notionphil Posted July 22, 2014 Author Share Posted July 22, 2014 These changes are indeed definitly a step in the right direction. But I feel that complete loss of control is just like immunity : whoever uses them, the other is unable to fight back. These two kind of abilities are just fun destroyers; bad design. The stagger from Runners being a (short) complete loss of control, I'm not a big fan. I'd rather have a partial loss of control. For instance, the explosion could project some slime, snaring us for a few seconds. And, as suggested before, the hook (from ancients or scorpions) should not prevent us from shooting (only secondary weapons, like during bleedouts?). Or, allows us to cut the "rope" with the melee weapon (but it could be weird to cut it with a hammer or a whip, so, maybe use melee to just free). Regarding the Ospreys, I do not see any big issue. A bigger hitbox would be nice. Maybe putting the gas cloud on the floor (a bit like Oberon's Hallowed Ground) would make it easier to avoid. But, since as long as we move, we take zero to one tick, I feel it's fine. The biggest limitation to Infested remains pathfinding. Any bottleneck greatly reduces their offensive capacity (more than other factions, who tend to fallback/wait). And solving this point might prove difficult (because they all walk and all melee... wall/ceiling crawling for crawlers?) I agree with this...I'd rather have a slow than a stagger. And we desperately need to be able to cut the rope and/or shoot the ancient. I'm going to make a separate post about just this issue, so it gets some attention. Link to comment Share on other sites More sharing options...
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