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Ancients grappling just becomes spam on infestation survival missions.


UilliamNebel
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Just did a mission where it became grapple spam from five ancient disruptors, one of which was doing it on the other side of a wall.

This isn't fun, this is crap. And now that I just had sprint and roll not working here to interrupt or break this spam fest of a crap ability, its outright game ruining crap.

These 'counters' you have on NPCs, that can interrupt the player, but the player can never interrupt, break down really fast and awful in actual gameplay. May not be so bad, perhaps just inconvenience to a later game played / vet player. But to a new player, going through the starchart, and hitting this in the first few survival missions, its utterly frustrating stat wall crap at its worst and NPC ability cheeze that destroys immersion and focuses on the poor quality of the A.I. to just fall into a spam cycle.

Just test play with a little more care, to get things like this fine tuned, to where it isn't game ruining crap with the frustration it brings.

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It would be more fun if so called "heavy unit" is actually a heavy unit. Right now they're so common you don't think twice when you see them and their abilities are more annoyance than dangerous. 

But that is a dream so I'll take a tweak to make them less annoying too. 

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Dead Space had this nailed down two years prior to Warframe's inception: allowing players to use their firearms while being dragged around.

It's mind-boggling just how obstructive one attack can be to the pacing of the game, it's even worse to consider the fact that DE has done nothing about it for eight years straight, or however long it has been since the inception of Scorpions & Ancients. Such a simple addition would add so much value to the gameplay. We can already fire while in a prone, bleeding state, this shouldn't be difficult in the slightest to rectify.

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On 2021-09-07 at 11:19 AM, (PSN)IndianChiefJeff said:

Dead Space had this nailed down two years prior to Warframe's inception: allowing players to use their firearms while being dragged around.

Even this would be a far better solution than the current reverse-fishing minigame they constitute right now. We already get forced into using our secondary when bleeding out, surely using a similar mechanic while hooked (or maybe just lessening their aimbot level of accuracy with said hooks) would be a better solution.

While we're at it, changing up the Toxic Ancient's breath attack would be a welcome change instead of simply oneshotting players with either no windup or with no visible sign the attack is even in progress. It uses the same animation as when they roar at you, there's little to no actual particles aside from the initial "puff" you get when the attack is first used (which lasts a fraction of the attack's active frames) and it's just got overall horrible scaling.

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