Enemy spawn immunity - it should be removed
#101
Posté 10 février 2013 - 12:16
Barring a total redesign of the spawn system, spawn protection should be increased even more until spawn nuking doesn't kill anything, and enemies always allowed a chance to spread out before their protection wears off.
I would also be in favor of having damage reduction of enemy weapons equal to their protection for the same duration (and no sync kills for same), I'm no masochist and just want to give the enemies a fighting chance they currently lack against competent spawn-nukers. If someone wants a killstreak, they should have to work for it and draw the enemies together.
#102
Posté 10 février 2013 - 12:18
Air Quotes wrote...
How many times Sirian shot an immortal enemy?
www.youtube.com/watch
The spawn-wrecking in that video is exactly why spawn DR exists.
Tell me AQ, would you take my deal? Utterly random and unpredictable spawn placement (no grouping), but no spawn DR?
#103
Guest_Air Quotes_*
Posté 10 février 2013 - 12:18
Guest_Air Quotes_*
Lucius Aelius wrote...
I've never noticed this being a problem except when spawn-nuking, and despite doing it in every game I play I wish spawn nuking weren't possible (enemies spawning in a massive stationary group was not the brightest of ideas to begin with).
Barring a total redesign of the spawn system, spawn protection should be increased even more until spawn nuking doesn't kill anything, and enemies always allowed a chance to spread out before their protection wears off.
I would also be in favor of having damage reduction of enemy weapons equal to their protection for the same duration (and no sync kills for same), I'm no masochist and just want to give the enemies a fighting chance they currently lack against competent spawn-nukers. If someone wants a killstreak, they should have to work for it and draw the enemies together.
Except we don't get any stagger protection or sync-kill protection. And I'm not talking about spawn nuking. Spawn nuking is easy.
#104
Guest_Air Quotes_*
Posté 10 février 2013 - 12:19
Guest_Air Quotes_*
HolyAvenger wrote...
Air Quotes wrote...
How many times Sirian shot an immortal enemy?
www.youtube.com/watch
The spawn-wrecking in that video is exactly why spawn DR exists.
Tell me AQ, would you take my deal? Utterly random and unpredictable spawn placement (no grouping), but no spawn DR?
I would take SP spawns. Where Reapers come down like meteors.
Modifié par Air Quotes, 10 février 2013 - 12:20 .
#105
Posté 10 février 2013 - 12:20
Air Quotes wrote...
You can hear Sirian and Jay talking about spawn immunity. And you can see Sirian shotting and hitting and not even denting the enemies.
Talking about it doesn't make it true.
I see a lot of Sirian shooting at a target and not killing it after a spawn, though the vast majority of his shots don't display a health bar after(or display the health bar of another unit in a few cases), meaning the target could have been wounded without being killed.
I clarified things and pointed to the part of the video that disproves the idea of spawn immunity, so I think I'm done here, since arguing further wont get us anywhere.
#106
Posté 10 février 2013 - 12:21
Air Quotes wrote...
HolyAvenger wrote...
Air Quotes wrote...
How many times Sirian shot an immortal enemy?
www.youtube.com/watch
The spawn-wrecking in that video is exactly why spawn DR exists.
Tell me AQ, would you take my deal? Utterly random and unpredictable spawn placement (no grouping), but no spawn DR?
I would take SP spawns. Where Reapers come down like meteors.
That would be awesome. A bit weird on indoor maps.
#107
Posté 10 février 2013 - 12:22
Air Quotes wrote...
I would take SP spawns. Where Reapers come down like meteors.
I was kinda surprised it wasn't that way. I always thought it was cool when the enemies his the ground from Orbit. Sure it couldn't happen on indoor maps, but you can put rafters in the ceilings or something...
Honestly.. I think the system is fine. Doesn't seem to hold me back in the least.
#108
Guest_Air Quotes_*
Posté 10 février 2013 - 12:22
Guest_Air Quotes_*
HolyAvenger wrote...
Air Quotes wrote...
HolyAvenger wrote...
Air Quotes wrote...
How many times Sirian shot an immortal enemy?
www.youtube.com/watch
The spawn-wrecking in that video is exactly why spawn DR exists.
Tell me AQ, would you take my deal? Utterly random and unpredictable spawn placement (no grouping), but no spawn DR?
I would take SP spawns. Where Reapers come down like meteors.
That would be awesome. A bit weird on indoor maps.
On indoor maps enemies could come trough doors. Or elevators and so on.
#109
Posté 10 février 2013 - 12:27
Air Quotes wrote...
Lucius Aelius wrote...
I've never noticed this being a problem except when spawn-nuking, and despite doing it in every game I play I wish spawn nuking weren't possible (enemies spawning in a massive stationary group was not the brightest of ideas to begin with).
Barring a total redesign of the spawn system, spawn protection should be increased even more until spawn nuking doesn't kill anything, and enemies always allowed a chance to spread out before their protection wears off.
I would also be in favor of having damage reduction of enemy weapons equal to their protection for the same duration (and no sync kills for same), I'm no masochist and just want to give the enemies a fighting chance they currently lack against competent spawn-nukers. If someone wants a killstreak, they should have to work for it and draw the enemies together.
Except we don't get any stagger protection or sync-kill protection. And I'm not talking about spawn nuking. Spawn nuking is easy.
I know you weren't talking about spawn nuking, but that's why the damage resistance is there, and also why I think the it should be increased. Again though, I agree that enemies should do next to no damage for that same duration so as to prevent what you were talking about from being an issue. Spawn nuking shouldn't be possible, but neither should an invincible enemy spawn begind you and kill you. So I think we agree with each other mostly.
#110
Guest_Air Quotes_*
Posté 10 février 2013 - 12:28
Guest_Air Quotes_*
Cyonan wrote...
Air Quotes wrote...
You can hear Sirian and Jay talking about spawn immunity. And you can see Sirian shotting and hitting and not even denting the enemies.
Talking about it doesn't make it true.
I see a lot of Sirian shooting at a target and not killing it after a spawn, though the vast majority of his shots don't display a health bar after(or display the health bar of another unit in a few cases), meaning the target could have been wounded without being killed.
I clarified things and pointed to the part of the video that disproves the idea of spawn immunity, so I think I'm done here, since arguing further wont get us anywhere.
LOL. You of all people, as a tester should know about spawn immunity. I shot MANY Centurions and Troopers in the head with a Javelin and they only got staggered, but not 1 bar of shields was taken. And it's a Javelin X with Sniper amp III and Phasic rounds. It should KO them anywhere it hits.
#111
Posté 10 février 2013 - 12:56
Air Quotes wrote...
Except we don't get any stagger protection or sync-kill protection. And I'm not talking about spawn nuking. Spawn nuking is easy.
So is killing enemies quickly when they spawn So lets no go make a thread about a non issue.<_< It's pretty telling that you are using a 10:30 no rocket speed run as you evidence of spawn immunity. The immunity can't last to long if they are killing the enemies that quickly.
#112
Guest_Air Quotes_*
Posté 10 février 2013 - 01:16
Guest_Air Quotes_*
Bechter wrote...
Air Quotes wrote...
Except we don't get any stagger protection or sync-kill protection. And I'm not talking about spawn nuking. Spawn nuking is easy.
So is killing enemies quickly when they spawn So lets no go make a thread about a non issue.<_< It's pretty telling that you are using a 10:30 no rocket speed run as you evidence of spawn immunity. The immunity can't last to long if they are killing the enemies that quickly.
Spawns in that video were controlled, I'll give you that. So they coudn't be ambushed. But in PUG games and on some maps like Jade for example, enemies will constantly spawn behind you and shoot you while being impervious to damage themselves.
#113
Posté 10 février 2013 - 08:51
Modifié par nicethugbert, 10 février 2013 - 08:52 .
#114
Posté 10 février 2013 - 08:56
Bechter wrote...
Air Quotes wrote...
Except we don't get any stagger protection or sync-kill protection. And I'm not talking about spawn nuking. Spawn nuking is easy.
So is killing enemies quickly when they spawn So lets no go make a thread about a non issue.<_< It's pretty telling that you are using a 10:30 no rocket speed run as you evidence of spawn immunity. The immunity can't last to long if they are killing the enemies that quickly.
Not only do we not get any sync/stagger/stun protection but the enemy gets all of this and CC protection while executing mundane animations such as reloading, rolling, jumping, etc. The enemy CHEATS in ME3 MP.
As far as I'm concerned, all bets are off. The enemy CHEATS, therefore anything we do and want is legitimate.
Modifié par nicethugbert, 10 février 2013 - 08:56 .
#115
Posté 10 février 2013 - 08:59
nicethugbert wrote...
Not only do we not get any sync/stagger/stun protection but the enemy gets all of this and CC protection while executing mundane animations such as reloading, rolling, jumping, etc. The enemy CHEATS in ME3 MP.
As far as I'm concerned, all bets are off. The enemy CHEATS, therefore anything we do and want is legitimate.
I propose a trade.
We get stagger/stun protection while rolling, reloading, reviving, etc.
In return, the enemy all gets Drill Rounds and Cobra Missiles.
#116
Posté 10 février 2013 - 09:02
Cyonan wrote...
nicethugbert wrote...
Not only do we not get any sync/stagger/stun protection but the enemy gets all of this and CC protection while executing mundane animations such as reloading, rolling, jumping, etc. The enemy CHEATS in ME3 MP.
As far as I'm concerned, all bets are off. The enemy CHEATS, therefore anything we do and want is legitimate.
I propose a trade.
We get stagger/stun protection while rolling, reloading, reviving, etc.
In return, the enemy all gets Drill Rounds and Cobra Missiles.
You'd have to up the players per match from 4 to 8 to compensate.
#117
Posté 10 février 2013 - 09:03
Air Quotes wrote...
I shot MANY Centurions and Troopers in the head with a Javelin and they only got staggered, but not 1 bar of shields was taken. And it's a Javelin X with Sniper amp III and Phasic rounds. It should KO them anywhere it hits.
It happens all the time with my Geth Trooper.
The very first enemy I shoot at the beginning of each wave will have ridiculously high damage reduction. Hell, even a guardian will survive unless it's a perfect headshot
Each and every wave.
Annoying.
#118
Posté 10 février 2013 - 09:04
Homey C-Dawg wrote...
You'd have to up the players per match from 4 to 8 to compensate.
Okay but the enemy now also packs Acolytes and has ragdoll abilities like Singularity =P
I guess Soldiers/Sentinels can have armour as well, or something.
#119
Posté 10 février 2013 - 09:08
Cyonan wrote...
Homey C-Dawg wrote...
You'd have to up the players per match from 4 to 8 to compensate.
Okay but the enemy now also packs Acolytes and has ragdoll abilities like Singularity =P
I guess Soldiers/Sentinels can have armour as well, or something.
Sounds good to me. Also our guns are now at level XXXVI, we have 5x more health and defence, stagger cooldown, ability to staggerlock, sync kills, and ability to respawn somewhere other that were we died.
Enemys can now grab kill too.
#120
Posté 10 février 2013 - 09:15
#121
Posté 10 février 2013 - 09:18
#122
Posté 11 février 2013 - 06:22
This would allow new players to play more than bronze without being lifelong gaming pros. And those our there that like to slum it and feel like commander Shepard godly could do so.
And if the new difficulty had 1 death and you are out of the match but you could use a med gel to extend bleed out and one cobra per player (it better be a real emergency). Plus leave mooks like platinum now, but make bosses have even more health armor shields with double the current platinum budget.
This would be what the elites and speeder runners could chew on when they want it tougher. With double the budget and more resistant bosses, but the game otherwise easier/fairer, each match should be 20-40 minutes. And a razors edge feel to it when players die.
And yes they would then have to spectate leave or have everyone leave which would be harsh but it's what they would ask for when they play "Diamond"
Until ME4 true "horde mode" with way more enemies. That better hardware can provide.
#123
Posté 11 février 2013 - 06:34
The Sir Tendeth wrote...
If they were to make a new difficulty, it would be nice if they made a lot of the adjustments that Air pushes for.
This would allow new players to play more than bronze without being lifelong gaming pros. And those our there that like to slum it and feel like commander Shepard godly could do so.
And if the new difficulty had 1 death and you are out of the match but you could use a med gel to extend bleed out and one cobra per player (it better be a real emergency). Plus leave mooks like platinum now, but make bosses have even more health armor shields with double the current platinum budget.
This would be what the elites and speeder runners could chew on when they want it tougher. With double the budget and more resistant bosses, but the game otherwise easier/fairer, each match should be 20-40 minutes. And a razors edge feel to it when players die.
And yes they would then have to spectate leave or have everyone leave which would be harsh but it's what they would ask for when they play "Diamond"![]()
Until ME4 true "horde mode" with way more enemies. That better hardware can provide.
The problem is that forcing people to spectate for 30 minutes if they want their credits and bleed out earlier in the match isn't actually a very good design decision =P
Especially with units like Banshees that can teleport through a wall and grab you before you can even react to it.
#124
Posté 11 février 2013 - 06:55
That's one of Air's complaints
- and they wouldn't have to play diamond.
And diamond would provide that -difficulty rush- of make or break decisions. Plus good teammates should provide lookout.
The "Idea" Could and Should be tweaked, but pushing difficulty up for everyone, particularly by weird seemingly cheating methods, shouldn't be done to keep us vets happy in my opinion.
New Difficulties seems the better route. Particularly if we can provide implementable suggestions. Those ideas that don't require new hardware or even a patch. Tho the latter is harder to come up with.
#125
Posté 11 février 2013 - 07:07
And with some reassurance that no insta-kill would take place. And enemies wouldn't stomp at risk of their own life. So if they are engaged they would focus on the attacker instead of being hell bent on executing a player.
The offset would be twice the enemies to bring down, with bosses more damage resistant, and still able to bring you to the floor instead of insta-kill. Plus one rocket and you have to be revived, with medi only extending your revive window.
If you can think of how to make it risky but not leave players on the sideline doing nothing, throw your ideas in.
Modifié par The Sir Tendeth, 11 février 2013 - 07:09 .





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