Archetype Suggestions0 Likes/1 Replies/66 ViewsOriginal poster Crash.ToDesktop 21 posts
I've listed some of the archetypes in the game which I think could use some changes to improve gameplay.
Change Hyena Shield: Currently, Hyena Shields don't do much other than present a brick at mid-range - they don't attempt to close the distance with the player, and so don't really present a credible threat. Suggestion: Make them attempt to close to within 10 meters of the player (however slowly) before attempting to circle, blocking much of the player's firing angles and presenting more of a threat as well as being a nuicance unless dealt with.
Change True Sons Thrower: Elite True Sons Throwers share the same grenade as Elite Outcast Throwers - they're the only two factions whose Elite Throwers share grenades. The True Sons are already known for chemical weapons, so why not lean into their war crimes a bit more? Give their Elite Throwers chemical grenades - they already exist, but are only used by a few Named enemies. Suggestion: Equip Elite True Sons Throwers with DC-62 grenades, and have them throw 3 at a time.
Change True Sons Tank: Dangerous enemy due to his ability to knock players out of cover, but too easy to shoot the ammo box on his back and both remove his grenade launcher from play and destroy his chest armor, completely neutralizing any meaningful resistance. Suggestion: Make destroying the ammo box not damage his chestpiece, and also have the Tank convert to Rusher AI when he pulls out the shotgun to make him at least a credible threat afterwards. This also opens up some interesting options when it comes to Named True Sons Tanks, who could have different backup weapons and convert to different behaviors.
Nerf Outcast Gunner: Too tanky with the ability to instantly shoot the player by crouching - as soon as an engagement starts, the Gunner can do a 180, crouch, and start shooting the player in less than a second. Suggestion: Simple hitpoint reduction, add some short animation for the Outcast Gunner to enter a crouch before he starts shooting so the player isn't instantly shot.
Fix Black Tusk Sniper: Currently at Level 40, the Black Tusk Sniper's Taser Drone cannot apply the Shocked status effect to the player even with a direct hit, probably due to all players having 10% Hazard Protection from Keener's Watch. Suggestion: make it work again so it's actually a threat.
Change Black Tusk Minitank: Currently there's no way to stop the UGV from firing with physical damage, unlike all other Controller / Engineer turrets. Suggestion: Allow clipping the MG's ammo belt. The Minitank can still run back to the Black Tusk Controller for repairs, unless you also knock out the tracks.
Nerf Rikers Leader: A single Rikers Leader unit grants overheal to every other Riker on the field (not just their "fireteam" as claimed), which is overkill. Furthermore, the overheal applies to other Leaders if more than one is on the field. Suggestion: Reduce overheal depending on the number of Rikers units buffed, and prevent Leaders from gaining overheal from other Leaders.
Nerf Rikers Heavy Weapons: Far too tough, making it incredibly difficult to stagger them off their Stationary MG. Furthermore the weakpoint on their back that allows them to deploy the Stationary MG is too difficult to destroy. Suggestion: Simple hitpoint reduction to the unit itself, and a simple hitpoint reduction to the weakpoint.
Terribly Bland Units: These units are quite bland in design and provide no unique challenge - one or both of those problems could be improved, though I don't have any ideas personally. This can specifically target Elite variations of enemies or the archetype in general.
True Sons Rusher - Has a simple shotgun and rushes you. Not particularly engaging.
True Sons Sniper - Can go prone, and... that's it. Uses no other toys to make life harder for the Division Agent.
Elite Outcast Scorcher - Is more tanky, and... that's it.