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Enemy improvements, yes or no?


844448
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Honestly, if you want to improve enemies, you should tackle the problems where they are at their weakest. Permanent CC, extreme damage reduction and extreme damage multipliers. All these ideas may be good in another game but in the context of Warframe, it's just giving enemies the ability to deflect beams at a wavelength of 50GHz but not anything else. If you played the game without relying on completely disabling and stomping enemies, they are capable of putting up a decent fight already.

Flashbangs are nigh useless because you could easily start mashing some abilities to prevent enemies from taking advantage of that moment. Airburst grenades penalizes people who actually run and gun, meanwhile, camping is inaffected and unless they're hitscan grenades, they're never going to hit that Loki running past everything at full sprint. Giving enemies the ability to resist status effects would just hamper weapons from being used for things other than damage. 

Provided everything doesn't just die the moment before they even get to do anything.

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They should go Path of Exile style and add a bunch of after death effects. Just imagine: you kill something and it releases a ball, that follows you for a minute and when it touches you it explodes dealing quadrillion damage in 1000 m radius. Ez dodge with spoiler mode anyway, so totally balanced :clem:

 

 

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On 2019-05-10 at 7:38 AM, 844448 said:

1. Flash grenade

Enemies behind cover or finding cover will throw this grenade at you, blinding any tenno for 2 seconds if caught in the flash. Looking away cuts the duration by half and each enemy has only one grenade. Grenade will give blinking and beeping noise to indicate one is thrown

*Alternative : Concussion grenade that works similar to Ela's Grzmot Mines, blurring vision and deafen you for 3 seconds

2. Airburst grenade

Air proximity grenade that knocks tenno down when gliding in midair, only used when seen bullet jumping or gliding towards them with 50% accuracy at level 20 and 100% at level 30+. Each enemy has only one grenade

Proximity sensor for the grenade is 1 - 2 meter

*Alternative : Airburst grenade instead push you back, stopping you midair with no knockdown and instead making you spinning in place when bullet jumping

What do you guys think about this ideas? Any improvements or new ideas are welcomed

I'd prefer they replace the damage grenades that are unidentifiable (and instantly tenderizing at higher levels) with flashbangs or just remove them entirely.

No airburst grenades. Knockdown for players needs to be heavily modified or completely removed from the game. 'Pushing you back' seems relatively the same effect and can easily put you in the path of bullets just as knockdown does. Both would be annoying and would break the flow of the game (just as knockdown already does, plus enemies don't need more tools to lock people into knockdown parties).

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vor 3 Stunden schrieb Viges:

They should go Path of Exile style and add a bunch of after death effects. Just imagine: you kill something and it releases a ball, that follows you for a minute and when it touches you it explodes dealing quadrillion damage in 1000 m radius. Ez dodge with spoiler mode anyway, so totally balanced :clem:

 

 

https://www.warframe.com/news/path-of-warframe-the-quest-for-the-average-neck

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On 2019-05-10 at 8:38 AM, 844448 said:

So with people often saying the AI is not really engaging, I have some ideas to improve them, and here are some of my thoughts

 

AI behaviour

1. AI on humanoid enemies will prioritize finding cover over fighting face on and will retreat to nearest cover while frantically shooting at your general direction to disorient you

2. Enemies will spread to several groups and surround you, attacking from every possible direction, sticking together

3. Taking damage or hitting area around cover will make them quickly retreat and stay behind cover while groups that don't receive any shot for more than 2 seconds will peek and open fire if no one fires at them

Equipment Improvements

1. Flash grenade

Enemies behind cover or finding cover will throw this grenade at you, blinding any tenno for 2 seconds if caught in the flash. Looking away cuts the duration by half and each enemy has only one grenade. Grenade will give blinking and beeping noise to indicate one is thrown

*Alternative : Concussion grenade that works similar to Ela's Grzmot Mines, blurring vision and deafen you for 3 seconds

2. Airburst grenade

Air proximity grenade that knocks tenno down when gliding in midair, only used when seen bullet jumping or gliding towards them with 50% accuracy at level 20 and 100% at level 30+. Each enemy has only one grenade

Proximity sensor for the grenade is 1 - 2 meter

*Alternative : Airburst grenade instead push you back, stopping you midair with no knockdown and instead making you spinning in place when bullet jumping

Rough grenade appearance

400px-FortniteBattleRoyaleImpulseGrenade

3. Extinguishing spray

A fire dampening liquid brought by elite units, used when they're burned or seeing their comrades burning. Removes the fire effect and reducing heat based damage effectiveness by 30% for 5 seconds

New units

1. Radiation hazard unit

Hazmat unit fitted to deal with hazardous materials and radiation leaks, has 30% resistance to radiation damage and equipped with radiation spray, removing radiation effect and neutralise radiation proc on a small area with 5m radius for 10 seconds after using the spray

2. Engineer unit

Handles electricity with no equal, they're equipped with lightning rods, redirecting electric attacks to this device and reducing the damage by electric proc by 30%. After absorbing enough damage this device can be primed to be arc traps

Individual unit improvement

1. Shield lancer

- Multiple shield lancer in an area will stand side by side, making testudo formation to cover more units and will run to the front line, aiding any grineer retreating

- Shield lancer will hold his shield at an angle if survived a shot with punch through, deflecting bullets and multiple shield lancers will hold the shields to make a phalanx, potentially bouncing back shots to the tenno, dealing damage equal to [PH]50% of the weapon damage back to you along with increased shield lancer spawn

What do you guys think about this ideas? Any improvements or new ideas are welcomed

Nah, they will just make more immune enemies, more armor and more sponges.

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  • 2 weeks later...

Like the idea of smarter enemies insteed of sponges.

Flash is meh

Airburst is another cancer taking away controll, doing CC is fun, receiving CC is not, we can do that to AI bcs they are not sentient yet so they can't feel unfair, the feeling of being powerless and feeling of huge power is what defines where players feel fair. If they stand ground against an enemy that stands their ground aswell = good, being grinded into the floor bcs can't react is just rage inducing, that's like matching a low skill player with pro, pro gonna dodge attacks or something like that and the low skill gonna feel powerless to the point of resigning.

The  new units are cool, however there's too much instakill, meta or general spongyness. Make so elements can be used without automaticaly merging, perhaps heat and others would see more play then?, or atleast make them more usefull, bcs right now the amount of damage we can do just makes it so tis better to one-shot them than wait for fire to kill them in like 3-5 seconds, there's too much power creep to make CC any usefull and also game forces to play fast bcs of enemies being spongy, with high damage, all scaling an for example also we have a timer like survival where we gotta kill them asap, better example would be sanctuary onslaughts where if can't one-shot enemies there, just don't play, the efficiency meter just goes down super fast.

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On 2019-06-12 at 7:05 PM, TrixieLulamoonn said:

Like the idea of smarter enemies insteed of sponges.

Flash is meh

Airburst is another cancer taking away controll, doing CC is fun, receiving CC is not, we can do that to AI bcs they are not sentient yet so they can't feel unfair, the feeling of being powerless and feeling of huge power is what defines where players feel fair. If they stand ground against an enemy that stands their ground aswell = good, being grinded into the floor bcs can't react is just rage inducing, that's like matching a low skill player with pro, pro gonna dodge attacks or something like that and the low skill gonna feel powerless to the point of resigning.

The  new units are cool, however there's too much instakill, meta or general spongyness. Make so elements can be used without automaticaly merging, perhaps heat and others would see more play then?, or atleast make them more usefull, bcs right now the amount of damage we can do just makes it so tis better to one-shot them than wait for fire to kill them in like 3-5 seconds, there's too much power creep to make CC any usefull and also game forces to play fast bcs of enemies being spongy, with high damage, all scaling an for example also we have a timer like survival where we gotta kill them asap, better example would be sanctuary onslaughts where if can't one-shot enemies there, just don't play, the efficiency meter just goes down super fast.

Let's make the environmental control shall we?

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5 minutes ago, Firetempest said:

This is the third time you've individually replied to my one comment with the same comment weeks apart from one another. Stop using me to bump your dead topic.

I don't remember, so, sorry about that 😛

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