Jupiter Hell > Post Mortem

[0.8.7|U|AoI|Ma|13|YASD] Mental note, Archreavers are fast

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Andizee:

--- Quote from: Tormuse on January 31, 2020, 13:32 ---What Moonshine said.  Armored Ravagers, Heavies, and CRI Bots all have attacks that hit very hard.  How are you supposed to survive fighting them if you can't avoid getting hit by them?

--- End quote ---

Indeed. There are many heavies starting from Valhalla Spaceport, and way too many armoured ravagers starting from Europa Central Dig. No amount of medkits is enough to take on CRI Lab on UV without some degree of shooting into the dark. In Gateway practically everyone is armored ravager or CRI bot. These guys hit very hard and practically don't miss -- when they miss they hit the wall next to you so you get hit anyway.

Maybe it would be more balanced if these guys, especially armored ravagers, were more rare. Of course there should be very dangerous enemies. (And of course it should be risky to walk with half health or no armor.) But they should not be so dominant in the middle to late game, I think.

Moonshine Fox:

--- Quote from: Andizee on January 31, 2020, 17:17 ---Maybe it would be more balanced if these guys, especially armored ravagers, were more rare. Of course there should be very dangerous enemies. (And of course it should be risky to walk with half health or no armor.) But they should not be so dominant in the middle to late game, I think.

--- End quote ---

Yeah, the amount of splash damage you take from stray misses, considering how tight the levels are, is too damn high without some extremely gimmicky build (high range, high damage weapon and wall hunkering) or excessive blind shooting. Of course, vigorous use of smoke/gas grenades or a toxic/haze launcher can help facilitate this, but I feel there should be more options for dealing with those guys beyond relying on luck or dull tactics.

Kornel Kisielewicz:
I'm gonna take a look at post-Io monster generation to add some more variety to the compositions. Any variety will reduce the amount of armored ravagers so in turn should make stuff a bit more counter-playable. I.e. I think Kerberi should be more present, also in pairs. Maybe also move the first appearance of armored ravagers a bit further into the game.

Moonshine Fox:

--- Quote from: Kornel Kisielewicz on February 01, 2020, 06:55 ---I'm gonna take a look at post-Io monster generation to add some more variety to the compositions. Any variety will reduce the amount of armored ravagers so in turn should make stuff a bit more counter-playable. I.e. I think Kerberi should be more present, also in pairs. Maybe also move the first appearance of armored ravagers a bit further into the game.

--- End quote ---
It's worth a shot. They're an interesting enemy, but there's just so many of them they become a real issue since they unavoidably chip your health down unless you use gimmicky strategies, like aforementioned blind shooting (which I know you hate).

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