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A small change to make mercy kills more reliable across the game


lukinu_u

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Everyone probably know what mercy kills are, but I will explain it just in case :
On specific heavy units that are eligible for mercy kills, damaging them below 40% health (up to 80% with impact status) let you insta-kill them with a cool animation and trigger Parazon specific mods with various useful effects (ammo/health/energy regen, reviving companions, blind, etc...).

This is super cool in theory, because it encourage players to focus heavy units in middle of crowd and reward them with buffs that will help for the rest of the fight.
In theory... because in practice due to how your damage and enemy health scales across different levels within the game, you will often fall in situation where you deal too much damage and kill the enemy much before you get a chance at a mercy kill.
You could argue you don't need the mercy kill if you can oneshot them, but most of the effects provided by Parazon mods are good utility or survivability tool you still want, so it means you currently get punished for dealing too much damage.


My solution to this is very simple :
When killing an enemy eligible to mercy kill, he would die and provide the benefits of death (add in extremination counter, drop resources, count for stack requiring kills, etc..) but stay "alive" and available for mercy kill for 1s before disapearing.
This would give a small window to mercy kill enemies at any level and regardless of your damage output, making it a more reliable mechanic you can rely on for whatever Parazon mods provide, being utility or survivabiliy.

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