shayvidas Posted April 9, 2014 Share Posted April 9, 2014 It's so easy to take care of a mob of Infestations, even when Ancients are involved. Shouldn't they be amplified a bit? they are not.. they suppose to be like the zerg... it's normal strenth for them.. i think theyr really good strenth... (if you play defense or survival they will become harder and harder to kill..) Link to comment Share on other sites More sharing options...
iNsaNitySOZ Posted April 9, 2014 Share Posted April 9, 2014 The purpose of infested is easy mass killing for low XP, sure they're easier, but they don't level you like other factions do. The infested fit their purpose perfectly. However, the new tileset is much anticipated on my behalf. Link to comment Share on other sites More sharing options...
Deristel Posted April 9, 2014 Share Posted April 9, 2014 The purpose of infested is easy mass killing for low XP, sure they're easier, but they don't level you like other factions do. The infested fit their purpose perfectly. However, the new tileset is much anticipated on my behalf. that's the purpose we gave them because they're weak.In reality they go infesting planet and ship,and we have to go cleanse it,so lore wise they should be a threat,not have the effect of an house infested by ants Link to comment Share on other sites More sharing options...
IamSalva Posted April 9, 2014 Share Posted April 9, 2014 they are not.. they suppose to be like the zerg... it's normal strenth for them.. i think theyr really good strenth... (if you play defense or survival they will become harder and harder to kill..) Its a lie. You can do ODD for 100 Waves without ANY Problem killing them or getting hurt. I did 50 Waves ODD with a lvl 1 Frame (to Forma it) You know why i could do this? Because infested dont deal ANY damage at all. No matter what level they are. Infested are easy mode. Easy to kill, cant kill you. This is why so many were crying when they got removed, because farming got a little tiniy bit harder... Link to comment Share on other sites More sharing options...
neKroMancer Posted April 9, 2014 Share Posted April 9, 2014 Infest features the lowest type of unit among the three. I think there are just a dozen of them and almost all of them have one tactic, run at you and scratch your back. A rather shameful display of lack of mutation from the most feared virus in Origin system. They need both visual overhaul and more units for diversity. Look like Grineer is DE's focus at the moment since they are most diverse and most fun to fight against, imo. What Infest need is the horror factor. Horror can be used through multiple means. If we look at one archetype like the first Alien film, you will see that it doesn't need number of creature to be scary. One is enough to scare you to death within claustrophobic space armed with ineffectual weapon. But our infest is more like Aliens, strength in number. So the focus shift toward agility, strength, and unexpected attack. - make Runner less like Corpus. Perhaps a bit more like bloated sack filled with toxic mucus. Explosion will coat the target with toxin, dealing small a DoT with slowed movement speed. - Charger should be able to climb wall for a short period of time. Consider the fact that they are easiest to deal with when you have punch through mod equipped, they need to spread their front to more than one dimension. Also, add an Alpha to every pack of them. As long as the Alpha lives, the rest of them got a buff in AI unit cohesion. Also, make them bite and swipe. - Alpha Charger stays back and shoot sharpened quill at the target. Killing Alpha will stun the pack. - Jumper should be remade into ceiling infest. Wait around the corner of the room and jump/pounce at the target, pinning the target down while busy tearing his chest open. - Toxic ancient should be ranged Ancient. Spewing toxic fluid at the target instead of radiate toxin into the air. Like Napalm, it should be able to create pool of toxin at target location. - Healing ancient probably need a revamp. A tank ancient capable of buffing the faction with healing. Running toward the target and crush it like a bull. Indestructible faceplate but vulnerable at the side. So, sideway dodge and shoot to deal with it. - Disruptor ancient should slowly suck target's energy and shield. If it suck enough energy, it will create EMP blast to disable the HUD and jam weapon/power for a short time. - Crawlers are good candidate for something real strange. Consider that they are a few more species left untouched by the Infest, the desert manta from Phobos and the soon to be released Kubrow. They should be replaced with Infest version of these two. Actually we still have Earth's tree as another candidate. - Toxin Manta camoflague itself with the tileset, sting it's poison tail at the victim to cause status effect like max shield/health reduction for a short time. They can no longer shoot sting at the target from a far but deadlier at close range with ability to hug the target and send pheromone to draw nearby infest to the target. - Kubrow is a good stuff for a rare species of Infest. Give them four classic element to play with should be a good idea. They should fill the role of heavy artillery for Infest. The infest version develops multiple sack on the back filled with fluid that create either heat/cold/electric/toxin effect. Once the target is in range, it shoot multiple globe of these fluid at the general area to cause AOE damage. Destroy all sacks will make them unable to shoot these globe and force them into melee rage similar to above mentioned Healing ancient. - The tree should be immobile Spawner. Creating new 'infant' infest that quickly develop into a spider (or eel) like creature which quickly burrows underground to ambush nearby target. Getting near the tree is going to be like walking through a field of landmine. It's extremely resistant to range damage due to thick bark but will relent to enough damage. Once fell, the infant will rise from the ground and hunt down the killer. Ehh, I run out of imaginative quota today. Hope you guys enjoy reading a madman's idea. Link to comment Share on other sites More sharing options...
Deristel Posted April 9, 2014 Share Posted April 9, 2014 Infest features the lowest type of unit among the three. I think there are just a dozen of them and almost all of them have one tactic, run at you and scratch your back. A rather shameful display of lack of mutation from the most feared virus in Origin system. They need both visual overhaul and more units for diversity. Look like Grineer is DE's focus at the moment since they are most diverse and most fun to fight against, imo. What Infest need is the horror factor. Horror can be used through multiple means. If we look at one archetype like the first Alien film, you will see that it doesn't need number of creature to be scary. One is enough to scare you to death within claustrophobic space armed with ineffectual weapon. But our infest is more like Aliens, strength in number. So the focus shift toward agility, strength, and unexpected attack. - make Runner less like Corpus. Perhaps a bit more like bloated sack filled with toxic mucus. Explosion will coat the target with toxin, dealing small a DoT with slowed movement speed. - Charger should be able to climb wall for a short period of time. Consider the fact that they are easiest to deal with when you have punch through mod equipped, they need to spread their front to more than one dimension. Also, add an Alpha to every pack of them. As long as the Alpha lives, the rest of them got a buff in AI unit cohesion. Also, make them bite and swipe. - Alpha Charger stays back and shoot sharpened quill at the target. Killing Alpha will stun the pack. - Jumper should be remade into ceiling infest. Wait around the corner of the room and jump/pounce at the target, pinning the target down while busy tearing his chest open. - Toxic ancient should be ranged Ancient. Spewing toxic fluid at the target instead of radiate toxin into the air. Like Napalm, it should be able to create pool of toxin at target location. - Healing ancient probably need a revamp. A tank ancient capable of buffing the faction with healing. Running toward the target and crush it like a bull. Indestructible faceplate but vulnerable at the side. So, sideway dodge and shoot to deal with it. - Disruptor ancient should slowly suck target's energy and shield. If it suck enough energy, it will create EMP blast to disable the HUD and jam weapon/power for a short time. - Crawlers are good candidate for something real strange. Consider that they are a few more species left untouched by the Infest, the desert manta from Phobos and the soon to be released Kubrow. They should be replaced with Infest version of these two. Actually we still have Earth's tree as another candidate. - Toxin Manta camoflague itself with the tileset, sting it's poison tail at the victim to cause status effect like max shield/health reduction for a short time. They can no longer shoot sting at the target from a far but deadlier at close range with ability to hug the target and send pheromone to draw nearby infest to the target. - Kubrow is a good stuff for a rare species of Infest. Give them four classic element to play with should be a good idea. They should fill the role of heavy artillery for Infest. The infest version develops multiple sack on the back filled with fluid that create either heat/cold/electric/toxin effect. Once the target is in range, it shoot multiple globe of these fluid at the general area to cause AOE damage. Destroy all sacks will make them unable to shoot these globe and force them into melee rage similar to above mentioned Healing ancient. - The tree should be immobile Spawner. Creating new 'infant' infest that quickly develop into a spider (or eel) like creature which quickly burrows underground to ambush nearby target. Getting near the tree is going to be like walking through a field of landmine. It's extremely resistant to range damage due to thick bark but will relent to enough damage. Once fell, the infant will rise from the ground and hunt down the killer. Ehh, I run out of imaginative quota today. Hope you guys enjoy reading a madman's idea. i'm shedding a tear of joy.but i would wait to implement them.As cool as they can be,as long as you oneshot them with a fart they'll be meh in 30 sec in the mind of players.would be cool to see all this,after a dps revamp Link to comment Share on other sites More sharing options...
neKroMancer Posted April 9, 2014 Share Posted April 9, 2014 i'm shedding a tear of joy.but i would wait to implement them.As cool as they can be,as long as you oneshot them with a fart they'll be meh in 30 sec in the mind of players.would be cool to see all this,after a dps revamp DPS revamp is going to be rather hard. I think they should feature specific defense for the faction, regenerative armor. This type of armor coated certain weak spots of the Infest but can be destroyed through a considerable damage. Once destroyed, the weak spot underneath can be shot at, dealing large amount of damage. However, if left undamaged, it will regenerate back to protect the weak spot again. Some of them will not have this though like the runner or the manta. There is a catch, of course. Once the armor is destroyed, the Infest will react differently. Some of them will hide and put on camoflague, some of them will charge at you furiously, some of them will roar to stun nearby non-infest. Gah, my idea is flowing tonight, must be the fish. Link to comment Share on other sites More sharing options...
InariOkami Posted April 9, 2014 Share Posted April 9, 2014 (edited) They are not... Even 100 Waves of ODD is a joke They can´t even figth back. Infested is the joke of the galaxy... if you don´t think so its you beeing bad or having bad weapons, not Infested beeing ok. I'd like infested to remain the same JUST BECAUSE they are fairly easy... Must all factions in the solar system be difficult? Why not allow the infested to remain the easy faction, the faction where you can just barely try and get away with plenty of kills! I mean, I don't mind revamping them, but they are not something that needs to change anytime soon, there are other more demanding concerns to be addressed. Edited April 9, 2014 by InariOkami Link to comment Share on other sites More sharing options...
Lickity-Split Posted April 9, 2014 Share Posted April 9, 2014 They are not... Even 100 Waves of ODD is a joke They can´t even figth back. Infested is the joke of the galaxy... if you don´t think so its you beeing bad or having bad weapons, not Infested beeing ok. So basically what you're saying is "Make infested Immune to abilities". Vauban in particular. Link to comment Share on other sites More sharing options...
Lickity-Split Posted April 9, 2014 Share Posted April 9, 2014 I dont see how they are easier than Grineer, Corpus & Corrupted... Take a good Loki with you and all the factions become The Infested... Link to comment Share on other sites More sharing options...
Paradoxbomb Posted April 9, 2014 Share Posted April 9, 2014 (edited) i'm shedding a tear of joy.but i would wait to implement them.As cool as they can be,as long as you oneshot them with a fart they'll be meh in 30 sec in the mind of players.would be cool to see all this,after a dps revamp That's an issue with the damage system itself rather than any faction IMO. Every enemy is trivial when you have automatic rifles that can exceed 10k per hit on enemies that don't even have that kind of health until like, level 100+. The key difference being that the Corpus and Grineer spread their forces out across the map and attack in a variety of ways, whereas the infested just sort of line up for their pummeling. Hopefully damage balance will be one of DE's next major hurdles to overcome. Edited April 9, 2014 by Paradoxbomb Link to comment Share on other sites More sharing options...
IamSalva Posted April 9, 2014 Share Posted April 9, 2014 (edited) So basically what you're saying is "Make infested Immune to abilities". Vauban in particular. They dont need to be immune, just give them a very very cheap, small unit to fill the bastille, give them some ranged units that can attack from outside of bastilel range or over a vortex. Give them wallrunning so they can just run over the vortex. But even without Vauban they are not hard. They have low health, no armor, no shield, no range attack and even most units melee attack does not deal really fearsome damage. Edited April 9, 2014 by IamSalva Link to comment Share on other sites More sharing options...
XRAY0128 Posted April 9, 2014 Share Posted April 9, 2014 Infested are a joke, that's why they were so popular as the "go to" faction to level frames and weapons, and why there was a big uproar upon their removal of the star chart. Grineer >>> Corpus >>>>>>>>>>>>>>>>>>>>>>> Infested. Really? The Corpus give me the most trouble so far. Link to comment Share on other sites More sharing options...
Naphiro Posted April 9, 2014 Author Share Posted April 9, 2014 (edited) It's kinda sad how there's also only two Infested category bosses. Considering Phorid can use Psychic Bolt, why not make crawlers have some weaker version of that? Edit: Or make a different mutation that can use Psychic Bolts. Edited April 9, 2014 by Naphiro Link to comment Share on other sites More sharing options...
XRAY0128 Posted April 9, 2014 Share Posted April 9, 2014 DPS revamp is going to be rather hard. I think they should feature specific defense for the faction, regenerative armor. This type of armor coated certain weak spots of the Infest but can be destroyed through a considerable damage. Once destroyed, the weak spot underneath can be shot at, dealing large amount of damage. However, if left undamaged, it will regenerate back to protect the weak spot again. Some of them will not have this though like the runner or the manta. There is a catch, of course. Once the armor is destroyed, the Infest will react differently. Some of them will hide and put on camoflague, some of them will charge at you furiously, some of them will roar to stun nearby non-infest. Gah, my idea is flowing tonight, must be the fish. Sure, once its not only balanced for Veteran players. Some people forget that new players actually exist. Link to comment Share on other sites More sharing options...
IamSalva Posted April 9, 2014 Share Posted April 9, 2014 Sure, once its not only balanced for Veteran players. Some people forget that new players actually exist. and this is an excuse for not putting ANY enemies for veteran players in the game at all? Link to comment Share on other sites More sharing options...
XRAY0128 Posted April 9, 2014 Share Posted April 9, 2014 and this is an excuse for not putting ANY enemies for veteran players in the game at all? When you talk about having them take massive damage etc, I also think about just what exactly constitutes massive damage for a person whose gun deals 400% damage. Ithink the main issue in this game is the absurd scaling, but I guess I rarely see RPGs that dont have this. Id think reducing the scaling and making things more skill based rather than gear/mod based it would be better overall. But ya know, people love being overpowered. Link to comment Share on other sites More sharing options...
Axterix13 Posted April 9, 2014 Share Posted April 9, 2014 The explody guys could definitely stand to have their exploding damage tripled or so. Link to comment Share on other sites More sharing options...
IamSalva Posted April 9, 2014 Share Posted April 9, 2014 When you talk about having them take massive damage etc, I also think about just what exactly constitutes massive damage for a person whose gun deals 400% damage. Ithink the main issue in this game is the absurd scaling, but I guess I rarely see RPGs that dont have this. Id think reducing the scaling and making things more skill based rather than gear/mod based it would be better overall. But ya know, people love being overpowered. I would totaly support cutting damage mods and reducing Vitality/Redirection Boost. But it will not happen, taking away such stuff will lose them 80% of all players. Players dont like it if someone takes away stuff the got used to. So the only option would be to introduce some tougher enemies that basicly do this, but in a way that lets "OP Lovers" play in the way they like it. Link to comment Share on other sites More sharing options...
Deristel Posted April 9, 2014 Share Posted April 9, 2014 To be honest,discussing in another tread about FE where the op was calling the mod unbalanced and asking for nerf,i came to realize that our only issue are mods like serration,hornet strike and such.They increase the base damage wich in turn in crease elemental damage without any drawback (corrupt mods are strong,but you have a downside of them,serration is just pure awesomess).If they removed it (or nerfed it a lot) we would prolly lose 2/3 of our dps that should be more then enough to make the game feel ok dps wise Link to comment Share on other sites More sharing options...
Naphiro Posted April 9, 2014 Author Share Posted April 9, 2014 To be honest,discussing in another tread about FE where the op was calling the mod unbalanced and asking for nerf,i came to realize that our only issue are mods like serration,hornet strike and such.They increase the base damage wich in turn in crease elemental damage without any drawback (corrupt mods are strong,but you have a downside of them,serration is just pure awesomess).If they removed it (or nerfed it a lot) we would prolly lose 2/3 of our dps that should be more then enough to make the game feel ok dps wise There's plenty of other mods that increase our DPS. And I highly doubt everyone would be on board with lowering /all/ dps enhancing mods just cause the infected are weak. Link to comment Share on other sites More sharing options...
XRAY0128 Posted April 9, 2014 Share Posted April 9, 2014 There's plenty of other mods that increase our DPS. And I highly doubt everyone would be on board with lowering /all/ dps enhancing mods just cause the infected are weak. Maybe instead of having them calculate the percentage bonus based on the current damage, they should calculate it on the Default damage instead.. Unless I'm an idiot and thats already what its doing... Link to comment Share on other sites More sharing options...
Anarchye Posted April 9, 2014 Share Posted April 9, 2014 huh, so people have forgotten already how annoying they used to be? specially toxics when they had that cloud that would instakill in waves 30 and beyond on Xini, and how ancients had some ridiculous armor Link to comment Share on other sites More sharing options...
Naphiro Posted April 9, 2014 Author Share Posted April 9, 2014 huh, so people have forgotten already how annoying they used to be? specially toxics when they had that cloud that would instakill in waves 30 and beyond on Xini, and how ancients had some ridiculous armor Sounds like happiness. Link to comment Share on other sites More sharing options...
XRAY0128 Posted April 9, 2014 Share Posted April 9, 2014 Sounds like happiness. And from what I heard, the clouds would stay permanently, even after they died... Instant death area effect poison clouds that might block off door ways/essential paths? Sure, why not.. Link to comment Share on other sites More sharing options...
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