Lactamid Posted March 17, 2014 Share Posted March 17, 2014 (edited) While I don't know how enemy damage is calculated, I only guess that it is based on the same stats as the guns we use. When I first started this post I was under the impression that the factions clearly lacked elemental damage, while this appears untrue I would still like to hear what you guys think. Now here are the units in game that afaik have elemental damage attacks: Corpus: Sniper Crewman, Prod Crewman, Detron Crewman + Fusion MOA, Railgun MOA, Anti MOA and Mine Osprey. * While Fusion/Anti/Railgun MOA and the Mine Osprey lack stat info they probably deal Heat/Blast or Electric damage. Grineer: Their notorious Napalms as well as Scorches deal heat damage. Bombards, Hellions and Seekers likely deal Blast damage and there are also Flameblades and Powerfists which may have heat and electricity attacks. Infested: Infested have Ancient Disruptors, Electric Crawlers, Lobber Crawlers, Toxic Ancients and Toxic Crawlers. Leapers Runners when detonating likely deal blast damage as well. With the addition of Leaders there are also some random occurrences of Cold and Heat damage (and other?) Now enough beating around the bush. The idea is simply to add some elemental damage units or "skills" they could resort to. Maybe there are some Grineer Lancers with red armor parts idicating they have incendiary rounds? Some Corpus Crewmen with cold grenades or Prod Crewmen with large electric AoE attacks? A "small" difficulity increasing factor in between normal/elite unit and leader status to spice things up. Edited March 17, 2014 by Lactamid Link to comment Share on other sites More sharing options...
Leorion Posted March 17, 2014 Share Posted March 17, 2014 Leaders are already out and they have these extra damage... From cold to magnetic and fire. It's there. Link to comment Share on other sites More sharing options...
Sixty5 Posted March 17, 2014 Share Posted March 17, 2014 More enemy difficulty is always welcome. Link to comment Share on other sites More sharing options...
Kaokasalis Posted March 17, 2014 Share Posted March 17, 2014 Leapers dont explode. Runners do that. Link to comment Share on other sites More sharing options...
DoomFruit Posted March 17, 2014 Share Posted March 17, 2014 Fusion MOAs are definitely heat damage. They've set fire to me on several occasions. Link to comment Share on other sites More sharing options...
AuroraSonicBoom Posted March 17, 2014 Share Posted March 17, 2014 Emp grenades knocking out energy/shields I'd like to see the most because that's the only thing to reliable make players vulnerable to enemy fire below level 40. Link to comment Share on other sites More sharing options...
Lactamid Posted March 17, 2014 Author Share Posted March 17, 2014 Leapers dont explode. Runners do that. Edited that, thx. Link to comment Share on other sites More sharing options...
Lactamid Posted March 17, 2014 Author Share Posted March 17, 2014 Leaders are already out and they have these extra damage... From cold to magnetic and fire. It's there. They just seem overly fancy, this change would be more of a group thing than a single unit. Ie. you encounter a group of Corpus with cold-weaponry. Or a group of Lancers with toxic rounds backed up by a chem-scorch. Subtle but different. More of a weapon mod than an entire "new" unit. Chem-Scorch could perhaps need alteration, but basicly a green flame-Scorch or a "Napalm" with Torid. Many of the enemies out there have grenades but they are little used and hardly CC. But you may be right that it ain't needed. Work those leaders a bit and see what happens. Link to comment Share on other sites More sharing options...
Lactamid Posted March 17, 2014 Author Share Posted March 17, 2014 Fusion MOAs are definitely heat damage. They've set fire to me on several occasions. Hmm, seems familiar. I think you're right. Link to comment Share on other sites More sharing options...
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