#Make Franken Beans Beatable Without Long Range Weapons When Enranged

1 messages · Page 1 of 1 (latest)

hasty arch
#

Version/Build: v0.10
Context: Franken Beans is nearly unbeatable when enraged if you are using only short ranged weapons
Feedback:
So I recently beat Nightmare on System 1 and Franken Beans was nearly unbeatable once he was enraged. I do not know the condition for enraging, but I assume it’s after you destroy both of his lasers.

Basically, I destroyed both tentacles without difficulty however once he was enraged it was almost impossible to do. I was using the Magnum and the SMG and because of the range I needed to be extremely close, which was simply not possible since he stomped any time I went in for damage. However, I could have just chipped away at him, but when he is enraged he starts to regen, which is such a stupid decision. Not only does he prevent you from being in range but he also regenerates making all damage you do pointless.

I ended up using one of the limited set of meat abilities to kill him which was extremely time consuming because almost all long ranged options are not included in the meat pool, like the Eyeclops Body.

The easiest fixes to these issue is to remove his regen or simply include ranged meat abilities in the meat pool to allow players to make up for having short ranged weapons with meat abilities.

I know this could also be corrected on my end simply by using the second Moai Head kill at a later time so as to not deal with his enraged state, but him being unbeatable with short ranged weapons if you mess up the second Moai Head timing in relation to his health is still terrible design.

If these issues I’m having are intentional, then all my feedback is that it’s bad game design because you’re basically giving the middle finger to an entire play style. The design in meatlab 5 (may have been 6, I don’t remember the number) was egregiously bad, but at least then the entire fight sucked so no one specific thing was frustrating. Right now the fight is the best it’s ever been but this one issue is just so unbelievably terrible.

scarlet mist
#

We're working on scaling difficulties of boss encounters right now (not today's patch, but up next). You're spot on that at higher difficulties it is intended that you manage the health of Franken Beans to not put him in an enraged state by taking off both of his tentacles while his health is high.

We've also made an active choice to not limit which weapons you can have simultaneously equipped. If you decide to take the shotgun and the SMG on a run, we're not going to stop you!

I'll take a look at the abilities provided in the fight and also at the health regen at higher difficulty levels to ensure you don't get entirely stuck or slowed down.

You have entirely identified the solution by managing when to destroy his tentacles, though, which is entirely what I would have hoped for!