Vitras Posted March 17, 2014 Share Posted March 17, 2014 So I'm like everyone else and really hate the new Grineer "broken lights" hazard.Today I thought of a solution that should have been obvious from the start. What if... they are "broken lights"... when you break them. Mind blown right?This means that if you shoot a light or one gets caught in the crossfire or is damaged in some sort of way, it will be put into the "broken" state and zap anyone (not just the player) who comes close to it.It makes so much more sense especially when you take the Corpus's "reinforced glass" windows into consideration. They aren't broken and hurting you when you walk in, it has to be broken by damage then it becomes harmful. This also could help high damage weapons with a huge spread become slightly more balanced since there would be some risk in using them. It wouldn't make that much of a difference, but still.So. The solution is they have to break before they become "broken lights".Agree? Disagree? Additional ideas? Link to comment Share on other sites More sharing options...
Bobsplosion Posted March 17, 2014 Share Posted March 17, 2014 What happens if Volt's 4 hits them? Link to comment Share on other sites More sharing options...
Brynslustafir Posted March 17, 2014 Share Posted March 17, 2014 (edited) Delete them. This is the only logical solution. Edited March 17, 2014 by Plasmaface Link to comment Share on other sites More sharing options...
AYellowPerson Posted March 17, 2014 Share Posted March 17, 2014 Maybe the grineer could just purposely shoot it for you to get shocked Link to comment Share on other sites More sharing options...
Zoracraft Posted March 17, 2014 Share Posted March 17, 2014 Agreed. +1 Link to comment Share on other sites More sharing options...
Vitras Posted March 17, 2014 Author Share Posted March 17, 2014 (edited) Delete them. This is the only logical solution. That's actually a bad solution. Because then the Grineer galleon tileset would be unbalanced to the Corpus ship tileset as it would have more hazards, which I believe was DE's goal with all of this. Edited March 17, 2014 by Vitras Link to comment Share on other sites More sharing options...
Deaths.Reap3r Posted March 17, 2014 Share Posted March 17, 2014 Ohh you smartie pants. That actually makes sense. How has no one thought of that? Link to comment Share on other sites More sharing options...
Vitras Posted March 17, 2014 Author Share Posted March 17, 2014 Ohh you smartie pants. That actually makes sense. How has no one thought of that? That was exactly my thought haha Link to comment Share on other sites More sharing options...
Brynslustafir Posted March 17, 2014 Share Posted March 17, 2014 Ohh you smartie pants. That actually makes sense. How has no one thought of that? I'm too busy hating the lights to think of new ideas. Link to comment Share on other sites More sharing options...
BrotherIcarus Posted March 17, 2014 Share Posted March 17, 2014 Well it does not really solve the over all problems, this fixes the problem with them being unavoidable/spawning unfair. But this still leaves the other problems of them dealing to much damage and the bright consistent flashes that can and do cause physical pain and damage. Link to comment Share on other sites More sharing options...
Vitras Posted March 17, 2014 Author Share Posted March 17, 2014 Well it does not really solve the over all problems, this fixes the problem with them being unavoidable/spawning unfair. But this still leaves the other problems of them dealing to much damage and the bright consistent flashes that can and do cause physical pain and damage. That is true. It would at least make it so they don't deal tons of damage 6 times in a row and kill you. Baby steps, as the wise ones say. Link to comment Share on other sites More sharing options...
Llyssa Posted March 17, 2014 Share Posted March 17, 2014 I can see that being an interesting mechanic. Much better than the current one. Would also cut down on the "press 4 to win". Link to comment Share on other sites More sharing options...
S.Fayden Posted March 17, 2014 Share Posted March 17, 2014 Or they could operate as an actual broken light. As in only shocking you if you bump into it rather than actively shocking Tenno from 40 feet away. Link to comment Share on other sites More sharing options...
CaveCricket48 Posted March 17, 2014 Share Posted March 17, 2014 That's actually a bad solution. Because then the Grineer galleon tileset would be unbalanced to the Corpus ship tileset as it would have more hazards, which I believe was DE's goal with all of this. Give the Grineer some turrets. Because that's pretty much what the "broken lights" are - one-shot turrets. Link to comment Share on other sites More sharing options...
LoGicMoTion Posted March 17, 2014 Share Posted March 17, 2014 DE are terrible for this. Who sits at the table meeting and decides "HEY GUYS! Broken lights that deal damage that can kill you/blind you (before hotfix)." Silly no no no ita not a good idea YOU SPONK UP DE! Link to comment Share on other sites More sharing options...
Vitras Posted March 17, 2014 Author Share Posted March 17, 2014 Or they could operate as an actual broken light. As in only shocking you if you bump into it rather than actively shocking Tenno from 40 feet away. I like that idea too. So then it could act like the fire hazard. Link to comment Share on other sites More sharing options...
1lusion Posted March 17, 2014 Share Posted March 17, 2014 great idea, this will actually make people aim at enemies instead of full auto spraying. Link to comment Share on other sites More sharing options...
VKhaun Posted March 17, 2014 Share Posted March 17, 2014 Fine with broken lights. The fact people hates them means they're accomplishing their purpose. You can't slow down a year old community of rushers and not get a few (a lot) of whines sent back at you. They need polish and tweaking so that you can always see/hear that they're there, and they don't do crazy things like zap you through walls and ceilings, but Scott knows that. Link to comment Share on other sites More sharing options...
Vitras Posted March 17, 2014 Author Share Posted March 17, 2014 (edited) Fine with broken lights. The fact people hates them means they're accomplishing their purpose. You can't slow down a year old community of rushers and not get a few (a lot) of whines sent back at you. They need polish and tweaking so that you can always see/hear that they're there, and they don't do crazy things like zap you through walls and ceilings, but Scott knows that. That's why I thought of this. Because there are broken lights at random places you cannot possibly see and cannot possibly avoid. This idea is my polish. Edited March 17, 2014 by Vitras Link to comment Share on other sites More sharing options...
VKhaun Posted March 17, 2014 Share Posted March 17, 2014 (edited) That's why I thought of this. Because there are broken lights at random places you cannot possibly see and cannot possibly avoid. This idea is my polish. Your polish negates the purpose. Someone rushing through wouldn't break any lights. They simply need a line of sight check, and better pre-planned positions. Having watched multiple tilesets get added in scruffy and simplistic shape then get polished, I have GREAT confidence in DE's ability to make new hazards work and I certainly hope that the lights are the first of many. Edited March 17, 2014 by VKhaun Link to comment Share on other sites More sharing options...
Cabadath5 Posted March 17, 2014 Share Posted March 17, 2014 INTO THE SUN THEY GO. Fine with broken lights. The fact people hates them means they're accomplishing their purpose. You can't slow down a year old community of rushers and not get a few (a lot) of whines sent back at you. They need polish and tweaking so that you can always see/hear that they're there, and they don't do crazy things like zap you through walls and ceilings, but Scott knows that. That's not really a the best way to fix rushing. First you look at the problem->Why do most people rush?Because we want to be rid of the grind faster. If higher level enemies were difficult(both AI wise and statwise) enough that players were unable to just rush past them ignoring their attacks and then if there was an actual reason to do high level missions in the first place instead of just farming survival on mercury for affinity... Link to comment Share on other sites More sharing options...
Vitras Posted March 17, 2014 Author Share Posted March 17, 2014 Your polish negates the purpose. Someone rushing through wouldn't break any lights. They simply need a line of sight check, and better pre-planned positions. Having watched multiple tilesets get added in scruffy and simplistic shape then get polished, I have GREAT confidence in DE's ability to make new hazards work and I certainly hope that the lights are the first of many. No, broken lights aren't supposed to stop rushers. It's those new doors that do that. Since you run through them and you lose all of your energy. Not every hazard has to put the game into nightmare mode. Link to comment Share on other sites More sharing options...
VKhaun Posted March 17, 2014 Share Posted March 17, 2014 (edited) No, broken lights aren't supposed to stop rushers. Scott hasn't made any statements either way about lights in specific, AFAIK. He has however explicitly stated in past dev streams (old ones, not recent, from back when rusher v explorer was a big thing on the boards.) that players skipping fights and other content is not dev intent, and will not last forever. Since you run through them and you lose all of your energy. Not every hazard has to put the game into nightmare mode. What you're skipping over is gameplay. Once the hazards are polished to be visible and well placed, it's not an automatic penalty. It's only a penalty if you're moving forward faster than you can evaluate your surroundings. Edited March 17, 2014 by VKhaun Link to comment Share on other sites More sharing options...
Letter13 Posted March 17, 2014 Share Posted March 17, 2014 Moving to General Feedback Link to comment Share on other sites More sharing options...
7grims Posted March 17, 2014 Share Posted March 17, 2014 I like this, only cause they would never get broken, who shoots at the celling anyway? xD Yet logical solution, is simple to remove them, a bad idea is a bad idea. Link to comment Share on other sites More sharing options...
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