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Infested Fighting Isn't As Interesting


Innocent_Flower
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Infested units boil down to;

 

Harmless cannon fodder.

Ancients

BullS#&$ disruptor ancients. 

A bullS#&$ enemy that I was told is an ancient with an aura, that instadowns you. 

 

 

That's all there is too it. Even the guys who blow themselves up against you do abysmal damage and aren't realy worth anything. We need more interesting troop types, be it infested that can still use weaponry, Infested that can run along walls or leap realy far, suicide bombers that actualy do damage (preferably with a warning, like a big 'i'm gonna explode' animation or battlecry', Infested mortars, Stealth focused infested, 

 

 

And maybe Corrupted would be more interesting to fight with some common infested troops that aren't ancients. 

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Pretty much.  They need to actually be threatening; chargers should stagger you if they hit you with their leap animation.  Leapers shouldn't wind up so slowly.  And runners should go back to staggering you.

 

You should be afraid of getting close to them.  They should out-melee you unless you can CC them.

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I agree, they need some flying infested, and some type of infested that shoots poison darts and spits acid.

 

Also we need a way around toxic ancients, cause its not possible to fight them when in melee mode without taking allot of damage from proximity.

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the toxic ancient is always fun isn't it?

 

But no, don't need more troop types. What there is needs to be looked at and fixed.

There are already chargers (dog-like, melee), two or three types of bipedal leapers (one that explodes, one that throws you around one that is just melee it seems), there are three different crawlers, a melee one, one with a toxic-like effect and one with an electric ranged weapon like synapse.

 

Point is, they all have crap stats and the same identical moronic AI, so they all charge you midlessly and you basically insta-nuke anything that isn't an Ancient with any weapon that does not suck. After a certain level trash mobs disappear completely and it's just a Ancient Zerg-rush and it eventually the game becomes... ping-pong-frame!

 

Unless you have a booben or a zephyr, then it's just boring shoot-the-duck.

 

If Crawlers were more Zanuka-like (jumping on walls and ceilings and then jumping on you) and had actually decent stats, crawlers got decent ranged weapons and were more common than ONCE every wave or so, Ancients could be nerfed a bit, infested spawn rate can be reduced (performance!) and Infested as a whole would be much better.

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Volatile runners should deal real damage. Disrupters should take 50% of your energy and shields. Healers should remove procs from healed allies. Toxics should go back to leaving poison clouds (but those shouldn't affect defense targets).

 

And runners and chargers should spawn in larger groups. Significantly larger. 4 times larger would do it.

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And runners and chargers should spawn in larger groups. Significantly larger. 4 times larger would do it.

Nope. Not a challenge, you only make obsolete weapons and frames that can't spam AoE effects. Please don't make the same mistake as Eurasia (mission can be done only with massive AoE ability spam).

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Nope. Not a challenge, you only make obsolete weapons and frames that can't spam AoE effects. Please don't make the same mistake as Eurasia (mission can be done only with massive AoE ability spam).

I wouldn't say obsolete. Remember those enemies are melee and they don't move particularly quickly. Of course not every weapon is going to be as effective as others in certain situations. Even now bringing a Vectis to an infested defense would be a bad idea.

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I wouldn't say obsolete. Remember those enemies are melee and they don't move particularly quickly. Of course not every weapon is going to be as effective as others in certain situations. Even now bringing a Vectis to an infested defense would be a bad idea.

You are not making it harder for the frames that are usually needed for infested missions, only making it harder for others

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Just a few changes I wouldn't mind seeing:

 

-Tone down Charger's damage per hit but make their attacks/animations more fluid so that they're practically guaranteed to get a hit in should you allow them to get in range. Chargers should use their speed and sheer numbers to wear you down instead of clumsily fumbling around.

-Make Volatile Runners your classic high-damage, guaranteed knockdown exploding unit with a blatantly obvious "shoot me here" spore pod. Bonus points if they can harm other Infested as well, adding a tactical advantage to prioritizing them (may have to reduce their spawn rate as a tradeoff).

-Make Leapers spider-like creatures that can freely hop between the floors and walls, and given them a significantly further and dexterous jumping range.

-Instead of a boring and uninspired energy siphon, give Disruptors the ability to generate an EMP field that disables active abilities in range, including Iron Skin and Blessing, and prevents frames caught in the blast from using their powers for several seconds. Makes even God-mode players think twice before blindly charging them.

-Perhaps Toxics could lob toxic grenades, or be capable of pulling players into close quarters (or both)?

-Healers should have a continuous beam of energy rather than pulses, and the rate at which they heal should be incredibly potent so as to make them actually worth prioritizing.

-Make crawlers actually dangerous.

-New units are always welcome. Little infestlings that latch onto you and hinder your movement speed, miniature Phorid-like creatures that can fire psychic bolts at players (albeit not insta-kill), some legitimate heavy units that can take a ton of damage and distract the player while the little guys move in to finish them off.

 

EDIT: Don't normally advertise my own stuff, but this may peak your interest: https://forums.warframe.com/index.php?/topic/178662-infested-20-new-units-and-improvements-to-old-ones-wip/

Edited by Paradoxbomb
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You are not making it harder for the frames that are usually needed for infested missions, only making it harder for others

Some frames get a more interesting fights, others don't. I'd dare to say the problem are the latter since those are the same frames that people consider all-around-OP.

Would Ember care about this? Not really, but why should every situation be the same for every frame.

For a melee faction, the infested definitely need more units on screen.

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they were never fun, they are just easymode xp grindfests, for a while now they should have added flying infested or ones that gob bad stuff in your face at range, that way you dont just stand on a box and your totally safe shooting away casually.

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Infested need to be the most damaging faction, but still take double damage.

 

Chargers: They should go 5x faster, stagger on every hit, and be able to go on walls.

 

Suiciders: the ones that blow up, they need to do Major damage, and need to go faster.

 

Leepers; Need to do more damage, need to charge up faster, need to be scarier.

 

Anctients: need to be scarier, more damaging, faster, tankier, and have more abilities.

 

Hp anctients: THey need to regenerate hp quickly, need to fully heal all units, and they need to be allot tankier.

 

Distruptors: Need to proc the energy suck more, need to be tankier, and faster.

 

Toxic anctients: make there toxic aura have alllot more range, do more damage, and they need to be extremely tanky.

 

Crawlers: should do the most damage, hang on walls, be able to grab Tenno, and just be outright terrifying.

Edited by Feallike
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Some frames get a more interesting fights, others don't. I'd dare to say the problem are the latter since those are the same frames that people consider all-around-OP.

Would Ember care about this? Not really, but why should every situation be the same for every frame.

For a melee faction, the infested definitely need more units on screen.

The frames I was referring to were

Nova: spamming 4 works even better (moar tash mobs = moar boom)

Booben: vortex sucks them up perfectly fine even if a hundred zillion, Ogris/Penta/whatever kills them all regardless of number because it's AoE on a tightly packed blob of mobs.

Zephyr: the tornado things kill them all because AoE

Nyx: chaos keeps everyone busy exactly the same because AoE, the same for her ulti because AoE boom.

Loki: invisibility works the same and it keeps mowing them down in cadres while in GodMode.

Rhino: Various ways, either AoE that works exactly the same or iron skin melee and again works exactly the same.

 

Ember and Davy Jones Frame can get away somehow with the world on flames and the tentacle things because still AoE, but I don't know if they can do as well as above. Oberon can get away with his ulti but it's not gonna last as much as the above.

 

Quadrupling spawns means your weapons tend to run dry at least 2 times as fast so they are less useful. Which again pushes you to rely more on spamming 4 or 3 or E.

 

So, to sum it up, the good frames with decent mods can still solo the missions but it's even more boring, most weapons become useless, while meh frames or badly modded/lowlevel frames get shafted because they can't spam AoE enough (or their AoE sucks).

 

Infested need to be smarter, more mobile (Zanuka, Hyenas), with interesting abilities and weapons that force you to actually take cover every now and then, not doing moar zergrush with trash mobs.

 

And there is also the performance point of view, less mobs = moar performance.

Edited by bobafetthotmail
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