
DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Aug 31, 2010 07:29 AM
Msg. 36 of 46
1.) Elites will berserk, but not nearly as much as Brutes do. They're berserk when they have low enough health, but seldom anytime else.
2.) SpecOps will be done after Brutes. I don't want to have a tumor because of multimultitasking. If it's any consolation, the SpecOps don't berserk as nearly as much as other variants do.
3.) Already done with the swords, but the thing with balance is that every Elite has the few tragic flaws of overconfidence, a shield system overcharged by plasma pistols, and berserking unnecessarily.
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Aug 31, 2010 03:54 PM
Msg. 37 of 46
lol. these are really good ideas man. oh and one question. Warning: off topic. is CMT b40 spv2 unfinished?
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Aug 31, 2010 07:14 PM
Msg. 38 of 46
Quote: --- Original message by: IcePhoenix 1.) you do know that berserking is a huge weakness right? It gives you 3 seconds to attack the eltie without retaliation. Unless you change their berserk mode to fire rapidly (instead of the current running-at-player-trying-but-failing-to-melee mechanic) so it's actually a danger. And that's assuming they live long enough to do something. If they berserk at low health, that's 3 seconds you have to finish them off (which is extremely easy when they're stationary). 2.) good, I was gonna say that but it didn't fit in my post because I was talking about no berserking. Spec Ops shouldn't berserk. Do you think specially trained infiltration troops lose their cool and start screaming? 3.) are the flaws intended? I want to see elties that are added to levels as semi-boss fights, like a pair of spec ops appearing where a normal zealot would, and brutes taking up the rest. kind of like in The Package, brutes come and die in tens, while elites only come in small squads. or you can make the mainstream elites with these flaws, and have a few special elites without these weaknesses (a zealot which takes 2-3 overcharges to drop shields and never berserks, or a pair of spec ops who move slightly faster, do everything slightly faster, never berserk, and perhaps also chase the player into cover) definitely do something about zealots, they're pathetic in the original game, you just noob combo them because unlike the other competent elites, they keep rushing head-on into your pistol bullet instead of hiding away. 1.) Berserking can be looked at in two ways for these Elites. First, you either sit there, shivering in your boots after your weapon empties or overheats while the Elite sprints straight into your face with a melee attack or blasts you down to your nothing but scorched either. Second, you take advantage of one of the Elites' own, intentional design weakness to give you good upper hand that you earned by damaging shields enough to push the Elite into that state. 2.) SpecOps are going to make you cry and throw your computer out the window when all is finished with them. That's basically how I want the best Covenant soldiers to be like. 3.) The flaws are intended to give the player a potential upper hand on normally difficult enemies. Also, I'd have to change the Plasma Pistol overcharge from EMP to increased damage modifiers. Although the effect would basically be the same, I don't think giving the Zealot an ability to survive one of its few weaknesses would be okay for balance's sake. The only way to immediately kill a Zealot (without heavy weapons) would be to use a Shotgun twice or stick it with a plasma grenade, which you'd have to get close enough to be gutted to do. The Zealot will also be done when I do the SpecOps.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Sep 1, 2010 07:31 AM
Msg. 39 of 46
Quote: --- Original message by: IcePhoenix change to increased damage modifiers, zealots need the extra protection from noob-combos. I cannot see how they can be actually feared without this "multi-layered shield". The only reason why it's so easy to use the Overcharge to take out Zealot shielding is because the Plasma Pistol overcharge's homing feature in the few campaign mods is so magnetic that it can neutralize the shock tactic Zealots have.
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Sep 1, 2010 12:41 PM
Msg. 40 of 46
lol shock tactics. yea running in a straight line with an instant kill sword is definitely shock tactics. yea they do scare me sometimes. but with the right weapons i always prevail (sniper and pistol).
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Sep 1, 2010 07:09 PM
Msg. 41 of 46
Quote: --- Original message by: darkassassin14 lol shock tactics. yea running in a straight line with an instant kill sword is definitely shock tactics. yea they do scare me sometimes. but with the right weapons i always prevail (sniper and pistol). Well think about it; an enemy almost invulnerable and unfazed by almost anything you use on it can be intimidating. I want to preserve that strength that the Zealots have, but also make it so that you have to over achieve just to defeat them.
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Sep 2, 2010 01:47 AM
Msg. 42 of 46
yea i know wat you mean. im always scared when i cross the first bridge on b40 because i know that that zealot is gonna burst through that door and chase me down lol.
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Sep 2, 2010 04:22 PM
Msg. 43 of 46
Quote: --- Original message by: IcePhoenix nah i only cross the bridge to play with the zealot. kill the others, let him come out, shoot the glass floor down when he's over it, jump down and whack him from behind. or just make him roll around with my plasma nades.
the thing is, zealots are not unfazed by overcharges and plasma grenades. their overshields are worthless against them, and their lack of ranged weapon and mediocre health make them extremely easy to kill. you have to make them at least capable of surviving 2 overcharges and survive a single plasma nade on heroic/legendary. it's not that bad, it'll buff them enough so you actually find yourself running instead of laughing at the idiot running right at you. I'll make them survive a plasma grenade, but it will be up to everyone else to weaken the magnetic homing ability their plasma pistols have. I'll mark that in the release notes (whenever I happen to release this stuff.)
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: Sep 2, 2010 08:30 PM
Msg. 44 of 46
If they need to download modified actor variants, they're probably not gonna modify the plasma pistol themselves ._. Edited by Gamma927 on Sep 2, 2010 at 08:47 PM
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Sep 2, 2010 08:36 PM
Msg. 45 of 46
Quote: --- Original message by: Gamma927 If they're downloading modified actor variants, they're probably not gonna modify the plasma pistol themselves ._. Modified actor_variants AND actors, with bipeds as well (some have random increments of speed). If it becomes an issue, then I'll release a Plasma Pistol to go with it. Either way, you don't need to worry about the potential of the Zealot.
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darkassassin14
Joined: Jul 23, 2007
El. Psy. Congroo.
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Posted: Sep 3, 2010 10:39 PM
Msg. 46 of 46
lol same here. vid plox.
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