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Hard mode suggestions.


Aadi880
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For the upcoming hard mode, I have some suggestions to it that can, well, keep the player engaged onto it.

Some of the suggestions were mostly inspired by the blitz eximus units.

  • Increased attack range
  • Increased grenade throwing range, and throws are more horizontal.
  • Enemies will blind fire on an invisible player, should the invisible player melee attack another enemy that's in line of sight.
  • Enemies will be able to fire as they run.
  • Enemy spawn rate is twice fold
  • Grinner have shields.
  • Corpus has armor.
  • Enemies will attempt to destroy life support capsules in survival, and won't rush to the players. Rather, they will rush to the life support capsules. (Pablo's idea)
  • Hostage in rescue missions will not teleport, but will run faster depending on the number of players near them. (4 players will increase the movement speed by 4x)
  • Spy missions has a "no alarms" requirement.
  • In defense, there is no downtime, and spawns are 1.5x higher. Defense objective will be mobile as well, and will move to different tilesets. This means defense missions will no longer take place in a single, fixed tileset.
  • Enemies will have increased priority with 100% accuracy on stationary players, unless if another player is significantly closer.
  • Increased enemy movement speed by 1.5x.

 

Edited by Aadi880
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15 minutes ago, Zahnny said:

Uh...Where are the suggestions?

 

2 minutes ago, GnarlsDarkley said:

I'm sold. Best. suggestion. ever

  Reveal hidden contents

/s

 

Sorry about that, I pressed "tab" to write bullet points but it posted the topic instead. 😞

Edited thread.

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these are some nice sugge...

Il y a 2 heures, Aadi880 a dit :
  • Enemy spawn rate is twice fold

Heeeeeeeeeeeeeeeeeeeeeeeeeel no !! my laptop can't handle that much !! my game will either freeze, crash, of freeze then crash XD

but other extra challenges are nice, i like the blind shoot invisible players when they melee in line of sight, and the 100% accuracy on stationnary players (although it will suck if they catch you hacking a console !!)

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Not a fan of the survival suggestion. Survival is all about killing, not defending an objective. We already have multiple game modes that revolve around defending an objective. Defense moving between tilesets will just make the game mode mobile defense with hidden loading screens, it won't add any challenge. 

Grineer shields/corpus armor also isn't good, because then you don't have to mod around fighting the grineer or the corpus, you'll just use universal weapons for both. In fact, DE should go in the opposite direction - corpus have so many shields that if you don't mod around dealing with shields, you'll fail, and grineer have so much armor that if you don't mod specifically for them, you'll fail. Maybe consider adding new units - for the corpus you can have tough moas with an aura that makes everything around them immune to gas, toxin and viral procs.

Hostage in rescue - not a fan of it, it'll make it a more generic escort mission that will be more annoying than challenging.

Spy missions failed on alarm is a good idea. But make it *any* alarm.

Enemies blind firing on invisible players is good. Also taking damage should break invisibility, but that's just in general, not for the hard mode.

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36 minutes ago, PopGligor said:

Not a fan of the survival suggestion. Survival is all about killing, not defending an objective.

Unlike an objective defense, its not required for you to defend the capsules. You can freely ignore them, and rely on life modules dropped from enemies, which everyone already does.

The change is not intended for you to defend life capsules, rather, it is intended for players to stop camping at a single spot and find enemies to kill, because with capsules being destructable, the AI can move to them, and not to the player.

And seemingly from Pablo's interview, DE is not a fan of players going AFK as enemies pile their bodies in through macro driven players.

This was also why I made the defense objectives mobile, so that players HAVE to move, and not leave the game running on macro.

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Especially with the infested having extremely fast spawn rates, also failing a spy mission by alarms trigger where the vaults are. The survival mission should have life support drain twice as fast and life support capsule arrive twice as long and have sentients spawn on camping players. Rescue mission the timer will be halved if wardens executed the sequence with mini bosses spawning. Also defense objective's health will not passively regenerate. moas already blind fire invisible players.

Edited by TheNeonGod
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3 hours ago, Aadi880 said:

 

  • Enemies will blind fire on an invisible player, should the invisible player melee attack another enemy that's in line of sight.
  • Enemies will be able to fire as they run.
  • Enemy spawn rate is twice fold

 

grinner already are able to fire as they run, moas already blind fire invisible player, if the infested spawn rate is 2X it might crash the game.

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31 minutes ago, TheNeonGod said:

grinner already are able to fire as they run,

I've tested this, and they don't. Not in a way which matters at least. Only time they do is when you complete an exterminate and they run away from you.

On line of sight, they just strafe shoot. That is not what we need. I'm asking for them to RUN and shoot. Their running speed is not the same as their strafing speed.

31 minutes ago, TheNeonGod said:

moas already blind fire invisible player,

Tested this. This is janky at best. They blind fire when a player goes from visible to invisible in their last known location. They DO NOT blind fire when you melee them.

31 minutes ago, TheNeonGod said:

if the infested spawn rate is 2X it might crash the game.

Possible. Not denying it.

Though, in that case, they could just give a spawn rate equal to the kill rate. This would make it LOOK like there's lot more infested, but in reality, its the same number.

Only exception I would do with this is the ancients. Its perhaps best if they don't spawn frequently. 😕

Edited by Aadi880
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Good points. But what about friendly fire, maybe nightmare missions modifier? With all the abilities and AoE weapons its just ridiculous to play, and often really hard to understand whats going on, fireworks all over a tile. Friendly fire option mode ON - more tactical,  think twice what are you going to do, which ability use and where to shoot.

Edited by (PS4)IDe1mos
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1 hour ago, (PS4)IDe1mos said:

With all the abilities and AoE weapons its just ridiculous to play, and often really hard to understand whats going on, fireworks all over a tile. Friendly fire option mode ON - more tactical,  think twice what are you going to do, which ability use and where to shoot.

I would probably exclude AoE abilities, since at times it is impossible to not get hit by them. (I've had cases where the limbo accidently kill the defense objective when he got radiated during his casting animation in radiation sorties. He was trying to protect it.)

Also, rather make it an optional settings in premade squads or with friends, and not available in pubs, because some players will deliberately troll others in pubs.

Also, I would suggest, if you are having trouble seeing, to lower the particle quantity and effect intensity in you display settings.

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Il y a 3 heures, (NSW)JJA209 a dit :

Make like an alert tab for these cuz as a casual I would not want these on the main planet missions 

Its for the upcoming hard mode DE showed in a devstream.

It was an option that appears on every start chart node. You can play the normal missions if you want, and not the hard ones.

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My suggestions on enemy factions

Grineer :

1. Kosma, Gyre, and Exo Corps can spawn in hardmode alongside regular star chart corps as an uncommon enemy.

2. Gustrag Three can spawn in missions.

3. Your current active Kuva Lich can spawn in hardmode missions.

4. Kuva Thralls can spawn in hardmode missions 

5. Bosses like Sargas Ruk, Vay Hek in his terra frame form, Kela De Thaym can spawn in hard mode missions.

Corpus :

1. Terra Corpus units can spawn in hardmode missions as an uncommon enemy.

2. Raknoids can spawn in hardmode missions.

3. Zanuka hunter can spawn in hardmode regardless of death mark.

4. Future upcoming Corpus Nemesis can spawn in missions.

5. Railjack corps enemies can spawn in hardmode missions alongside regular stat chart ones.

6. Amalgams have a very high spawn rate in Jupiter hardmode missions. They don’t spawn outside Jupiter to not break lore of other member of the corpus board not knowing the amalgam project (if they do they will execute Alad V immediately for treason).

7. Orb Vallis Jackal can spawn in hardmode missions.

8. Hyena Pack can spawn in hardmode missions.

9. Ambulas can spawn in hardmode missions

Infested :

1. Zealots can spawn in missions.

2. Juggernaut can spawn in missions as a rare enemy.

3. Leaping Trasher can spawn in missions as an uncommon enemy.

 


 

 

Edited by DrivaMain
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This Hard mode just sounds like Nightmare 2.0. Why not just add these into Nightmare, and not create just yet another "layer of content" that will be ignored after a couple weeks post launch?

The game is wonderfully bloated with different modes: Fissures,Arbies, Railjack, Liches, Siphons, Sorties, Nightmare, et cetera.

Of course, I understand that linking pre- existing systems, such as Railjack and Liches, is no easy feat from a development stand-point.

But if this "Hard / harder daddy" mode is going to become just another layer, I don't think it will be a success if not for a few brief moments.

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