Jump to content
Koumei & the Five Fates: Share Bug Reports and Feedback Here! ×

Mini-Bosses / Special Forces Units Suggestion.


Makemap
 Share

Recommended Posts

These mini-bosses or special forces units should be more like Stalker(no where as strong, but hard to kill), having their own set of skills. They should be in certain missions of the planet for lvl 55+.

 

-> Here is how it goes, they act as some sort of special forces squad like SAS sent to hunt you down as you enter their territory which is certain missions of the planet(could also be with bosses, if any new bosses are going to be added, don't want in Phobos as there are already Two bosses). 4 player = spawns 4 of them(4 vs 4). 1 player has a chance of either spawning 1 or 2 of them(50% each). <-

 

Note: The bottom would contain concept ideas depending on how the dev's make their own ideas on them add or remove or making something else.

 

These unit should not massively spawn like Heavy units as they are like "Stalker" unless it is a special map for pure boss fighting.

 

1. Grineer Commando(not commander, two different units)

 

Ability to melee with a Grinner special forces dagger/knife if you are too close(watch out 100% ignore armor).

 

Skill ideas, could be something different if DE thinks of something:

 

Skill #1: Incendiary Grenade(was thinking Cluster grenade, but that would be too OP, it is better suited for an actual Boss)

 

Skill #2: Energy Shield

 

Description: Makes an energy shield around their arms for protection against frontal shots.

 

Skill #3: Speed

 

Description: Like Volt, so they can rush to you and knockng you down.

 

2. Corpus Eradicator(or Eradicator Crewmen)

 

This could either be Robot like MOA(but, doesn't look lik MOA) or Different looking Crewman.

 

If Crewman or Humanoid like Robot, Melee is dual Electric Baton.

 

Skill #1: Ram

 

Description: Ability to charge very fast into one player and knock him down onto the ground.

 

Note: If the player are in a line with other players it will push the other player into another knocking each other down just like dominos, last player could even fly off(not too far)

 

Skill #2: Charged Palm

 

Description: Kind of like Absorb, but not really. Charges an energy Orb(yellow) from the hand, smack it on the ground causing AOE explosion(so becareful of being too close).

 

Skill #3: Tactical Effeciency(self Buff)

 

Description: Increases Accuracy and Weapons shoot very fast burst fire, makes them Aim for the head or weak point 100%(becareful when this is activated). 5-8s.

 

3. Infested Maurader

 

...... if DE can think of something for the infested as they are all melee.

But, surely attacks as fast as "Chargers" and take 3 melee hits to knock you down instead of like Ancients.

 

Skill #1 Heal

Description: Basically heal himself(more than ancient healer, but not AOE). Does not increase on high level.

 

Skill #2 Fast Reaction

Description: Increase Melee Speed for period of time.

 

Skill #3 Throwing

Description: If used, Picks up a player and throws him. This also has landing damage(Note: Smart AI throws you into a mob of Infested). Infested should not throw players into bottomless pit or out in space.

 

These Mini-Bosses would definately slow down player rush. They may even drop BP's too.

Edited by Makemap
Link to comment
Share on other sites

I guess no one cares about in game contents and slowing down rushers.

i guess no one cares about waiting more than 3 hours before assuming everyone hates what you have to say so much they went to sleep before you posted it.

oh, wait.

24 hours is a reasonable time frame to judge responses. not 3.

 

 

anyways, i'm still in favor of rarer enemies coming up from time to time, to break up and expand on the set of units each faction has. 

 

i did not read any of the specific enemy notes, but they're probably somewhat interesting.

 

just don't make these units health pools to provide artificial difficulty. more health and more damage doesn't make anything harder, just makes it faster or slower. 

 

 

 

also, the general statement about rushing:

 

if you want to rush, play solo.

if you want to collect all the loot, play solo.

if you want to search for atlantis, play solo.

if you want to kill every single enemy, play solo.

if you want to go very slowly and move at a tactical pace, play solo.

if you want to always do exactly what you want when playing a multiplayer game with people you don't know, play solo

 

that's why Solo exists. you can't expect all types of players to agree on how to play a game. but, everyone should be able to play the game their way, just not in the same match. 

 

take it as it comes, don't try to add content to force people to play your way.

 

that being said, i still want more enemy diversity. but not enemy diversity that 'forces' players to change their playstyle.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...