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Defection mission A.I. needs rework to stop being such lemmings.


UilliamNebel
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Defectors A.I. is just bad, and makes their survival random, mostly due to horrid pathing choices, compiled by poison clouds spammed by Infested Ancients. Especially when the awful pick up mechanics of energy cells is factored in. Continually having to choose between charging a station as a defector is ripped about by Infested Ancient spam, or defend the defector and have them die from the horrid tick down rate (needs to slow about 20% down I'd say) isn't fun, its masochistic.

Cohesion of defectors should be tightened up, with them not flat out running, causing spacing, i.e., creating just a pain marathon, not a skill, or fun, or a challenge.

Slow them down, make them more cautious, give the solo player a reasonable chance who doesn't have years in WF and insta death to infested shooters equipped an opportunity. Rather than caught up in random A.I. sub par pathing, that just does usual WF 'rundown' mission setups of competing objectives.

I get it, these missions are done to be maximum cheeze, because you can farm Ash parts from Grineer manics (or at least originally did). So DE is incentivized to keep it this way in some sense. But it could be much better than it is implemented now.

Edited by UilliamNebel
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While I do think a more competent AI would make the mode more bearable, it is far from the only issue Defection has. I mean it already starts with its name, which pretty much describes what this game mode is.
 

DE hasn't moved Harrow Systems without a reason. Because I don't know anybody who likes this mode. The rotations are one of the slowest in the game, the squads are, as you already said, braindead, and after a certain amount of rotations they are pretty much doomed as they get one shotted by everything with no proper way to defend them. Also, escort missions in video games in general belong to the worst kind of missions. So, the problem is not a small element, the gamemode is just fundamentally flawed and imho it deserves to face the fate of the raids: taken out, never to return to the game.

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