Too bad Tripwire doesn't do hotfixes, cause the Hans perma-rage ruined 4 of my games today and yesterday. It should be fixed ASAP.
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TheTCREngineer;n2279695 said:I don't think I've ever seen a robbery where a guy who got shot all over still tries to fight and isn't on the floor bleeding to death and I think that should apply to sci-fi monsters too. Angry? Yes. Getting stronger per phase? With new attacks only. Each phase should include a new attack(s) combined with previous attacks and the boss should have lower movement speed + increased knock down/stumble chance. Me and my mate have always thought bullet spongy bosses that don't differ in action are boring as hell. There needs to be improvements to make boss fights feel better.
random;n2279757 said:2click: 1 of the main reasons i see for wipes is that, not taking care of injured players, on the other hand in decent pub teams ive also seen it being completely viable with 0 medics, only medic guns. the other main reason is failing to take care of trash soon, and getting sandwiched against the boss.
Btw about that hans killing before he heals, anyone knows if the instakill bug with RPG is gone?
random;n2279767 said:well, yeah, you can't do much against players mistakes, and i don't think making them easy enough for all casual players to kill them is the way to go.
But besides that some things still feel a bit unfair even to decent players, like the shield HP scale mentioned just now, and the constant melee barrage, i almost always buy a melee weapon offperk in case we get hans, it should not be that mandatory way of defense. of course that only works offperk as long as your teammates get a clue to get the boss attention while you are parrying.
i think coordinated incaps is a way to go too, but their current cooldown is a tad high.
2Clicks;n2279772 said:Wise words. Just two more observation "...i don't think making them easy enough for all casual players to kill them is the way to go."
No but penalising the rest of the group for them being in a diff. level thats too hard is? The problem is that the bosses arent forgiving at all on sui. And on HoE they were much more forgiving than they are now.
The end game isnt about individuals its about the group vs the boss. Unfortunately with too many players needing to be carried (because of the current difficulty aspects) the rest of the group that could win usually dont.
'The pendulum of change' - Its a constant TW dynamic with their updates. When they change things alot of the time they go from one end to the other. Middle ground seems to have been "erased" from their collective dictionaries.