OrphanMaker Posted August 3, 2014 Share Posted August 3, 2014 (edited) Hi, I have noticed that one of the biggest problem in this game enemy difficulty. The biggest problem is the fact that we are not playing to the enemies strength. What I mean by this is, the enemies are fighting to the tenno's strength. The enemies simply stand in the open and shooting. Shooting out in the open is the strength of the tenno because tenno have high mobility and shields. The enemies on the other hand have low health, usually, and low mobility. Factions like the Corpus and Grineer strength is in taking cover, so why is it we have no missions or maps that make us play to their strength? I am not saying we should play like the grineer and corpus and take cover. What I am saying is, the corpus and grineer maps should be more fortified. Their should be areas in which sniper and turret gunners should sit in choke points and towers waiting for tenno. These fortified postions would not allow tenno to switch teleport or use some type of mobility to attack them. Tenno, players, should have to shoot turret gunners and snipers in the head or back to kill them. Maybe even flank them. What I am saying is, there should be more fortified choke points or towers that force players to fight to the enemies advantage. Extended on: Their could be large gates with tower on earth. These towers will hold snipers and turret gunners. The only way to kill the enemies is to shoot them in unprotected areas, enter the tower, go up stairs and shot the enemy in the back or melee. Once an enemy is killed, their will be a cool down then another enemy, if there is more, will take that enemy's place. As enemies respawn in a survival, enemies will quickly reinhabit the turrets. Next: Corpus and Grineer should have deployable cover. The corpus can have turret moas the can turn into a fortified position. The moa would go into a seated position. The it would deploy transparent shields, similar to volts shield, a corpus then would sit on the moa and use it as a high-powered turret. The shields in front of the moa would stop all damage from passing it, even explosive. The shield must be disable by shooting three nodes in a specific order. "This portion is a concept and will be further expanded on in concepts." Now, for the infested, we are already playing to their advantage. On the infested tilesets/maps we are forced to fight in small corridors. These small corridors force us to fight the infested on their terms, which is close melee ranged areas. Edited August 23, 2014 by OrphanMaker Link to comment Share on other sites More sharing options...
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