8
on: January 31, 2020, 12:23:04 PM
I played a lot "upside down" recently and having to fight a lot of elites I changed my opinion with them. I liked a lot how old elites works, mostly because they kept the pace of the game fast. They weren't eassy to learn, but after then it was fun to deal with them. Current elites feels like open heart surgery, but not in the fun way.
Napalm Elites: I didn't play to much with them, however I have a few comments. In certain mission, especially "a breath of hope" their most impactful contribution are special tropps and mad dogs. Now that ads are more dangerous, bazooka ads aìcan be deadly. The fact that they can just call special ads after spawining with no counterplay, I'm not saying it need to be changed, but it's a critical difficulty spike that need to be watched out. My other problem with napalm elites it's their ability, after they activate it only wardogs raider can brawl with them. The other must shoot them, but the ability is a visual overload and tend to screen the napalm elite itself.
Melee elites: I guess I'm fine with them after the graple change, but sure they aren't particularly fun. If you can burst them they are ok, if not it's a long process when you can't do anithyng else. I have a problem of letting them alive while I have noobs in my team, because I know that if I don't kill them we will lose lives. Another problem is with the glow associated with their ability, it dosen't works with certain lightning conditions, most notably in "mind over matter".
Fifth council's shotgun: I'll put this here since it's related to the melee elite, I think that the fifth council's shotgun have a ridiculus knockback. During the mission "In Shock", I was at the bottom of the stairs at the beginning of the bridge. Two shotgun ads apear, and one second later I'm at the top of the staris with no health, I was laugthing as thay made me fall down the staris in reverse. During the mission "upside down", a downed melee elite was able to fend off two raiders at once, someone should look into this.
Snipers: My biggest problem with them is inconsistency, their reaction time is so low that most close range option are inconsitent. As a rule of thumb if you bring a character\weapon good against melee elites won't bee that good against snipers, and the reverse is true too (there are exceptions of course). At best you can bring something that work in a awkard way for both, and when you have to carry noobs you kinda have to. While using a close to mid range character attacking a sniper become a goose chase, and if the sniper graple you, or even only walk in your generakl direction there is nothing you can do to stop her from teleporting. I strongly belive they shouldn't be able to cancel theyr graple into a teleport. It's possible to land a hit, but you have to catch here by surprise, and since we have no way to know when this happen (the stress bar is useless at his point) some player get negative reinforcements from those rare istances. In missions like a "breath of hope" (and the one with the fatties, I don't remember the name) when you have to kill full stack snipers, it's frustrating to have your progress shut down by someone who try a cheeky hit.