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Gun shots after a perfect parry/dodge dont stop Terminus foes attacks

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5 days ago
Nov 22, 2024, 8:37:49 AM

I have no idea if this is a bug or a fatal case of "gid gud", but I suspect it shouldn't work like that. 

I have found myself more than once fighting against Extremis and Terminus level enemies such as the Hive Tyrant or the Carnifex where I cannot cash my hard earned head shot from my perfect dodge/parry because the dude wont stop attacking me, and more than once the animation from my gunshot gets interrupted by the same foe's attack. Since these pricksenemies of the Imperium of Man never stop attacking, I was on the mind that one way to break the pattern was to land a perfect something so that you could gain some I-frames for the duration of the animation of the gunshot, the same way you get the execution shot off the 'nid Warriors. Keeping dodging consecutive attacks might result in losing the window for the first shot, and missing on subsequent free shots.


Am I missing something?

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5 days ago
Nov 22, 2024, 9:41:48 AM

Yeah they don't stun tyrants and carnifexes especially while trying to hit you with a "red" attack so you need to take your gun strikes carefully.

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5 days ago
Nov 22, 2024, 11:30:40 AM

I think gun strike won't stop damage that was in progress before you pressed gun strike. If you have lag it can be very annoying, for me it is RNG when I gun strike in a swarm, and I noticed the terminus issue too, I think you just need to time gun strike so that it isn't during ongoing boss animation. But I agree, it is annoying, it should be i-frames regardless of when you pressed the button, being interrupted in gun strike animation really sucks, some people avoid using it in certain situations because of it.


Updated 5 days ago.
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5 days ago
Nov 22, 2024, 12:03:22 PM

I agree that if it isnt i-frames it should be since the headshot locks you in an animation you can't have control on... moreover these kind of enemies aren't exactly small so one roll might not push you far enough for a safe free shot. I'll make a proposal on the idea list and see if this gets any traction.

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5 days ago
Nov 23, 2024, 1:19:44 AM

They've already said that they won't add iframes to gun strikes because they want it to be risk vs reward with them. There is some merit to that with how easy it can be to line them up. I'm pretty sure that gun strikes used to stop the hive tyrant at least. I can attest to them not stopping the carnifex even if you hit it while he is recovering from a charge. You will get bowled over by the following charge before it finishes. The final charge is the only one you can gun strike. You can stagger the carnifex by getting him to charge into a wall, but it's risky. Especially since they have a larger attack radius than their claws show by several meters. You can even just be standing over a character length outside of their charge path and still get hit.


Overall they're a real mess, which sucks. If the mechanics were cleaner they would be a lot of fun to fight. Clean up their hit radius, maybe stop the ludicrous no tell tail slaps, fix the spines shooting through walls and force line of sight rules (why is this so complicated? - fix thropes and termy missiles too already), add gun strikes on chain parries, a brief stagger on gun strike, and add about a second to the spacing of charges so that gun strikes are possible and chain rag rolling into oblivion doesn't happen from a single mistake, one lag spike or just game cheese. None of those are huge changes, but would make the fight clean and fun. They don't even have to remove the tail slaps. Just add a tell that doesn't involve the front end that's obscured by ghetto booty.


I would also suggest at least adding some highlights to the rocks he throws to make them more visible. They tend to blend in somewhat and I've seen people not even know that's what killed them on a slide stop. They're just thinking they didn't even get hit and still died, which is a quick way to feeling bitter. It's arguable at best that he should have those on charges. It feels super cheesy, and the low visibility of them just makes it even worse.

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4 days ago
Nov 23, 2024, 7:31:22 AM

Yeah I call them i-frames but what I suggested was a slight stagger after a perfect dodge/parry, which would still require skill to land especially if you are a panicked dodge spammer *coff coff*. This way you are still open to attacks from other sources so the risk is still there, but at least you can cash your due.

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2 days ago
Nov 25, 2024, 5:48:11 PM

maffaxxx wrote:

I have no idea if this is a bug or a fatal case of "gid gud", but I suspect it shouldn't work like that. 

I have found myself more than once fighting against Extremis and Terminus level enemies such as the Hive Tyrant or the Carnifex where I cannot cash my hard earned head shot from my perfect dodge/parry because the dude wont stop attacking me, and more than once the animation from my gunshot gets interrupted by the same foe's attack. Since these pricksenemies of the Imperium of Man never stop attacking, I was on the mind that one way to break the pattern was to land a perfect something so that you could gain some I-frames for the duration of the animation of the gunshot, the same way you get the execution shot off the 'nid Warriors. Keeping dodging consecutive attacks might result in losing the window for the first shot, and missing on subsequent free shots.


Am I missing something?

I am quite confident it works as expected. I would find it ridiculess to have a big effing massive carnifex stop his massive body in motion towards me just because of a gun strike out of my pistol.


Terminus are bosses. I think it is an intentional layer of player mechanis to learn that you should not always immediately press for gun strike when you can but rather sometimes wait for the appropriate time to do so. It adds some tactical depth. Otherwise it wouldn't be more than guitar hero, waiting for the signal to press smash your buttons.


EDIT: this game has the easiest bosses and fights in any game i played ever. The parry / gun strike mechanic basically trivializes the whole game. The only thing that messes with that is range damage. And that is still not enough?

Without range damage and terminus opponents you can just stand there the whole time just parry and gunstrike again any number of oppoents and never get ANY damage, only needing to dodge some times for the unparriable attacks.

Updated 2 days ago.
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2 days ago
Nov 25, 2024, 5:58:16 PM

Not every videogame has to be Sekiro. The Carnifex already has unavoidable attacks like the tail flail. For that time I manage to perfect anything I'd like to capitalize. Is it such a huge thing? It's not like you can kill a carnifex in the proper difficulty level with three or four gunshots

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2 days ago
Nov 25, 2024, 9:50:27 PM

maffaxxx wrote:

Not every videogame has to be Sekiro. The Carnifex already has unavoidable attacks like the tail flail. For that time I manage to perfect anything I'd like to capitalize. Is it such a huge thing? It's not like you can kill a carnifex in the proper difficulty level with three or four gunshots

True, but SM2 is on the other side of the spectrum to sekiro. FAR FAR AWAY. Actually the total opposite.

Only game simplier in these regards might be minessweep maybe.


Omg, what's wrong with you guys -.- Oh my god i cannot button smash 100% brain dead to success .... it is like sakiro.


When it is already too much to you to handle ONE SINGLE SMALL SIMPLE THING you have to use your brain for and not just smash like a monkey the button when you see the trigger, go play an autobattler or guitar hero.



Sekiro.... you should feel emberassed that you even think SM2 and sekrio are even in the same universe.

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2 days ago
Nov 25, 2024, 10:08:29 PM

My brother in the god emperor, I understand and accept you are a god of WASD, but i cannot stress enough how little I care. 

There is a time for Sekiro and a time for SMII. If you want a harder experience you can always go solo with mastercrafted weapons on lethal difficulty. Or... dont play it if it doesnt give you enough challenge. 


I dont know, I dont care. I believe there is a case for a review of the headshot mechanic. It's also true that the game is not supposed to be played solo, thus spatial awareness should be shared among the members of the squad. problem is, only one in 6 random matches I find people that can instinctively coordinate as a team even without voice chat (most voice chatters are people that havent been introduced to the "push to talk" technique And mostly hear people cleaning dishes or watching tv).


Dont go insulting other fellow players. You do you and go in peace. 

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3 hours ago
Nov 27, 2024, 12:43:27 PM

maffaxxx wrote:

It's also true that the game is not supposed to be played solo... 

Oh really? Why is it an option, then? If it's supposed to be a strictly online experience, shouldn't it have a lobby with strict online players count before each op? Instead it's a good idea to allow for solo players to go in with and make it a living hell for them?

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2 hours ago
Nov 27, 2024, 1:23:22 PM

I dont know what you mean, even subtracting the obvious sarcasm from your tone. It is obvious it's not supposed to be played solo, it's balanced to be played with other 2 human players, the bots dont damage bosses, and I reckon several "unfair" boss attacks rely on the fact that you should share the burden of tanking within the three of you. In the case of spores, I supposed the premise was team mates should com their presence one another, but sometimes they are so sudden and "in your face" that you cant do anything about it 


Even if there were a personal skill that would allow for perfect dodges 100% of the time, I do not believe the general balancing of the game is targeted for that kind of audience. This is the feeling I have: if you have a different opinion I am keen to read it, just spare me any misplaced sarcasm.

Updated 2 hours ago.
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