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More long range enemies to underpower kiteing.

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Wed, 08/10/2011 - 13:29
Orangeo's picture
Orangeo

It seems like kiteing reigns supreme in this game. I can push enemies back with a charged sword, then load up a bomb and run away, however by doing this I risk taking damage, and often do. Or I could get a good ranged gun, like a pulsar variant, and just run away from enemies, shooting them as they remain out of reach. The only weaknesses to this are that it can become difficult to kill healers, only increasing the time required to win, and that trojans will block shot's from the front, requiring you to bait them and technicaly risk taking damage. On FSC, the only long range enemys are red rovers, and since they don't move, you'll never miss, and you can easialy sidestep their shots. The wolvers can teleport toward you, but that's only on a very small portion of the level. Everything else you can just walk away from and shoot. Guns aren't overpowered, they are overuseful; the way vog and sklover are of equal power, but vog is more useful due to FSC. We need enemies built to pick off gunners that are weak at close range.

Devilmites are great at clubing gunners and doging fire, but THEY can kite YOU if you have a sword. You chop one, the other ones hit's you in the back, and they can quickly flee from sword guys, and charging bombs is difficult since you can't use your sheild, but effective since they don't dodge it, so they are well rounded (but difficult).
We need a enemy that attacks gnners primairaly by launches missiles or projectiles up into the sky like the roarmulus twins, but is restrained from doing it at very close range. Then you'd be at more risk at a distance as opposed to being up close, thus kiteing is innefective on them. As a defense against close rangers or demo's, they could shoot out a wave like the trojans attack buff, minus the buff.

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