Changes to enemies that would remove most of the frustration
#51
Posté 28 décembre 2012 - 06:08
The game would be ABSOLUTELY MARVELOUS if it was designed on a better grid. I need my actions to happen REALIABLY when i hit them. Not when the enemy is done hitting me, not when I'm downed, when I hit the button.
*I WANT TO BIOTIC CHARGE WHEN I HIT THE BUTTON
*I WANT TO USE AN OPS PACK WHEN I HIT THE BUTTON
*I WANT TO PICK SOMEONE UP WHEN THE CIRCLE IS GREEN WHEN I HIT THE BUTTON
*I WANT TO ACTIVATE AN OBJECTIVE WHEN I HIT THE BUTTON
*I WANT THAT WHEN I HIT THE TRIGGER ON MY GUN, I SHOOT!!!! HUNTERS AND ROCKETTERS DO IT IN STASIS AND WHILE LIFTED WITH PULL! I DON"T CARE IF I"M BEING SHOT BY A ENEMY, IF IM NOT STAGGERED I WANT TO ****IN SHOOT BACK!
Whatever the system this game is designed on is horrible for multiplayer. If I'm not literally seeing an action of me being stunned or staggered EVERY SINGLE THING SHOULD WORK!
The half a second delay between and after every single action in this game is worse than anything I've every put my hands on, and everyday its less and less time I'm putting my hands on it because of the BS this game escorts down my throat with a funnel.
#52
Posté 28 décembre 2012 - 06:11
#53
Posté 28 décembre 2012 - 06:12
I personally rather fight 100 hunters, AT ONCE than 10 combat dronesKenadian wrote...
Well, that some enemies (Primes and Scions) not only stagger you but literally lock you out of any and all actions when getting shot doesn't help. Then there's the drones.
#54
Posté 28 décembre 2012 - 06:14
RoundedPlanet88 wrote...
I personally rather fight 100 hunters, AT ONCE than 10 combat dronesKenadian wrote...
Well, that some enemies (Primes and Scions) not only stagger you but literally lock you out of any and all actions when getting shot doesn't help. Then there's the drones.
With a Volus Sentinel.
#55
Posté 28 décembre 2012 - 06:15
Air Quotes wrote...
I'm not looking for "EASY' mode. I'm looking for balanced, fun mode, where If I die it's MY fault. Not because of BS enemy BS damage, tracking, stagger, HP, DR, immunity, no scopes, and so on.
That doesn't change that you _ARE_ making it easymode...
Reducing stagger and immunity resistance means that you're basically lowering the amount of ways the mobs can affect players...
Everything becomes about damaghe and you might as well remove a fair number of movs since the only difference between them is how much damage they do...
#56
Posté 28 décembre 2012 - 06:16
Turn Banshees into Keepers
Turn Praetorians into Hanar
Turn Phantoms into Conrad Verner
#57
Posté 28 décembre 2012 - 06:17
#58
Guest_Flies_by_Handles_*
Posté 28 décembre 2012 - 06:19
Guest_Flies_by_Handles_*
Ronnie Blastoff wrote...
I don't mind the enemies and the cheapness and the BS. I more than anything just hate that the game doens't respond when I need it to. I get shot, I can't do anything, I try to pick someone up, I can't do anything, If I'm being targeted, I can't do anything. I try to take cover while getting shot by a prime, I STAND BACK UP STRAIGHT TO GET SHOT SOME MORE??!!
The game would be ABSOLUTELY MARVELOUS if it was designed on a better grid. I need my actions to happen REALIABLY when i hit them. Not when the enemy is done hitting me, not when I'm downed, when I hit the button.
*I WANT TO BIOTIC CHARGE WHEN I HIT THE BUTTON
*I WANT TO USE AN OPS PACK WHEN I HIT THE BUTTON
*I WANT TO PICK SOMEONE UP WHEN THE CIRCLE IS GREEN WHEN I HIT THE BUTTON
*I WANT TO ACTIVATE AN OBJECTIVE WHEN I HIT THE BUTTON
*I WANT THAT WHEN I HIT THE TRIGGER ON MY GUN, I SHOOT!!!! HUNTERS AND ROCKETTERS DO IT IN STASIS AND WHILE LIFTED WITH PULL! I DON"T CARE IF I"M BEING SHOT BY A ENEMY, IF IM NOT STAGGERED I WANT TO ****IN SHOOT BACK!
Whatever the system this game is designed on is horrible for multiplayer. If I'm not literally seeing an action of me being stunned or staggered EVERY SINGLE THING SHOULD WORK!
The half a second delay between and after every single action in this game is worse than anything I've every put my hands on, and everyday its less and less time I'm putting my hands on it because of the BS this game escorts down my throat with a funnel.
I hate this. It's so frustrating to have that delay when you are on the verge of dying and the ability to save yourself is there, it's just that the game sees differently.
I suspect that some, if not all, of those actions are related to lag as the delay happens far less often when I host or when whomever is hosting is closer to my location than, say, some place in Europe.
#59
Posté 28 décembre 2012 - 06:20
Bleachrude wrote...
Air Quotes wrote...
I'm not looking for "EASY' mode. I'm looking for balanced, fun mode, where If I die it's MY fault. Not because of BS enemy BS damage, tracking, stagger, HP, DR, immunity, no scopes, and so on.
That doesn't change that you _ARE_ making it easymode...
Reducing stagger and immunity resistance means that you're basically lowering the amount of ways the mobs can affect players...
Everything becomes about damaghe and you might as well remove a fair number of movs since the only difference between them is how much damage they do...
Solutions are available. One I've herad thrown around BSN is a cooldown for staggers, like the AI already has but we don't. Some enemies do need to be nerfed though. Cerberus essentially rides on the coat tails of the Phantoms and Dragoons. That's not a good balance for that faction. And the Geth are ****ing frustrating to play against, this is almost universally agreed upon.
#60
Posté 28 décembre 2012 - 06:22
Kenadian wrote...
Bleachrude wrote...
Air Quotes wrote...
I'm not looking for "EASY' mode. I'm looking for balanced, fun mode, where If I die it's MY fault. Not because of BS enemy BS damage, tracking, stagger, HP, DR, immunity, no scopes, and so on.
That doesn't change that you _ARE_ making it easymode...
Reducing stagger and immunity resistance means that you're basically lowering the amount of ways the mobs can affect players...
Everything becomes about damaghe and you might as well remove a fair number of movs since the only difference between them is how much damage they do...
Solutions are available. One I've herad thrown around BSN is a cooldown for staggers, like the AI already has but we don't. Some enemies do need to be nerfed though. Cerberus essentially rides on the coat tails of the Phantoms and Dragoons. That's not a good balance for that faction. And the Geth are ****ing frustrating to play against, this is almost universally agreed upon.
no ur wrong, geth are working as intended and u need to lrn2play
they are fine, not cheap or buggy at all!!!
Modifié par improvisionist, 28 décembre 2012 - 06:22 .
#61
Posté 28 décembre 2012 - 06:25
NuclearTech76 wrote...
Post a video of you dodging an atlas rocket and I'll believe you till then you and your post are completely FOS.Sabbatine wrote...
Ugh, not another one of these threads. I understand that a large number of people who post on these forums want the game to be easier, I just don't understand why they want the game to be easier. If you don't want to be "frustrated" by certain enemies then take a few minutes to study their behaviors and patterns and stop putting yourself into situations where these behaviors and patterns become frustrating. The game provides all the tools we could possibly need to do this, and some tools we don't need. It's really not that hard.
Most of your ideas are bad but I'll only be focusing on the ones I think are terrible.Air Quotes wrote...
3. Add 0.5-1 second lock-on time for Geth Prime and Geth Rocket Trooper similar to Ravager or Nemesis
A lot of people don't seem to realize that this is in fact a cover based shooter. Rockets already have a brief lock on time and if that didn't give players enough time to react the fact that they have a 1-3 second travel time makes them laughably easy to avoid most of the time either by taking cover or timing a dodge properly.
Yes, they can be dodged. If you dodge at the right time (once the rocket is relatively close) you won't be hit. If you are hit you either dodged too soon, or are experiencing latency.Air Quotes wrote...
4. Slow Dragoons by 25%, make them take cover (not as much as the Troopers, but sometimes), remove 50% of the armor and replace it with 50% barrier, replace the Hornet with Eviscerator and make them shoot only when they get to certain distance ala Geth Hunter.
There is a lot of ignorance in this comment. First off, Cerberus doesn't need another troop type that is slow moving and takes cover. The whole reason Dragoons were added was to address with hilariously massive glaring weakness their faction has as a whole. What you are suggesting is redundant, let's just rename them to Phantom 2.
Additionally, Dragoons already seem to have a maximum range shorter than most other cerberus troops.Air Quotes wrote...
5. Lower Atlas and Banshee projectile tracking.
It's already low enough to avoid, how low do you want it exactly?Air Quotes wrote...
9. Lower Geth Bomber health by 25%
10. Lower Seeker Swarm health by 50%
These enemies are far from durable, there is nothing to be gained by lowering their health unless your plan for removing frustration from the game is actually a plan to trivialize the entire game.Air Quotes wrote...
11. Lower Scion Cannon damage by 25%
Why? You're not supposed to get shot by it. Scions are top tier enemies, lowering their damage would only trivialize their presence.Air Quotes wrote...
With these changes the game would be much more fun and fair IMHO.
Fair? Hahaha. The game is already fair. All your biggest problems with enemies are not only mitigatable but easily mitigatable. You and others might choose not to do these things but that doesn't mean the game is somehow unfair, it means you need to adapt and pay attention.
You can consistently dodge rocket trooper rockets, ravanger shots, scion shots, and warp balls but that atlas rocket almost always hits.
I've dodged atlus rockets before, not only rockets but actuall atlus shots, and to a reliable degree, only on host though. Which is another issue that this game suffers severly from.
For the "most" part I agree with what sabbatine posted. I don't see the enemies as difficult, the game is just built around a horrible "responding" engine. I've learned to adapt to the game, but you can only adapt to something inconsistent to a certain point.
I play fighting games like crazy, unless I'm getting punched in the face at that moment, when i input a command with my controller, its comming out. There is no delay, there is no "random chance" its COMMING OUT. There is no "i'm getting targeted by an enemy so I have to wait," there is no bs AS LONG AS I HIT THE COMMAND CORRECTLY ITS COMMING THE **** OUT!
With this game, there is limited reliability. Everything has to have a small delay.
Now I'm not asking for me to be infinitely fast, but how many times have you lost an entire mission because you didn't charge on vanguard? When there was no obstuctions or any reason for NOT charging? How many times have you used an ops pack, but since at the moment you were either being targeted or SHOT, your pack wouldn't activate until you were dead?
Those are the issues that need addressing, the enemies are actually not the problem. Its the game itself.
#62
Posté 28 décembre 2012 - 06:28
#63
Posté 28 décembre 2012 - 06:31
Walk... fall down hole... climb up...walk a step...fall down hole... ahhh... good times...
#64
Posté 28 décembre 2012 - 06:32
- Nerf every enemy unit and remove all challenge in the game.
Hate everything about this post. It caters entirely to people who only play the game for fast easy wins and credit farming. I for one actually like the game to have require a little effort. It makes getting an extract actually feel meaningful.
All this would balance is the extract % for missile glitchers and normal gamers.
#65
Posté 28 décembre 2012 - 06:33
With a cherry on top, pl0x!
Modifié par LoboFH, 28 décembre 2012 - 06:35 .
#66
Guest_Air Quotes_*
Posté 28 décembre 2012 - 06:38
Guest_Air Quotes_*
FasterThanFTL wrote...
These settings remind me of silver difficulty.
People have a weird idea of what difficulty means. They think if they get fkn staggered, shot from across the map with tracking projectiles that are impossible to dodge, fight enemies that get immune to basically all the things - that's difficult.
Well lemme tell you - that's not difficult, that's lame, stupid, lazy, BS design. It's based on cheapness.
I did offer to increase enemy budget to make up for the light and well deserved nerfs.
Modifié par Air Quotes, 28 décembre 2012 - 06:40 .
#67
Posté 28 décembre 2012 - 06:40
#68
Guest_Air Quotes_*
Posté 28 décembre 2012 - 06:42
Guest_Air Quotes_*
PureGeth wrote...
I like them except the last one; the melee damage. They gotta have something up close, right?
One melee takes all of you shields. and it's AOE elbows of doom. Plus it's staggers us WAY harder then we stagger enemies with it.
#69
Posté 28 décembre 2012 - 06:42
#70
Posté 28 décembre 2012 - 06:43
#71
Posté 28 décembre 2012 - 06:45
I understand most people (including myself) have simply adapted to some of the things that go on in this game. But for some of you guys to act like there's a remote similarity in fixing some of the ridiculous things that enemies do and making the game cakewalk easy (not that it already isn't that way for some people) is laughable.
#72
Guest_Air Quotes_*
Posté 28 décembre 2012 - 06:46
Guest_Air Quotes_*
Javo2357 wrote...
Some of these suggestions are good but there is no way you could implement all of them. Like others have said, it'd be a freakin' cakewalk and increasing the wave budget wouldn't be enough to compensate.
More enemies would balance it out. A Phantom you killed will get replaced faster than you kill another one. But killing them with hitscan weapons would actually be fun and make sense that they take reasonable fkn damage from them.
Modifié par Air Quotes, 28 décembre 2012 - 06:52 .
#73
Posté 28 décembre 2012 - 06:47
#74
Posté 28 décembre 2012 - 06:52
Air Quotes wrote...
FasterThanFTL wrote...
These settings remind me of silver difficulty.
People have a weird idea of what difficulty means. They think if they get fkn staggered, shot from across the map with tracking projectiles that are impossible to dodge, fight enemies that get immune to basically all the things - that's difficult.
Well lemme tell you - that's not difficult, that's lame, stupid, lazy, BS design. It's based on cheapness.
I did offer to increase enemy budget to make up for the light and well deserved nerfs.
For what it's worth this is a common tactic in the gaming community. CPU enemy units will be given an annoying ability to make the fight a challenge. Mass Effects traits are pretty tame compared to what some other just as successful games do.
#75
Posté 28 décembre 2012 - 06:52
Air Quotes wrote...
IoeShepard wrote...
Air Quotes wrote...
@ IoeShepard - You have 2 Platinum extractions total. So you don't play Platinum that much. Which is fine. Phantom DR however is BS. End of story.
It is not - learn to play.I play since the demo, I have over 1000 hours of gameplay, I solo Gold and can solo Platinum on daily basis with various characters vs various factions. So you're suggestion is worthless.
Looks like a case of a player being butthurt that he can't kill everything all by his lonesome all the time without ever, ever need to use consumables or any needing any help from his teammates.
Most of the stuff you asked for doesn't need any adjustment. The game is too easy for good teams already.





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