ScorpDK Posted March 24, 2014 Share Posted March 24, 2014 (edited) I know this one is late, but considering nothing has been changed thus far... Two things I have to say: 1. The AoE and damage of a mobility tool of a soldier shouldn't be 2-5x stronger than a Heavy Artillery Unit's WEAPON. 2. Multishot and/or Weapons that cut enemies apart on dead tend to give the hellion TWO jetpacks when they die. Both dealing enough damage to instantly kill even heavily armored/shielded warframes in a rather large area of effect. I have nothing against powerful bosses, nothing against traps nor do I have anything against enemies with special abilities, but when I open a door and instantly headshot a guy aiming his gun at me, and he dies, I do NOT accept that his jetpack detaches and homes directly towards me at top speed, impacts the ground I stood at - while I desperately dash 15m away and yet it still blows me up and causes instant mission failure because he's the 5th in a row to do that bullS#&$. There's a reason I don't like Phobos, and Earth to some extend. And this is the reason. Jetpacks need to be toned down in both AoE and damaging power, unless it is a direct hit to the face. Nightmare modes on Phobos are pretty much suicide unless you can destroy the jetpack WITHOUT killing the Hellion in the process. Which is impossible from the front. Edited March 24, 2014 by ScorpDK Link to comment Share on other sites More sharing options...
BrotherIcarus Posted March 24, 2014 Share Posted March 24, 2014 1) This can be explained away with lore reasons, they do have a high powered engine and what can be assumed to be very potent fuel in there it is plausible for its explosion to be quite devastating. Although I would like to see it explode in the air more often if t gets caught by some gunfire. 2)Thought this bug was fixed. But definably a bug and not intended. Link to comment Share on other sites More sharing options...
DiabolusUrsus Posted March 24, 2014 Share Posted March 24, 2014 I agree with you on the uncanny homing capabilities of the detached post-mortem jet-pack, but try using Punch Through on your guns. That helps me out a bit.On a related note, many enemy AOE attacks are a bit ridiculous when it comes to their range. Napalm fire blasts, shield-lancer bashes, etc. I'd like to see those reduced to match the particle FX, ro the particles expanded to match the AOE. Link to comment Share on other sites More sharing options...
ScorpDK Posted March 24, 2014 Author Share Posted March 24, 2014 I agree with you on the uncanny homing capabilities of the detached post-mortem jet-pack, but try using Punch Through on your guns. That helps me out a bit. Sadly, I tend to kill the Hellion before the Jetpack is destroyed, even with maxed Shred on my gun. It has come to the point where I take a moment to see what I am aiming at before firing. I'm afraid of killing Hellions by now. XD Link to comment Share on other sites More sharing options...
Onihikage Posted March 24, 2014 Share Posted March 24, 2014 (edited) Jetpack shooting-off-and-exploding should be a small chance, IMO, rather than happening every single time. It would be counterproductive for the grineer to have an army of guys who each blow up themselves and all their buddies within 10m if they die. The jetpack rocketing off somewhere and exploding should be a malfunction, or happen if we actually shoot the jetpack. I mean think about that for a second, doesn't it seem backwards that shooting the jetpack makes it vanish in a puff of smoke, while shooting the hellion makes their jetpack fly off and explode like a mini-nuke? Edited March 24, 2014 by Onihikage Link to comment Share on other sites More sharing options...
ScorpDK Posted March 24, 2014 Author Share Posted March 24, 2014 Jetpack shooting-off-and-exploding should be a small chance, IMO, rather than happening every single time. It would be counterproductive for the grineer to have an army of guys who each blow up themselves and all their buddies within 10m if they die. The jetpack rocketing off somewhere and exploding should be a malfunction, or happen if we actually shoot the jetpack. I mean think about that for a second, doesn't it seem backwards that shooting the jetpack makes it vanish in a puff of smoke, while shooting the hellion makes their jetpack fly off and explode like a mini-nuke? yeah, that WOULD make more sense, and I think it was like that in a few other games. Shooting Flamethrower Tanks/Jetpacks usually causes a malfunction that launches them or explodes in a fiery inferno, but shooting the guy does NOT trigger either. Link to comment Share on other sites More sharing options...
shut Posted March 24, 2014 Share Posted March 24, 2014 (edited) 1) This can be explained away with lore reasons But not gameplay reasons. If it's counteractive to gameplay with no reason other than "lore", then it's not worth having in the game. Edited March 24, 2014 by SortaRandom Link to comment Share on other sites More sharing options...
Zephyric_Reaper Posted March 24, 2014 Share Posted March 24, 2014 Warframe's explosives are absurdly unforgiving. If it weren't for us being OP the forums will be raging. Grenades, napalms, rockets, you name it. They're usually unavoidable and deal a ton of damage and on top of that they have a proc chance to screw you over EVEN more. They don't have visual queues, nor slow speed to dodge and most times they're heat seeking. Link to comment Share on other sites More sharing options...
shut Posted March 24, 2014 Share Posted March 24, 2014 (edited) Warframe's explosives are absurdly unforgiving. If it weren't for us being OP the forums will be raging. Grenades, napalms, rockets, you name it. They're usually unavoidable and deal a ton of damage and on top of that they have a proc chance to screw you over EVEN more. They don't have visual queues, nor slow speed to dodge and most times they're heat seeking. Grenades and Bombard Rockets are fine, since they're easily avoidable by any Frame provided that you pay attention. Napalm hitboxes need some fixing, and Hellion / Jackal / etc rockets need to tone down on their heat-seeking and/or splash range. The only real way to survive against either the latter two of these enemies right now is to simply out-DPS them; kill them before they kill you because their attacks are so stupidly difficult to dodge. Edited March 24, 2014 by SortaRandom Link to comment Share on other sites More sharing options...
BrotherIcarus Posted March 24, 2014 Share Posted March 24, 2014 But not gameplay reasons. If it's counteractive to gameplay with no reason other than "lore", then it's not worth having in the game. I disagree, lore is a perfectly good reason to include something in game play. I do not see how the Helions jet pack is counteractive to game play. Link to comment Share on other sites More sharing options...
Lorane_Airwing Posted March 24, 2014 Share Posted March 24, 2014 (edited) Most of the time i don't even see the jet packs come off. It feels as if it just teleports to players when there is high lag. The only fix my mind can think of would be to make hellions do a dive bomb attack when they die with the jet pack in use ( if your familiar with metroid prime, you should know what jet pack pirates loved doing ). Attempting to fly into players while spinning before they explode. The trajectory set when they die with a homing but low turning speed dive? Besides, a grineer spinning at high speeds screaming before exploding into the ground would be hilarious. Edited March 24, 2014 by Lorane_Airwing Link to comment Share on other sites More sharing options...
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