notionphil Posted June 20, 2014 Posted June 20, 2014 (edited) The Mutalist Osprey brings effective area denial to the Infested. That is a welcome change. However, his cloud's range does not appear to be accurately illustrated by the model size, and as he can approach silently at times, you frequently end up nearly dead, with a toxin proc without even knowing why. Pretty simple fix for mutalist ospreys. Instead of making them 'waft' deadly toxin clouds in your general direction, make them drop 'toxin nodes' that pulse for a second or so then start to emit a very visible growing gas cloud. As you can see by looking at feedback, many players are frustrated by the nearly unavoidable damage of the current state. Others are stating that we can rebuild our entire frames to deal with this one enemy, but we shouldn't have to pick a single build (antitoxin/health) to avoid being insta-downed by one enemy with no warning. That's hopefully not the kind of choice you want us to make DE. Enemies can be a threat without being a cheap shot. Vor was a great example of this with his telegraphed storm. Can you keep up the trend of [fair + challenging = fun] please? Edited June 20, 2014 by notionphil
Nidamir Posted June 20, 2014 Posted June 20, 2014 Or just make that damn cloud visible.. At least would be nice to know what killing you, not only silent <beep beep>, you're death..
Zaresin Posted June 20, 2014 Posted June 20, 2014 (edited) I like that idea, they would need to address the visibility issue that seems to be the exact same issue the torid once had. If that isnt' address and the bomb is no longer visible but still "there" we will still have the same issue we are having now. But in all honesty, we should be preparing loadouts depending on what faction we are fighting rather than just having one generic build that is our go to for all levels of play that most players tend to play with. That is something we have been asking for for a long time now and we finally have it. Yes it can use some tweaks but it is a step in the right direction. Edited June 20, 2014 by Zaresin
EvanTheNewbie Posted June 20, 2014 Posted June 20, 2014 I like that idea, they would need to address the visibility issue that seems to be the exact same issue the torid once had. If that isnt' address and the bomb is no longer visible but still "there" we will still have the same issue we are having now. But in all honesty, we should be preparing loadouts depending on what faction we are fighting rather than just having one generic build that is our go to for all levels of play that most players tend to play with. I'd agree to this, if we had more than 3 slots. I don't just use one specific build for each of my warframes, I mod them to maximize specific skills. Each of them are pretty strict, limiting my defensive mods to either health and shields or just shields.
Szilvia Posted June 20, 2014 Posted June 20, 2014 The bastille and vortex cannot catch them and this very annoyable fact.
Zaresin Posted June 20, 2014 Posted June 20, 2014 I'd agree to this, if we had more than 3 slots. I don't just use one specific build for each of my warframes, I mod them to maximize specific skills. Each of them are pretty strict, limiting my defensive mods to either health and shields or just shields. I agree to a point, more slots would be nice (spec since with aura mods and forma I find myself with more mod power than I have slots for at times depending on loadout) but it is a give and take, do I take more offensive power or do I take more defensive power. Who am I going up against and what am I expecting to run into. Granted I'm betting things will change with the focus system but with what we currently have, I usually go for a more safer route and pick more defensive power and skip on skill spamming or take energy restores.
notionphil Posted June 20, 2014 Author Posted June 20, 2014 The bastille and vortex cannot catch them and this very annoyable fact. I did not know that....AND ITS AWESOME +1 DE
notionphil Posted June 20, 2014 Author Posted June 20, 2014 But in all honesty, we should be preparing loadouts depending on what faction we are fighting rather than just having one generic build that is our go to for all levels of play that most players tend to play with. That is something we have been asking for for a long time now and we finally have it. Yes it can use some tweaks but it is a step in the right direction. Who has been asking for a "correct build" versus each faction? Not me for certain. I'd like multiple builds viable based on your desired playstyle, not forced "choice" based on which faction you're fighting. What does that add to the game?
Tsukinoki Posted June 20, 2014 Posted June 20, 2014 (edited) @notionphilAnd even with the "correct build" on a Loki, There is a good chance you aren't going to survive it and are going to die with litterally nothing you can do about it.I had just the procs kill a max health build Ash, who has 1290 health, and have some ticks left over.SO the ticks were dealing 150+ damage (and this was only level 25 mind you).So lets just say they deal 150 damage. With max anti-toxin they are dealing 82.5 per tick for 9 ticks over 8 seconds.A max health build Loki (redirection + vigor) has 645 health.The proc will deal 742.5 health with a maxed anti-toxin equipped.There is litterally nothing that can be done to survive if a squishier frame like Loki gets the proc.And I see that as a huge issue when even the "correct" build wont do anything to keep you alive. Edited June 20, 2014 by Tsukinoki
notionphil Posted June 20, 2014 Author Posted June 20, 2014 @notionphil And even with the "correct build" on a Loki, There is a good chance you aren't going to survive it and are going to die with litterally nothing you can do about it. I had just the procs kill a max health build Ash, who has 1290 health, and have some ticks left over. SO the ticks were dealing 150+ damage (and this was only level 25 mind you). So lets just say they deal 150 damage. With max anti-toxin they are dealing 82.5 per tick for 9 ticks over 8 seconds. A max health build Loki (redirection + vigor) has 645 health. The proc will deal 742.5 health with a maxed anti-toxin equipped. There is litterally nothing that can be done to survive if a squishier frame like Loki gets the proc. And I see that as a huge issue when even the "correct" build wont do anything to keep you alive. Yes, forcing everyone into a health + toxin + hp regen against a specific faction isn't exactly creative or fun. Yes, a certain build should offer advantages but not be required in order to live.
Cpl_Facehugger Posted June 20, 2014 Posted June 20, 2014 (edited) While that would be a good solution, I think that simply swapping the toxic proc for a viral one is simpler and will accomplish the same goal. It will eliminate the whole "RNG based death" garbage, turn the mutalist osprey into a support unit as befits its visual design and osprey-like nature, and still make things difficult for players because if their shields go down, they're now 50% easier to kill. Edited June 20, 2014 by Cpl_Facehugger
Renegade343 Posted June 21, 2014 Posted June 21, 2014 (edited) I would rather have a fix in the hit-box (confirmed via codex scan that their hit-box is located only at the middle portion of their bodies) and the visibility of the toxic clouds (somehow, they blend too well in reddish-hue areas). Edited June 21, 2014 by Renegade343
Atofinado Posted June 22, 2014 Posted June 22, 2014 Stupid AI, small hitboxes, spend more time hunting these osprey than the rest of defense missions, immune to some skills. People who used to do 40 waves now do 5, pick up the money reward and repeat. Ospreys only came to screw our missions, if you wanted the farm to stop (in a grinding game) now people don't want to stay any more than the less possible inside missions. Soon or later, no matter if these mentioned only want to afk farm or not, people will lose interest. Please remove them. ( As the time inside defenses get lower, the amounts of boosters sold increases)
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