MyCouchPullsOutButIDont Posted May 22, 2013 Share Posted May 22, 2013 (edited) I've read posts about people desiring greater difficulty in the intelligent vice artificial sense, where the latter is achieved merely by raising the stats of enemies, and the former promotes... well, intelligent decision making. Shield Ospreys advocate this for the Corpus where, sure, you could just mindlessly shoot at anything that moves, but prioritizing the Shield Osprey will make the encounter much less painful. Ancients add intelligent difficulty to the Infested to a degree, though they don't make encounters exponentially more difficult in the same manner Shield Ospreys do. Anyways, the only Grineer unit that KIND of does this is the Napalm; let them live for too long, and they'll cover the floor in fire, adding to the difficulty beyond being just a high health unit with a high damage attack. With that said, the tile sets are typically open enough that it's easy to dodge, so it doesn't pose a serious threat. Which is why I recommend the addition of a Grineer Marksman. Whether it has the durability of a Shield Osprey or an Ancient, the Marksman would use a persistent targeting laser to "paint" a single Tenno, causing detrimental effects to the target as a result. These effects could be: a) an increase in damage taken. b) an increase in accuracy against the target by all other Grineer in the area. c) a rapid decrease in health, similar to a Fusion Moa's laser. d) a "taunt" that causes all other Grineer in the area to focus fire the target down. e) any or all of the above. This would add an "oh crap, we gotta focus fire this guy down before his allies wreck us" element to Grineer encounters, where they're currently more or less "see Grineer, shoot Grineer." Sure, they have Heavy Gunners and Bombards, but these units merely add a flat amount of difficulty to encounters. TL;DR Add a unit to the Grineer that adds exponential difficulty by augmenting its allies, and thereby advocates prioritizing of said unit. Edited May 22, 2013 by MyCouchPullsOutButIDont Link to comment Share on other sites More sharing options...
gopher Posted May 22, 2013 Share Posted May 22, 2013 Yes. Also this is the first suggestion to make grineer harder that would actually be easily implemented and would really work. +1 Link to comment Share on other sites More sharing options...
Kripnex Posted May 22, 2013 Share Posted May 22, 2013 As if rollerballs aren't bad enough... You are evil. Link to comment Share on other sites More sharing options...
Valentine_Grim Posted May 22, 2013 Share Posted May 22, 2013 In theory, first two options suggest the same; get more damage for the same amount of soaked bullets vs soak more bullets, getting more damage in the end. That is assuming that you DO get some shots in the process, which is more than plausible. I see the taunt option as the most original and apropriate one. If Corpus has a unit that prioritises itself via tactical buff, Grineer can really stand out with the one that recieves the same attention via tactical debuff. Link to comment Share on other sites More sharing options...
lilme3333 Posted May 22, 2013 Share Posted May 22, 2013 A,the first B, and C should be added to the Grineer Commanders Link to comment Share on other sites More sharing options...
MyCouchPullsOutButIDont Posted May 22, 2013 Author Share Posted May 22, 2013 As if rollerballs aren't bad enough... You are evil. Rollers are annoying when they descend upon you like a pack of wolves and stun lock you into submission. Being hit by a laser that makes you die faster would be undesirable, but not cheap in the same sense as Rollers. A,the first B, and C should be added to the Grineer Commanders Woops... didn't notice I had two b's. Thanks for that. Link to comment Share on other sites More sharing options...
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