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The Murmur faction is the most anti-precision enemy set in the game.


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The Murmur shows part of the reason why most people do not take the time to aim carefully, and why weapons like the Perigale and Knell are extremely strong but rarely used. 
Suggestions:

  1. All weakpoints or body parts with a multiplier greater than 1x should count for conditional headshot effects
    • Moas, for example, have battery packs that have a 3x body part multiplier
  2. Destructible precision locations should activate modifiers like Primary/Secondary Deadhead immediately
    • Destroying parts of enemies or their specific equipment via precision should count as a "kill" for headshot kill based arcanes
  3. Hitboxes need to be more 'forgiving' for precision weapons and more strongly linked to the model itself
    • Enemies who are in motion and under the effect of any of the various stun effects including slows are the most prominent example of what I mean. The model of the head is not always the head hitbox. 
  4. There should be stronger or more evident indications(likely UI flair or outline modification) of what is a weakpoint versus what is not. 
    • What are the headshot locations of these enemies? 
      • Amalgam Satyr
      • The Anatomizer
      • The Severed Warden
Spoiler

The Satyr's is the left leg from its perspective, on either set of its legs, meaning it has two headshot locations. However these do not have multipliers. The anatomizer has no weakpoint or headshot location, and the Severed Warden's hands charge incarnon weapons, but do not count as headshots for weapons like the dual toxocyst, perigale, or knell. 

 

 

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This is one of those long overdue things that really needs to be changed in the game. Headshot should be changed to weakpoint hit. Then if DE doesnt want us to get bonus damage modifiers versus certain enemy weakpoints they can alter those individually. Atleast all weakpoints would at that point (no pun intended) reward aim by triggering current "on headshot" and "on headshot kill" parameters, like knell, dual toxocyst, incarnons etc.

And yeah, adding some form of weakpoint highlight to enemies would be a good idea, even if it is a player decision flipped on and off through an option toggle.

I think this should also be added to Banshee and Helios, so highlighted "weakpoints" should trigger "on headshot (kill)" parameters.

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