Twilight053 Posted June 20, 2014 Share Posted June 20, 2014 (edited) Gonna make a quick poll out of curiosity: Do you like them? Are they of fun challenge and should stay? Like this post if you do. Edited June 20, 2014 by Twilight053 Link to comment Share on other sites More sharing options...
Twilight053 Posted June 20, 2014 Author Share Posted June 20, 2014 (edited) Do you hate them, with your passion or think they should be removed? Like this post if you do! Edited June 20, 2014 by Twilight053 Link to comment Share on other sites More sharing options...
Zachhh Posted June 20, 2014 Share Posted June 20, 2014 I feel like there are some small tweaks that could be made, but they're a good addition to the infested. That being said, I absolutely hate them. Q_Q Link to comment Share on other sites More sharing options...
Zarbain Posted June 20, 2014 Share Posted June 20, 2014 I have no problems with them since I have been able to kill them before they could get me the toxins. Link to comment Share on other sites More sharing options...
Toppien Posted June 20, 2014 Share Posted June 20, 2014 i hate that F**ing gas... and thats all im going to say on the matter Link to comment Share on other sites More sharing options...
virgatetomb Posted June 20, 2014 Share Posted June 20, 2014 Its always nice to open a door and get nuked. Link to comment Share on other sites More sharing options...
fishworshipper Posted June 20, 2014 Share Posted June 20, 2014 (edited) They're a small airborne unit with a wonky hitbox, not to mention their mere presence causes you to die, because flyby invisible death farts. They either need a lot of fixing, or outright removal. The only thing I really like about them is their carrying ability, which would be cool as hell if: 1. Crawlers actually did anything. 2. They were better at it. If their Silent-But-Deadly butthole ability was removed and they gained the ability to carry more substantial units I would love them, but until then they seem like a pointlessly cruel gimmick. Edited June 20, 2014 by fishworshipper Link to comment Share on other sites More sharing options...
Pixydis Posted June 20, 2014 Share Posted June 20, 2014 They're hell of a pain to scan, that's for sure. Oh and they may one-shot your sentinel. Nyah, why not let em stay? Just another enemy to plow through. Link to comment Share on other sites More sharing options...
ZephyrPhantom Posted June 20, 2014 Share Posted June 20, 2014 (edited) They're a bit too good at what they do - it's almost like Toxin is the new Bleeding at high levels now. While I find their ability to airdrop in crawlers innovative, it very quickly gets overshadowed by overpowered fart clouds everyone seems to be running into. Unlike Grineer Eviscerators, they're very hard to hit unless you use AoE or spend your time focusing on them, which only makes them that much more unfun. Overall the Mutalist Osprey is a definitely a welcome addition to the game, but that toxin damage needs to be reworked. Edited June 20, 2014 by ZephyrPhantom Link to comment Share on other sites More sharing options...
Twilight053 Posted June 20, 2014 Author Share Posted June 20, 2014 I wonder if everyone forgets their antitoxin and vitality. Link to comment Share on other sites More sharing options...
ValhaHazred Posted June 20, 2014 Share Posted June 20, 2014 I haven't had much of an issue with them. They hurt me a bit but I don't think they've killed me yet. Link to comment Share on other sites More sharing options...
LordBeeBrain Posted June 20, 2014 Share Posted June 20, 2014 I haven't had much of an issue with them. They hurt me a bit but I don't think they've killed me yet. This. They sort of just tickled my health a bit. And I'm playing as a Volt most of the time.. Link to comment Share on other sites More sharing options...
Zachhh Posted June 20, 2014 Share Posted June 20, 2014 (edited) I wonder if everyone forgets their antitoxin and vitality. Nope. Didn't made a difference.. Walking through the cloud was instant death.. Lol Edited June 20, 2014 by Zachhh Link to comment Share on other sites More sharing options...
Letter13 Posted June 20, 2014 Share Posted June 20, 2014 Moving to feedback. Link to comment Share on other sites More sharing options...
unknow99 Posted June 20, 2014 Share Posted June 20, 2014 In my opinion : they stay,but with a reduced gas effect. Link to comment Share on other sites More sharing options...
Rekkou Posted June 20, 2014 Share Posted June 20, 2014 Vitality, seriously how is doubling the points determining life and death didn't sounded obligatory? Link to comment Share on other sites More sharing options...
Astrotrap Posted June 20, 2014 Share Posted June 20, 2014 Well, to determine if they're annoying, let's think of some annoying factors. 1. Hard to scan. Check. 2. Hard to shoot in general. Check. 3. Hits through shields. Check. 4. Attacks are difficult to avoid. Check. 5. Procs unpleasant status often. Check. 6. Knockdown/stun. 7. Deals >500 damage per hit. 8. Can't be melee'd properly. Check. So it only has 3/4 of the annoying features I could think of while I went through the entire Codex. (the whole "figure out a new enemy while annoying scare chords play, a new dark tileset stops you from seeing and an entire faction has new sounds" was fun too) Link to comment Share on other sites More sharing options...
Tarille Posted June 20, 2014 Share Posted June 20, 2014 They're not too bad if you're rushing - So Exterminates and Breeding Grounds they're pretty irrelevant. Since if you are rushing you're not taking the ticks of toxin damage to your health and you're less likely to be inside the clouds to get toxin procs. However, if you take your time or are defending a location, then they are hell. Shield bypassing damage in a large area with constant checks for toxin procs (With a seemingly high chance to proc) it's pretty annoying to deal with - For high level stuff I can imagine team health restores being REQUIRED to stay alive... I imagine it'll only get worse when other new infested appear. While I don't have much issue with the damage on my Valkyr who runs with Vitality + Vigor + Hysteria for survivability, it does suck that if I'm not rushing I essentially have to play without a Sentinel (Who yes, does have Vitality and Regen on it) Link to comment Share on other sites More sharing options...
ArmyUnit Posted June 20, 2014 Share Posted June 20, 2014 I like them over all, but they certainly need tweaking. I never noticed their poison clouds dealing the amount of damage that people are claiming, though I have yet to face them outside of the Breeding Grounds. My main complaint is that it is often hard to tell where exactly their gas clouds start, which makes dodging much more difficult and frustrating. Also, someone suggested in another thread that they should deal viral status instead of toxic, which I think would be very interesting and quite unique as well. Link to comment Share on other sites More sharing options...
Hexagoros Posted June 20, 2014 Share Posted June 20, 2014 They're a small airborne unit with a wonky hitbox, not to mention their mere presence causes you to die, because flyby invisible death farts. They either need a lot of fixing, or outright removal. The only thing I really like about them is their carrying ability, which would be cool as hell if: 1. Crawlers actually did anything. 2. They were better at it. If their Silent-But-Deadly butthole ability was removed and they gained the ability to carry more substantial units I would love them, but until then they seem like a pointlessly cruel gimmick. Link to comment Share on other sites More sharing options...
ProfessorMeeseeks Posted June 20, 2014 Share Posted June 20, 2014 These are ridiculous. Even lower level ones can gib your sentinel. good luck going past wave 25 on sechura without being gibbed by them. Was one shot from full health with my nova at wave 25. Have 700 health on my nova...I'm all for having new infested, but these are stupid op. Remove the toxic, fix the hitbox, and allow them to shoot spikes or whatever. not some invisible gas cloud that you run into and instantly die.. Link to comment Share on other sites More sharing options...
Yorinar Posted June 20, 2014 Share Posted June 20, 2014 I like them. They add a level of challenge to the infested that is currently missing. And giving us a reason to use all these antitoxin mods is also welcome. My only complaint is their hitbox seems a little weird (and maybe that's my fault). Link to comment Share on other sites More sharing options...
Monolake Posted June 20, 2014 Share Posted June 20, 2014 They should stay but need several changes, first of all in their movement and hitbox and tendency to get stuck in some far-away corner of a level. Damage could be tweaked, poison directly killing HP is too brutal for some frames with low HP and no armor. Link to comment Share on other sites More sharing options...
Twilight053 Posted June 20, 2014 Author Share Posted June 20, 2014 I must say I'm really surprised at how fifty-fifty this poll is. Link to comment Share on other sites More sharing options...
Zaresin Posted June 20, 2014 Share Posted June 20, 2014 (edited) Nope. Didn't made a difference.. Walking through the cloud was instant death.. Lol Ummm....honey....you're playing Loki. A good sneeze will kill you. And where is your vigor or vit mod? He has the lowest base health in the game and you expected a different outcome? Plan accordingly should be the lesson here. I for one am glad they are pushing more for people to play smart. It is about damn time. Edited June 20, 2014 by Zaresin Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now