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Changes to enemies that would remove most of the frustration


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#201
JewelsWinnfield

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Maybe boss enemies aren't meant to be one shotted...

#202
Kenadian

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Javo2357 wrote...

Air Quotes wrote...

Javo2357 wrote...

Hendrix137 wrote...

Bigger spawn budgets + enemy HP buffs? Goodbye sub 20 minutes Platinum PUGs...

This. It would become more of a chore to kill the same enemies for a longer times imo.

 

A Phantom who drops after 2 Claymore shots instead of 5 is much more fun. 

Perhaps, which is why I didn't have a big issue with reducing the Phantom DR a bit, so long as the other enemies or are buffed to compensate. 


This stems from the larger issue of Cerberus having no balance. It's entirely lopsided towards depending on Phantoms, and now Dragoons. Atlases are still a joke because of the canopy bug, their DoT missiles with Divine Tracking (trademark) are only a nuisance that hit you from behind and ****ing ****** me off. GOD DAMN ROCKETS. Either way, Guardians are walking headshots, troopers and Centurions still charge you like they were Dragoon rejects, Engies are ****** without their turrets and Nemesi are utterly stupid.

#203
Bleachrude

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Again, spawn budgeting will simply make each round longer since there's NOTHING that says you have to target the big units first...

Indeed, unless you're doing a speed run, it always makes sense to kill off the little/weak enemies first to exhaust the budget.

With the changes you made, it is even easier to ignore the phantom, atlas and dragoon and simply go around the map killing the little guys...

#204
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Cyonan wrote...

#4 would kind of turn Dragoons into a complete joke.

and #11 wouldn't actually do a whole lot since they'd still hit insanely hard.

 

Why? Thay would have a proper niche of a close quarters cover buster. Dragoons with an Eviscerator would be deadly up close, much like Hunters. But not so much at range. Which is fine. Because we have Phantoms, Turrets, Nemesis, Atlas and regaular ttroops for that. 

Now they look comical. 

#205
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Bleachrude wrote...

Again, spawn budgeting will simply make each round longer since there's NOTHING that says you have to target the big units first...

Indeed, unless you're doing a speed run, it always makes sense to kill off the little/weak enemies first to exhaust the budget.

With the changes you made, it is even easier to ignore the phantom, atlas and dragoon and simply go around the map killing the little guys...

 

So the match will be 1-2 minutes longer. Big deal. A lot more fun and balanced though. 

FUN! Do you know what it means? It's OPPOSITE of DULL. Opposite of GRINDING and CHEAP. 

#206
Bleachrude

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Air Quotes wrote...

Only with a headshot. Only when she's standing or squating in cover. If she's moving - forget about it. 


Which is why you actually USE powers against her...She won't actually hide but stand completely out of cover if you use an active power against her, making her an easy headshot.

And you want to reduce her DR she gets?

I mean, in tips and tricks, we on BSN tell people "USE powers against her, she'll stand still for an easy head shot and she won't even attack...."

#207
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Hendrix137 wrote...

Maybe boss enemies aren't meant to be one shotted...

 

Maybe not. But maybe not 5 shotted too. Especially when they are spawned by the truckload? 

#208
Javo2357

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Kenadian wrote...

Javo2357 wrote...

Air Quotes wrote...

Javo2357 wrote...

Hendrix137 wrote...

Bigger spawn budgets + enemy HP buffs? Goodbye sub 20 minutes Platinum PUGs...

This. It would become more of a chore to kill the same enemies for a longer times imo.

 

A Phantom who drops after 2 Claymore shots instead of 5 is much more fun. 

Perhaps, which is why I didn't have a big issue with reducing the Phantom DR a bit, so long as the other enemies or are buffed to compensate. 


This stems from the larger issue of Cerberus having no balance. It's entirely lopsided towards depending on Phantoms, and now Dragoons. Atlases are still a joke because of the canopy bug, their DoT missiles with Divine Tracking (trademark) are only a nuisance that hit you from behind and ****ing ****** me off. GOD DAMN ROCKETS. Either way, Guardians are walking headshots, troopers and Centurions still charge you like they were Dragoon rejects, Engies are ****** without their turrets and Nemesi are utterly stupid.

I agree. Cerberus completely depends on Dragoons and Phantoms. Their other units are a joke.

#209
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Bleachrude wrote...

Air Quotes wrote...

Only with a headshot. Only when she's standing or squating in cover. If she's moving - forget about it. 


Which is why you actually USE powers against her...She won't actually hide but stand completely out of cover if you use an active power against her, making her an easy headshot.

And you want to reduce her DR she gets?

I mean, in tips and tricks, we on BSN tell people "USE powers against her, she'll stand still for an easy head shot and she won't even attack...."

 

I dare you to make a video, where you shoot a proxy mine at a Phantom to make her do the bubble stance and then headshot kill her CONSISTENTLY with a Claymore on host. 

I know that's not gonna happen. 

Modifié par Air Quotes, 28 décembre 2012 - 10:19 .


#210
The Renegade Fem-Shep

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All very sensible with most just requiring a balance change. The rest can be patched as I'm assuming DLC will be coming soon anyway. Personally I'd also like to see all common and uncommon weapons as well as characters to receive a slight buff. These new guys don't stand a chance on gold and don't do enough damage to be useful above bronze.

#211
Cyonan

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Air Quotes wrote...
Why? Thay would have a proper niche of a close quarters cover buster. Dragoons with an Eviscerator would be deadly up close, much like Hunters. But not so much at range. Which is fine. Because we have Phantoms, Turrets, Nemesis, Atlas and regaular ttroops for that.

Now they look comical.


Hunters are also invisible and don't stop for cover.

Dragoons would be a very easy target if he didn't attack me until he got into CQC, didn't stagger me with his gun, moved at 3/4 the speed he does now, and occasionally completely stopped moving.

#212
nuh1

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13. Reduce the size of geth and marauder elbows.

#213
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Cyonan wrote...

Air Quotes wrote...
Why? Thay would have a proper niche of a close quarters cover buster. Dragoons with an Eviscerator would be deadly up close, much like Hunters. But not so much at range. Which is fine. Because we have Phantoms, Turrets, Nemesis, Atlas and regaular ttroops for that.

Now they look comical.


Hunters are also invisible and don't stop for cover.

Dragoons would be a very easy target if he didn't attack me until he got into CQC, didn't stagger me with his gun, moved at 3/4 the speed he does now, and occasionally completely stopped moving.

 

So? That would make them CQC Centurions that are still toughter and faster.  And that would allow them spawn all the time in more waves. They would actually be a TACTICAL unit in a TACTICAL faction with a specific purpose. They would feel human, instead of this headless chicken "smash all the things" idiot. 

#214
Alxea_Eve

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Make it so bosses can't insta kill us. Instead let us press E or some combo of buttons to allow us to escape from silly death animations. Its just overpowered when a boss can insta kill you from 10 feet away or when you biotic charge into them you suddenly insta die. It breaks the fun of the game when your a melee character. 99% of the time I use melee.Seriously a krogan shouldn't be insta killable and its even more silly they can't break out of a insta kill animation since they are the strongest species in the game.

Modifié par Alxea_Eve, 28 décembre 2012 - 10:26 .


#215
Bleachrude

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Air Quotes wrote...

Bleachrude wrote...

Again, spawn budgeting will simply make each round longer since there's NOTHING that says you have to target the big units first...

Indeed, unless you're doing a speed run, it always makes sense to kill off the little/weak enemies first to exhaust the budget.

With the changes you made, it is even easier to ignore the phantom, atlas and dragoon and simply go around the map killing the little guys...

 

So the match will be 1-2 minutes longer. Big deal. A lot more fun and balanced though. 

FUN! Do you know what it means? It's OPPOSITE of DULL. Opposite of GRINDING and CHEAP. 


Think more like 5-10 minutes per match....increasing the spawn budget per round means that you will have to spend more time circling the map for opponents AND will add 30s to a 1 minute per round.

Take gold for example.

Wave 5 has a spaen budget of 1080 meaning a simply 10% increase is an extra 108 (let's round up to 110). An assault trooper _ONLY_ has a wave cost of 20 meaning you're looking at an extra 5 troopers. Unless they spawn right behind you (which they shouldn't), you're looking at a spawn site at the furthest point away from you.....allowng more than enough time to be ready for them.

One of the positives with ME MP is that it is relaatively quick to finish a match (even on plat, most games end before 30minutes - if they last longer, something has horribly gone wrong)...


re: Dragoons without the speed.
The main reason dragoons have armour is that without, it would be way too easy to stop for a unit that wants to close in...Now, if you said, oh, split their armour up into half shields, hald armour, I might agree...

#216
Quikraptor

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I took the time to read through these suggestions, and... Well. Like a lot of people stated - They're bad. Just... Bad.

I've only got 320 +/- hours, and I haven't run platinum. But to be honest, gold is the standard difficulty. It allows for pugs, while still challenging most players.

The primary reason your changes wouldn't make for good balance is simply because of the following:

1. Lower Phantom on host damage reduction from hitscan weapons to 50%
+A phantoms Hand of Denial is built to work as hosts see it. Why non-hosts can negate that DR is beyond me. It's her method of defense aside from cartwheels everytime she takes damage with her barrier up. (ME3: Shepard shoots Kai Leng and his shield eats it up.)

2. Lower Banshee, Phantom, Praetorian power block bubble to 75% instead of 100%
+I'll agree with this, but Banshees are biotics. Which are, in essence, better than tech or combat based characters. It's like comparing the TF2 Engineer to MGS' Psycho Mantis. So this is fair, really.

3. Add 0.5-1 second lock-on time for Geth Prime and Geth Rocket Trooper similar to Ravager or Nemesis
+This is not necessary due to the fact that their rockets are not like our own. They cannot kill you in 1 hit, or 2. But 3. Maybe even 5 if you want to get into shield/health gates. And they are pretty easy to dodge unless your latency is pretty horrible. Even as non-host I dodge these regularly.

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.
+Dragoons, as it stands, are fine. But let's be fair - They could use the barrier even with their current armor. They're considered a mid/top tier enemy. We don't get bum-rushed by 4 of them at a time, and even if we did, there's 4 players who can all take them down anyway. (Unless someone is a volus, then Dragoons are easy. Pocket-healer.) If you're going to complain about them, then bring up Praetorians and their ability to cross the map in a matter of seconds and sync-kill you. Plus their bubble, and Eye-beams of Doom.

5. Lower Atlas and Banshee projectile tracking.
+Why? This would change absolutely nothing. Aside from the occasional bug where they hug corners, they're not designed to and 100% of the time you're either built to tae the DOT, or dodge to the side.

6. Increase wave budget by 25-33%
+This would only make the game longer and more tedious. You want it to be fun and balanced, this is counter-productive. LoL games take 30 minutes to an hour average. But that's a MOBA. This isn't.

7. Lower Marauder Phaeston damage by 15%
+This I kind of agree with, actually. It seems that when they shoot me, even a kroguard is no match for their BLands 2 orange tiered spiniguns.

8. Remove Prime Drone stagger completely. Just add a small DOT effect from incinerate
+Why? You're never near the drones and they literally die in 1 hit. Just avoid them for all of 2 seconds and you're good to go. (But Primes spam drones and turrets, so just focus fire on the Prime. You'll do your team a huge solid.)

9. Lower Geth Bomber health by 25%
+I can rock these with all of my kits. No need. (And I mean *all*. Even the broken ones I never use, and am no good with. It's not a matter of skill, it's a matter of placing your shots and anticipating their dodge. They're predictable, and weak.)

10. Lower Seeker Swarm health by 50%
+Their DR is similar to the Phantom, where they are more difficult to hit than most enemies. Not their health pool. And by getting near them, then dodging, 9 times out of 10 they'll explode harmlessly trying to infect you.

11. Lower Scion Cannon damage by 25%
+Top tier enemy. Not hard to understand. A kroguard can take a shot or 2, but he can also suck up Atlas shots. Most classes don't have redunant organs.

12. Decrease humanoid enemy melee damage by 25-33%
+This won't solve anything.
-VS Geth, tell me how getting hit by a steel girder doesn't hurt.
-VS Cerberus, tell me how a stun-rod, a sword, or giant robot doesn't hurt. Armor doesn't count
-VS Reapers, tell me how getting hit by giant claws doesn't hurt. (Only exception is the Cannibal, since he "Mic Checks" you with a helmet on most characters.)
-VS Collectors, tell me how dual-blades doesn't hurt.

The people aren't wrong. These WOULDN'T bring forth balance. They would only incur OTHER changes in their place to make it more difficult again, too.

#217
Cyonan

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Air Quotes wrote...

So? That would make them CQC Centurions that are still toughter and faster. And that would allow them spawn all the time in more waves. They would actually be a TACTICAL unit in a TACTICAL faction with a specific purpose. They would feel human, instead of this headless chicken "smash all the things" idiot.


So "tactical" should mean "easy target"?

Cerberus should use the Dragoon's natural speed to flank players. The Dragoons should work in teams and have one provide cover fire while the others charge in to break a defensive position.

You can get tactical without being a sitting duck for anyone who is a half decent shot. The barriers wont do much since I can already 1 shot Phantoms on Gold(off-host) with a Black Widow and they have more barriers than the Dragoon would.

#218
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Bleachrude wrote...

Air Quotes wrote...

Bleachrude wrote...

Again, spawn budgeting will simply make each round longer since there's NOTHING that says you have to target the big units first...

Indeed, unless you're doing a speed run, it always makes sense to kill off the little/weak enemies first to exhaust the budget.

With the changes you made, it is even easier to ignore the phantom, atlas and dragoon and simply go around the map killing the little guys...

 

So the match will be 1-2 minutes longer. Big deal. A lot more fun and balanced though. 

FUN! Do you know what it means? It's OPPOSITE of DULL. Opposite of GRINDING and CHEAP. 


Think more like 5-10 minutes per match....increasing the spawn budget per round means that you will have to spend more time circling the map for opponents AND will add 30s to a 1 minute per round.

Take gold for example.

Wave 5 has a spaen budget of 1080 meaning a simply 10% increase is an extra 108 (let's round up to 110). An assault trooper _ONLY_ has a wave cost of 20 meaning you're looking at an extra 5 troopers. Unless they spawn right behind you (which they shouldn't), you're looking at a spawn site at the furthest point away from you.....allowng more than enough time to be ready for them.

One of the positives with ME MP is that it is relaatively quick to finish a match (even on plat, most games end before 30minutes - if they last longer, something has horribly gone wrong)...


re: Dragoons without the speed.
The main reason dragoons have armour is that without, it would be way too easy to stop for a unit that wants to close in...Now, if you said, oh, split their armour up into half shields, hald armour, I might agree...

 

So a 30% increase would result in 15 more troopers. 3 grenades. 


Well I DID say split Dragoon defenses into 50% armor and 50% barrier. 

#219
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Cyonan wrote...

Air Quotes wrote...

So? That would make them CQC Centurions that are still toughter and faster. And that would allow them spawn all the time in more waves. They would actually be a TACTICAL unit in a TACTICAL faction with a specific purpose. They would feel human, instead of this headless chicken "smash all the things" idiot.


So "tactical" should mean "easy target"?

Cerberus should use the Dragoon's natural speed to flank players. The Dragoons should work in teams and have one provide cover fire while the others charge in to break a defensive position.

You can get tactical without being a sitting duck for anyone who is a half decent shot. The barriers wont do much since I can already 1 shot Phantoms on Gold(off-host) with a Black Widow and they have more barriers than the Dragoon would.

 

Fine with the tactical provide cover thing. Anything, but run and smash BS. They could also have smoke nades or something to charge in with shotties and conceal movement. 

#220
Bayonet Hipshot

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+100000

Signed...

#221
tetsutsuru

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I agree with all of AirQuotes' points.

1. Some of the posters in this thread need to focus on the issues at hand.

2. Just because some of you "claim" to know how to deal with the cheapness of the game does not mean the game is "okay" and "doesn't need to be corrected". Before you respond to this, an UNarguable point is that there *is* a difference between actual difficulty and artifical difficulty (aka, the "cheapness" being pointed out in the OP.). If you can't grasp this concept, don't post. Just sit back and try to give everyone the benefit of the doubt. Hell, ask questions on what you don't understand. Isn't that a whole lot better than arguing tangent points?

3. And this one made me laugh. When AirQuotes types in all-caps, he isn't "shouting". He's using it for emphasis. So don't get all butt-hurt thinking he's losing his cool or what not.

#222
HolyAvenger

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Bleachrude wrote...

Air Quotes wrote...

Only with a headshot. Only when she's standing or squating in cover. If she's moving - forget about it. 


Which is why you actually USE powers against her...She won't actually hide but stand completely out of cover if you use an active power against her, making her an easy headshot.

And you want to reduce her DR she gets?

I mean, in tips and tricks, we on BSN tell people "USE powers against her, she'll stand still for an easy head shot and she won't even attack...."


Its ridiculous on-host and needs to be fixed

Modifié par HolyAvenger, 28 décembre 2012 - 10:50 .


#223
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tetsutsuru wrote...

I agree with all of AirQuotes' points.

1. Some of the posters in this thread need to focus on the issues at hand.

2. Just because some of you "claim" to know how to deal with the cheapness of the game does not mean the game is "okay" and "doesn't need to be corrected". Before you respond to this, an UNarguable point is that there *is* a difference between actual difficulty and artifical difficulty (aka, the "cheapness" being pointed out in the OP.). If you can't grasp this concept, don't post. Just sit back and try to give everyone the benefit of the doubt. Hell, ask questions on what you don't understand. Isn't that a whole lot better than arguing tangent points?

3. And this one made me laugh. When AirQuotes types in all-caps, he isn't "shouting". He's using it for emphasis. So don't get all butt-hurt thinking he's losing his cool or what not.

 

+ 1009

#224
Cyonan

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I should also add that I think the on-host DR for Phantoms should be 0% rather than simply reduced a bit.

Make it equal between hosting and not hosting. It's not like Phantoms are a joke to the average player off-host. Their mind bullets still you hit harder than a Geth Prime does.

#225
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Cyonan wrote...

I should also add that I think the on-host DR for Phantoms should be 0% rather than simply reduced a bit.

Make it equal between hosting and not hosting. It's not like Phantoms are a joke to the average player off-host. Their mind bullets still you hit harder than a Geth Prime does.

 

I think 50% across the board is fine. 50% for moving, 75% for cartwheeling. 75% power damage reduction when in bubble. Powerful, but not immune. Enough with Kai Leng plot amors EVERYWHERE.