(XBOX)XGN DrFeelGood Posted February 6, 2018 Share Posted February 6, 2018 (edited) This is the most uncomfortable thing to mention for most of the crowds that flex; but in missions and situations where the enemy deploys their equipment these items match their health and damage. When playing those missions a player may mix up their loadout and not bring the heavy hitting weapon or weapons that are not at the peak performance. Those deployed or placed enemy items will be a sudden problem after star chart levels. The Blunt deployable ballistic barrier becomes a bigger 'bullet sponge' as enemies scaling to higher levels place them. The Turrets that spawn in higher level missions also carry a higher amount of health. In Sorties these turret consume more time and ammo to dispatch so level 60 + enemies who are taking capped level 30 turret damage from these turrets are able to do their scaled damage with these turrets. Although the scaling equipment laying around is mostly used by the Grineer the next Open World map is suggested to have Corpus as the opposing faction. This equipment scaling also accounts for more enemies and their equipment to be added to the game down the road. If possible the additional look into the enemy equipment can be used for the next Open World map; so Corpus bases can be like the one teased in the Valkyr Prime Trailer. Apart from possible changes it can go into a event for that open world map to destroy new Corpus equipment as a event. Edited February 6, 2018 by (XB1)XGN DrFeelGood Link to comment Share on other sites More sharing options...
Urlan Posted February 6, 2018 Share Posted February 6, 2018 One way of dealing with such one sided scaling would be to allow players to temporarily use the weapons dropped by disarmed or killed enemies. Link to comment Share on other sites More sharing options...
(PSN)OmegaSlayer Posted February 6, 2018 Share Posted February 6, 2018 You know what's fun? That stuff like the ramparts/emplacements don't scale damage but do damage based on the enemies that use them. Try to go to PoE on various levels and use them. They do the same damage at Tier 1 or 5 if you use them, if enemies use them, they scale damage according to their level Link to comment Share on other sites More sharing options...
Xebov Posted February 6, 2018 Share Posted February 6, 2018 vor 1 Stunde schrieb Urlan: One way of dealing with such one sided scaling would be to allow players to temporarily use the weapons dropped by disarmed or killed enemies. This would have no effect. The scaling for health/shield/armor is a steeper curve than weapon damage. If you ever play Nekros take some higher level enemies (~40) and respawn them to fight againste ach otehr, you will notice that tehy practically dont do any damage to each other. Their weapons only seem to be strong because warframes have relatively low health compared to AI. Link to comment Share on other sites More sharing options...
Urlan Posted February 6, 2018 Share Posted February 6, 2018 59 minutes ago, Xebov said: This would have no effect. The scaling for health/shield/armor is a steeper curve than weapon damage. If you ever play Nekros take some higher level enemies (~40) and respawn them to fight againste ach otehr, you will notice that tehy practically dont do any damage to each other. Their weapons only seem to be strong because warframes have relatively low health compared to AI. Oh, I am aware of enemy survivability scaling far greater than their damage, don't worry about that ; however, it has scaling where ours cap quite quickly. If you would be trying to keep design with infinitely scaling enemies, and a plateau player scaling, then such a method, borrowing enemy weapons would fit in that design philosophy. Their weapons are strong - against us - not against them, I prefer Nyx or Oberon confusing enemies to see the same though the old Retaliation focus node for Vazarin (improved version currently on Unairu) showed that more than adequately. Link to comment Share on other sites More sharing options...
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