Reks wrote...

I don't know how to feel on the subject though. On one hand: Instant-kills keep the pressure high and make sure I'm aware of the situation, and without 'em, the game is too easy. On the other hand: It's annoying and can become frustrating when you get reeled back in, not to mention it usually looks like the game just puts you in time-out when it so feels ("Does this unit have a soul?").

Instant-kills wouldn't be a problem if it weren't for magnet hands (which is mostly a lag issue and therefore difficult to fix) and the banshees tendency to teleport next to you and immediately grab you before you could conceivably run away. If there was a slight delay between teleport and grab giving you a chance to roll/run and magnet hands didn't happen, I wouldn't have a problem with it.

Phantom sync kills are mostly fine already, although I would prefer it if the game required a complete melee against you specifically before a sync kill is allowed. As it stands, their ability to have an interrupted melee against someone else then sync-kill you before you even spotted them is kind of lame.

I've never been sync-killed by a brute or atlas, I didn't even know they could do it for a very long time.


Brute and Atlas have fair instant kills. They only really use them if a player gets too stupid or too aggressive. Banshees need some kind of alteration though. Either remove and replace it or give it a slight delay as you suggested. Until then... cheap tactics for a cheap enemy B)

#39
WiqidBritt

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makes sense that they need to be on even ground with you to sync kill you.
usually though, the only time I have problems with sync kills is when the Banshee is right behind me and I don't realize it.

#40
xx DJ ONE xx

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Pho-King_iLL wrote...

----------------------------------------------------------------------------
August 7, 2012
----------------------------------------------------------------------------

Reaper Banshee
- Magnet hands effect expanded 10 meters
- Melee attack removed. Sync-kills instantly when player is within range
- Sync-kill fixed to work properly on stairways
- Armor increased by 20%
- All stairs are made of lava


You forgot one:pinched:

#41
Ronnie Blastoff

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holdenagincourt wrote...

It's really useful for a Kroguard, but doesn't really help most of the other classes, as the melees and/or ranged attacks of the sync killers will kill you soon enough if you try to tank on an exposed stairway. Not to mention the other enemies on the map.

Thanks for the info though. I've noticed this but never took notice of the fact that they weren't doing it, figuring it was just coincidence.

Though this about 2 seconds after I saw it as well. Still, can't wait to see a banshee and yell at a bunch of randoms in a pub, " go to the stairs, she can't grab you on the stairs!!!"

#42
Dilandau3000

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Ronnie Blastoff wrote...

holdenagincourt wrote...

It's really useful for a Kroguard, but doesn't really help most of the other classes, as the melees and/or ranged attacks of the sync killers will kill you soon enough if you try to tank on an exposed stairway. Not to mention the other enemies on the map.

Thanks for the info though. I've noticed this but never took notice of the fact that they weren't doing it, figuring it was just coincidence.

Though this about 2 seconds after I saw it as well. Still, can't wait to see a banshee and yell at a bunch of randoms in a pub, " go to the stairs, she can't grab you on the stairs!!!"

Then watch the randoms get mowed down by a Marauder on the stairs. That's my prediction, anyway. Image IPB

#43
Lucrece

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Shoelesscomsonaut wrote...

Dilandau3000 wrote...

A3 Reks wrote...

I don't know how to feel on the subject though. On one hand: Instant-kills keep the pressure high and make sure I'm aware of the situation, and without 'em, the game is too easy. On the other hand: It's annoying and can become frustrating when you get reeled back in, not to mention it usually looks like the game just puts you in time-out when it so feels ("Does this unit have a soul?").

Instant-kills wouldn't be a problem if it weren't for magnet hands (which is mostly a lag issue and therefore difficult to fix) and the banshees tendency to teleport next to you and immediately grab you before you could conceivably run away. If there was a slight delay between teleport and grab giving you a chance to roll/run and magnet hands didn't happen, I wouldn't have a problem with it.

Phantom sync kills are mostly fine already, although I would prefer it if the game required a complete melee against you specifically before a sync kill is allowed. As it stands, their ability to have an interrupted melee against someone else then sync-kill you before you even spotted them is kind of lame.

I've never been sync-killed by a brute or atlas, I didn't even know they could do it for a very long time.


Brute and Atlas have fair instant kills. They only really use them if a player gets too stupid or too aggressive. Banshees need some kind of alteration though. Either remove and replace it or give it a slight delay as you suggested. Until then... cheap tactics for a cheap enemy B)


I don't mind so much the instakill as the constant warping. She just keeps porting and they should reduce the amount of damage it takes to stop her from charging around.

#44
Shoelesscomsonaut

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Ronnie Blastoff wrote...

holdenagincourt wrote...

It's really useful for a Kroguard, but doesn't really help most of the other classes, as the melees and/or ranged attacks of the sync killers will kill you soon enough if you try to tank on an exposed stairway. Not to mention the other enemies on the map.

Thanks for the info though. I've noticed this but never took notice of the fact that they weren't doing it, figuring it was just coincidence.

Though this about 2 seconds after I saw it as well. Still, can't wait to see a banshee and yell at a bunch of randoms in a pub, " go to the stairs, she can't grab you on the stairs!!!"


Hah!

It's definitely more useful for some classes than others. Kroguard benefits the most for sure, but I could see a slayer, novaguard, paladin, or shadow getting some use out of it. Also good for when it's just that one Banshee left alone on the map as you may have noticed a lot of her attacks missed even when I was right in front of her.

I'm all for helping my fellow vanguard though. CHARGE EVERYTHING!

#45
Shad Croly

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This is the best discovery in the history of ever.

#46
himegoto

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Ashen Earth wrote...

Image IPB

I admit. I didnt know this.

#47
DHKany

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sweet revenge is finally mine......

#48
JustinSaneV2

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 How did this go so undiscovered for so long?

#49
holdenagincourt

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Shoelesscomsonaut wrote...

Ronnie Blastoff wrote...

holdenagincourt wrote...

It's really useful for a Kroguard, but doesn't really help most of the other classes, as the melees and/or ranged attacks of the sync killers will kill you soon enough if you try to tank on an exposed stairway. Not to mention the other enemies on the map.

Thanks for the info though. I've noticed this but never took notice of the fact that they weren't doing it, figuring it was just coincidence.

Though this about 2 seconds after I saw it as well. Still, can't wait to see a banshee and yell at a bunch of randoms in a pub, " go to the stairs, she can't grab you on the stairs!!!"


Hah!

It's definitely more useful for some classes than others. Kroguard benefits the most for sure, but I could see a slayer, novaguard, paladin, or shadow getting some use out of it. Also good for when it's just that one Banshee left alone on the map as you may have noticed a lot of her attacks missed even when I was right in front of her.

I'm all for helping my fellow vanguard though. CHARGE EVERYTHING!


For Banshees, I totally agree. She's the weakest of the four in CQC once her sync kill is taken out of the equation (even Atlas, IIRC, doesn't have a minimum ideal range for its rockets or cannon, so anything not capable of recharging barriers every several seconds won't last long out in the open). Phantoms, Brutes and Atlases just staggerlock PCs and/or abuse hugely damaging attacks and are much less reliant on their sync kills to bring down players, so my guess is that tanking one or more of those with something other than a select few characters is going to be difficult even without their instakills.

I'm interested in seeing people's gameplay videos and how they incorporate this new knowledge. Thanks again OP.

#50
Melee or Die

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@Shoelesscasmonaut

Agreed. Cheap is, as Banshee does. Hopefully something good comes of this information from Bioware's side.