Aller au contenu

Photo

Should instant kills be removed: yay or nay?


  • Veuillez vous connecter pour répondre
213 réponses à ce sujet

#176
tonnactus

tonnactus
  • Members
  • 6 165 messages

DullahansXMark wrote...

Nope2.1 wrote...

No, stop people from being stupid ****s


Also stops Vanguards from doing... well, anything.

Seriously, how's a Vanguard supposed to tank for his team (aka his class DESCRIPTION) if he runs the risk of getting sync-killed the moment he makes impact with the enemy?

Don't Biotic Charge, one might ask? Then why even play a Vanguard?


Exactly.

#177
tonnactus

tonnactus
  • Members
  • 6 165 messages

regack wrote...

Meh, no. Just keep your distance or time your attacks... something has to make the boss units dangerous...


The Phantom is dangerous enough without instantkills and dont even need them. If the Banshee is laughable without it they should modify her attacks. Instantkills just show how much effort developers wanted to put in this game in addition with the huge amount of bugs.

#178
Doni

Doni
  • Members
  • 482 messages
I think sync kills are alright, but not the way they work right now, where they serve as the PRIMARY ATTACK for some enemies (particularly the Banshee).

Sync kills should instead be used to punish the player for being careless in close quarters.  Example, if a player STAYS in an enemy's sync kill zone for a couple consecutive seconds.  It'd be much more fair than now, where the player is usually staggered by a melee attack first (often making it impossible to avoid the sync kill), or in the Banshee's case, being sync killed the instant the Banshee teleports into range.

#179
babymoon

babymoon
  • Members
  • 466 messages
Nay. I don't care what anyone says, it gives me a nice challenge. And they're really not that hard to avoid if you pay attention.

#180
sareth_65536

sareth_65536
  • Members
  • 596 messages
magnetic hands is a problem, not a synckill

#181
Nylon Angel

Nylon Angel
  • Members
  • 187 messages
Nay.

I'm happy enough to admit I have been sync killed quite a few times.

Sometimes its lag, magna hands, teleporting though walls.... the usual.

Sometimes its because I wasn't paying attention, did something stupid, was revived by a team mate with one of the ladies standing on top of me.... the usual.

Mostly its because I was just playing too damn close for my own good.

I've screamed at the monitor on numerous occasions "NO FRACKING WAY!!!!"

But the ladies of insta death make playing against Cerberus and Reapers fun and exciting. They can change a game in seconds, from a routine cakewalk to OMFG!

Give me OMFG! over fracking Geth boredom anyday.

I'd rather have a thrilling game wipe than yawn from start to finish.

#182
An English Gamer

An English Gamer
  • Members
  • 955 messages
Yes. They might aswell make it so you just fall over dead when a banshee or phantom stands near you instead of wasting time with the animation... -_-

However recently I've been doing my first insanity SP playthrough. Insta-kills are bull in MP, but when you get magna-grabbed by a banshee or stun-lock-insta-killed by a phantom in SP things move into cheap frustration rather than actual challenge.
Slightly off topic but the point is that Insta kills take away from the experience, not add.

#183
AsheraII

AsheraII
  • Members
  • 1 856 messages

BlackbirdSR-71C wrote...

Yes. They're buggy and in my opinion, overkilld.

Banshees already have:

- Heavy, target seeking DoT attack predictable, dodgable
- Heavy, area of effect DoT attack predictable
- Melee attack weak and slow
- Can teleport at predictable regular intervals on a rather short distance

Brutes:

- Wide AoE melee attack slow
- Wide AoE rush attack predictable, dodgable, blocked by objects
- Fast jump attack with a long cooldown

Phantoms:

- Have ridiculous Sniper gloves with a recharge of several seconds
- Invisibility cloak, can be spotted from halfway across the battlefield
- Invincibility frames against powers easily spotted these days
- Strong, quick melee attacks which is to be expected from something wielding a light sword
- Low health, little barrier, can be staggered, allergic to Asari

Atlases:

- High Shields and armor
- Melee attacks
- Target seeking rockets with AoE predictable & dodgable
- Fast, strong shotgun blasts
- Immensely slow moving, easily knocked back



Removing instakills from these enemies is only being fair to classes like Vanguards whose profiecency is close combat, while Infiltrators or Soldiers laugh since they can just keep their distance. Not to mention that Vanguards need more stuff to kill, instead of only about every enemy spawning right around the corner of the bottleneck the infi's were lining up for but where nothing spawns because the Vanguard makes sure it won't even reach the infi's sights.


Edit: But I definitely agree with those saying that as long as Banshees have to execute a normal melee attack before instakilling, I'd be more than fine with that. Why do they have that advantage when compared to Atlases when they are already more dangerous? Apart from the Banshee (and the Phantom, for that matter) obviously being designed as a higher difficulty enemy, seeing how they spawn at least a wave later than Atlasses do.


Comments in red.

#184
Ehunkel

Ehunkel
  • Members
  • 161 messages

AsheraII wrote...

BlackbirdSR-71C wrote...

*Huge quote snip*


Comments in red.


This person speaks the truth.

#185
Boog_89

Boog_89
  • Members
  • 1 625 messages
They wont remove them but I would like it if they couldn't insta-kill you while you had your shields up, its bad when you are a turian with full health and shields and you simply cant turn and run away quick enough to avoid the magnet hands.

#186
BlackbirdSR-71C

BlackbirdSR-71C
  • Members
  • 1 516 messages

AsheraII wrote...

BlackbirdSR-71C wrote...

Yes. They're buggy and in my opinion, overkilld.

Banshees already have:

- Heavy, target seeking DoT attack predictable, dodgable
- Heavy, area of effect DoT attack predictable
- Melee attack weak and slow
- Can teleport at predictable regular intervals on a rather short distance

Brutes:

- Wide AoE melee attack slow
- Wide AoE rush attack predictable, dodgable, blocked by objects
- Fast jump attack with a long cooldown

Phantoms:

- Have ridiculous Sniper gloves with a recharge of several seconds
- Invisibility cloak, can be spotted from halfway across the battlefield
- Invincibility frames against powers easily spotted these days
- Strong, quick melee attacks which is to be expected from something wielding a light sword
- Low health, little barrier, can be staggered, allergic to Asari

Atlases:

- High Shields and armor
- Melee attacks
- Target seeking rockets with AoE predictable & dodgable
- Fast, strong shotgun blasts
- Immensely slow moving, easily knocked back



Removing instakills from these enemies is only being fair to classes like Vanguards whose profiecency is close combat, while Infiltrators or Soldiers laugh since they can just keep their distance. Not to mention that Vanguards need more stuff to kill, instead of only about every enemy spawning right around the corner of the bottleneck the infi's were lining up for but where nothing spawns because the Vanguard makes sure it won't even reach the infi's sights.


Edit: But I definitely agree with those saying that as long as Banshees have to execute a normal melee attack before instakilling, I'd be more than fine with that. Why do they have that advantage when compared to Atlases when they are already more dangerous? Apart from the Banshee (and the Phantom, for that matter) obviously being designed as a higher difficulty enemy, seeing how they spawn at least a wave later than Atlasses do.


Comments in red.


If I may:

Banshees:

- Can teleport at predictable regular intervals on a rather short distance

This is how it's supposed to be, but Banshees can teleport through walls. It happened quite often to me that I see a Banshee approaching, turn around and run only for the Banshee to teleport through a wall right in front of me and instakill me.

Brutes:

- Wide AoE rush attack predictable, dodgable, blocked by objects

It most certainly is not blocked by objects. Their rush has an AoE similar to Smash that works through cover and walls.

Phantoms:

- Have ridiculous Sniper gloves with a recharge of several seconds

Are we playing different games? Phantoms fire in bursts of three. If all three shots hit, they can take you down some classes down. After that, they pause for maybe a second or two, and then shoot away again, all the while getting closer.


Aside from that I largely agree with you. But wouldn't you agree that giving Banshees the same requirement (meleeing before instakilling) as all the other instakill enemies would be better? I know an incredible good Vanguard player and while Phantoms are a challenge for him, they are still fun to fight unlike Banshees.

#187
Subguy614

Subguy614
  • Members
  • 834 messages
I don't mind the sync kills per se.

Just give me a small (5 sec) window of sync immunity after rezzing or using medigel.

IOW: Let me have full control of my character before I'm subject to a sync kill.

#188
VaultingFrog

VaultingFrog
  • Members
  • 3 251 messages
I dont mind insta-kills but I do mind reviving myself and a phantom is able to ninja me as I get up so I waste medi-gel. How about none of that bs and I am cool with it.

#189
Cohen le Barbare

Cohen le Barbare
  • Members
  • 1 789 messages
Instant kills and stunlock must be removed. They are cheap mechanics that make the game superficially harder.

How to make the game harder? Give bots some powers and to balance that, reduce their effectiveness with guns. AI had powers in ME1 and that was manageable (granted the AI was bad, but still)

#190
banans_huligans

banans_huligans
  • Members
  • 536 messages
Nah, instakills are fine, makes you pay attention. If you are the down with phantom/banshee on your corpse and no squadmates alive to distract them then gg no re

Besides, without instakills banshees would be incredibly weak

Modifié par banans_huligans, 17 septembre 2012 - 01:25 .


#191
Katya Nadanova

Katya Nadanova
  • Members
  • 431 messages
Nay, instakills are fine.

#192
.458

.458
  • Members
  • 2 113 messages
It isn't so bad that things can insta-kill, but situations that you have no possibility of avoiding, especially banshee teleport through a wall and sync kill simultaneously, should not happen. BW will tell you that until a player regains control after revive that the player is immortal...but this is only true for the host. There is no allowance for non-hosts. Even a host will die almost 100% because there is no control until the same moment the enemy sync kills. There is no sport to it. Those are the kills that need to be removed.

#193
-Sxx-

-Sxx-
  • Members
  • 1 271 messages

DeadeyeCYclops78 wrote...

I love watching a teammate with bad battlefield awareness get insta killed. leave them in the game.
I have not been personally insta killed in about 5 months so umm yeah they do not bother me in the least.


I don't believe you. Not that you care, but I don't. 

Only problem with the insta-kills is the magnet-hands. That's it. 

#194
DHKany

DHKany
  • Members
  • 8 023 messages
Magnet hands removed and make it so that phantoms can't just gib you after they actually meleed another player.

#195
Shrakelle

Shrakelle
  • Members
  • 737 messages
If the instakill happens while I am actually close to the instakiller then I don't mind. But if I freeze and get zoomed 10 metres, then yes, I do mind!

But, I have noticed that we do this to enemies who come close to cover with the 'grab'. They freeze, slide over a bit and are instakilled.

I wouldn't say that that makes us even though..

#196
-JP-

-JP-
  • Members
  • 739 messages
No.

Insta-kill adds to the game. Phantoms, for example, would be a competely different tactical challenge if they didn't have the insta-kill ability (and not in a good way, I have to add). Sure, lag-related insta-kills are annoying, but I'd rather see the lag somehow fixed than removing an important game feature.

Modifié par -JP-, 17 septembre 2012 - 02:18 .


#197
redneck nosferatu

redneck nosferatu
  • Members
  • 316 messages
Absolutely yes.

#198
Pedactor

Pedactor
  • Members
  • 2 017 messages
I would fear what the replacements would be.

Brute/Atlas/Banshee speed buffs?

Can you imagine? That would be worse.

Part of the reason Geth stunlock is because of this as well: they'd have to be buffed in a different way if they didn't.

#199
LoboFH

LoboFH
  • Members
  • 873 messages
Nay and don't be casual muppets, by that order.

#200
lazysundae

lazysundae
  • Members
  • 1 727 messages

Subguy614 wrote...

I don't mind the sync kills per se.

Just give me a small (5 sec) window of sync immunity after rezzing or using medigel.

IOW: Let me have full control of my character before I'm subject to a sync kill.

This I agree with.  Synckills need to stay, but I've thrown in the towel on matches I could have otherwise won because I'm bleeding out with a Phantom parked on top of me and know I have 0 chance of getting further than a couple feet before I'm dead.

Same goes for stunlock - it's BS that I'm technically invincible, but can be stunlocked until I'm ready to take damage, and then I die without having had the opportunity to take control of my character.