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Saber, is this what a well developed combat system looks like?

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a month ago
Nov 4, 2024, 5:05:01 PM


This is beyond the pale. The "balance" of this game is completely out of whack and egregiously heavily tilted in favor of the AI. Why do enemies not flinch at your heaviest attacks? Why does it take a dozen heavy hits to bring down a singular majoris enemy? Has anyone on your staff actually played this current balance model and thought it was fine? I cannot wrap my head around how this is where you've ended up after whatever internal testing you've done. This is broken.


For context, this was on lethal with a maxed out vanguard with a blood of vossus relic combat knife that deals 8+ base damage. This is not a skill issue or a miscalculation. I threw my character shoulder first at full speed into this enemy, who was not enraged mind you, as it was attempting to fire and it quite literally did not even flinch and just shot me anyway. Does this strike anyone as reasonable? The game is loaded with these unbalanced and unreasonable quirks. This enemy can comfortably kill a player at full health with 2 shots, yet it takes me 2 mags worth of headshots with my strongest ranged weapon? Why is it that if I block (not parry) an attack my character stands stunned for a whole second, eating five other hits? Am I trading 1 blocked attack for half a dozen landed ones? What is there to even talk about here? This is all egregious to no end.


Please acknowledge and address all these glaring issues posthaste as they completely ruin the experience.

Updated a month ago.
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a month ago
Nov 5, 2024, 8:22:08 PM

By how it moved and fired rapidly that enemy was almost certainly enraged. Strange how it didn’t have the red glow. Also you can tell because enraged enemies seem to be immune to stun. When it started moving like that a better option may have been to shoot it in the face. Ranged attacks do more damage to ranged enemies anyway. I’m not sure that many of those attacks landed with it jumping all over while trying to chase it down with melee.

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a month ago
Nov 5, 2024, 9:00:37 PM

If it's not glowing red, I'm going to operate on the assumption that it is not. There's no way of knowing in any case, so until they acknowledge that as a bug, I'm going to take everything at face value. I see snipers who are not enraged do this all the time. When you close the range, they begin double tapping. I'm making an educated guess that the cooldown between separate attempts at shots begins counting from the first shot, leading to what becomes an almost uninterrupted barrage of shots fired. That melee charge always affects target in a 30-45 degree cone in front of you, extending at least 2-3 meters. They definitely landed, the only real question is why it didn't matter. I'm 350 hours deep into this game and have literally everything that can be leveled up in some way maxed out. I know what I'm doing. Like I said, this is not a skill issue or a miscalculation. This is supposed to work providing that the enemy is not enraged just like it does the rest of the time. It's possible this enemy was secretly enraged and this was all on account of yet another egregious bug but even if it was openly enraged, I'd not change my opinion on this being completely asininely broken. There is no scenario where an enemy your size ignoring brutal melee attacks to the face constitutes anything but a detriment to your gameplay experience.

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a month ago
Nov 5, 2024, 9:02:40 PM

BillydSquid wrote:
What difficulty were you on, what lvl weapons did you have and were they mastered, what lvl were you? 

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Literally all of this is mentioned in the post.

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a month ago
Nov 6, 2024, 12:24:38 AM

Inconsistencies in combat like this is what makes this game very hard for me to enjoy as an assault main where melee is all but your only option aside from hit and run tactics, which doesn't favor well in a game where you need to be in combat to regain health and armor quickly enough to effectively support your teammates. There definitely should be some changes made to the melee combat to make it not just playable and a viable combat strategy, but also rewarding and engaging.

Updated a month ago.
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a month ago
Nov 6, 2024, 3:22:25 AM

I Hope they change these animations to be significantly shorter. I dont feel like a Primarus I feel more like a foot soldier in the Astra Militarum.


The recovery animation to getting knocked to the ground is painfully slow

Updated a month ago.
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a month ago
Nov 6, 2024, 2:15:55 PM

King_Gaiseric wrote:

I Hope they change these animations to be significantly shorter. I dont feel like a Primarus I feel more like a foot soldier in the Astra Militarum.


The recovery animation to getting knocked to the ground is painfully slow

The animations are ok, the problem is that the enemies are spongy and that melee combat does not cause damage, does not stun the enemy, in theory ranged enemies should be more susceptible to melee damage but no, they don’t care. the only good way to deal damage in melee is a gun strike and heavy hits with AOE, all these combinations are useless, they should at least stun the enemy or so that he at least somehow reacts to the blows

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a month ago
Nov 6, 2024, 2:17:14 PM

Yeah the standing up animation drives me nuts. Once you get knocked over and basically 80% of your health bar becomes contested health, you lose maybe 80% of those 80% by the time your guy is actually on his feet and responsive to input that could allow you to regain any of that contested health. Like @minigunmax says, there are a lot of these little inconsistencies where there's no way to do the right thing. Take the Hive Tyrant as an example. In phase 2, it does a 3 or 4 attack combo that are all unblockable. So basically, if it hits you and staggers you with the first, you can be guaranteed to take at least 1 more hit, if not 2. Similar thing happens with zoanthropes psychic ball attacks if you're close enough. If the first hits you and you stagger, then the next one will do the same and so on and so forth. This is not something that makes sense; one mistaking guaranteeing you another 2 or 3 "mistakes".

Updated a month ago.
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a month ago
Nov 6, 2024, 2:33:48 PM

Completely agree.

But I doubt they can do much about it as the game currently is.
Either they are bullet spunges or they die too easily, at which point the devs have to throw even more of them (majoris enemies) at us, which could become a scale issue.

In my opinion the solution would be to lower the damage and health on them and introduce a bigger size enemy to turn up the scale of difficulty and challenge.

Ie exactly as Helldivers 2 does it (where it works perfectly imo).

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