#Boss feedback
99 messages · Page 1 of 1 (latest)
reposting what i said earlier:
jet boss is probably my least favorite, it feels like a slog every time
i feel like the JET fight could use some more SPEED to it
you could make it act like the hovercraft boss where it flies around the stage quickly while shooting, i think that would make it better than the slow vtol side-to-side it currently does
Probably
Oh, come on now. Raptor can shoot MG, rockets, fly over you and drop bombs, hover can shoot laser, play frisbee and summon aid and LD can do all of the above, except flying.
Make it have more weapons
Maybe some modifiers to attack speed, damage, movement, armour and so on can be applied from run to run Like different variants . I thought S1 had that mechanic.
I think only boss i truly dislike is oil rig boss, but thats because laser dics sometimes just one shot for no reason
also I wish the pyramid did something
someone mentioned bosses getting variants like weapons which I think would be cool
Did something? Sure, let it spawn fusion mines or plasma emitters xD
everybody gangsta til the ultra jet spawns
Or ????
Maybe implement S1s idea of instead of a bossfight you have to do a specific task
I'm not saying to copy hacking/conveyor, but something along those lines to have something different to do
regarding the jet boss
the mortar phase feels pretty lame, just a bunch of "dont stand here" circles, with a slow jet fly-over and a single missile to remind you that you are supposed to be fighting a jet
like i said before, the vtol phase is equally slow and spongey. i would imagine it shouldnt be very hard to give it the hovercraft behavior where it circles the stage
@quiet nimbus
#666683210725326878 message
“
Biggest doodoo for me is still the bosses. No complexity, same every time... Nothing like a modern boss fight imo. Here's some ideas;
- Add random modifiers like random tech being used by bosses (abilities, weapons (ammo tech)) Versions/modes of the same boss
- Bigger and better maps that challenges the player besides the bosses themselves
- Epic scripted events like buildings collapsing
- Stages of boss fights that completely changes the dynamics of the fights
- Cooler lighting and colors
“
i was thinking about this, there should be more interaction to some of the bosses, outside of just shooting it
the "uplink" in the center of the hovercraft boss could be an EMP that you have to charge, in order to disable the hovercrafts shield
maybe you have to overload something to get those pipes in the LD fight to spew lava on the boss, to get its shields down
Stupid ideas to throw around: instead of cringe nae nae hovercraft, a large map of the oil rig where you have to place charges to rig it to explode (and then escape in time!)
But like in S1, a chance to have an alternate objective to do instead of the bossfight, of course
that would be neat
like the purple stage before the arena masters where you have to disable the shield walls
heres an "animation" i made of a potential attack for the jet boss
its a little long, but i hope it gets the point across
big, telegraphed "dont stand here" zone, followed by extremely fast jet pass
could be a ram attack, could be a line of explosions or guns, whatever
i may be in the minority with this opinion but I realllllyy miss the armored carrier boss fight lol
the truck that you followed and it just had a billion spawns, but if you were able to DPS it you'd get so much
i feel like shrike mentioned he wanted to remake the APC fight in s2
check out these other gifs for an idea of what it would look like
Certainly an improvement over "dodge these vague areas and fuck you if you're playing demolisher"
also happens if you placed distractor drones as eliminator
give jet actual vtol and circling around you
the bombing is good just needs improvement
i like this
not a fan of these task suggestions, not trying to do some dumb quest boss, that shit sounds terrible
You've played S1, surely?
would mean that hovercraft boss needs another rework lol
ya and s1 disco room is literally the worst part of the game
that's exactly like these suggestions
"dont stand in the AOE" is basically exactly how current jet works
which, coincidentally, isn't very compelling in its current form
Hard agree
Im also not the biggest fan of S2 bosses but I don’t think the solution is “increase the amount of non-boss related things you have to deal with during the boss”
objectives like armored transport and s1 first boss hacking station defense are fine in my opinion, because the mechanic is combat focused
but stuff like going somewhere to charge up for 5 seconds is just aweful
same reason nobody likes the jet boss in s2, it flies away and you can play with your dick, because there is nothing to do
imo bosses should be 95% combat, to have some fun with your op character against higher hp targets
Imo the bosses can be a lot more engaging without the need to needlessly bog down the fight and murder the flow of it
Ie imagine if LD was like Wall of Flesh from Terraria or the Throne from Nuclear Throne where you have to traverse a stage while fighting a boss
Instead of just “stand here to make the boss vulnerable” or “stand around and wait for the boss to decide to be vulnerable”
Or the jet worked like the APC fight where instead of just sitting there shooting at you and periodically fucking off to do a bombing run you were fighting an entire squadron where the main jet was always present and vulnerable and you had to dodge rows of bombs from other jets while fighting the main one
These are spitball ideas but you get my point
i think most bosses are perfectly fine for what they are, they are just tuned really low in some cases which can make them pretty boring (oil rig hovercraft, experiment, sawblade, arena masters) and the other issue that was already mentioned is downtime stuff (ld and jet, maybe pyramid turrets depending on your strat)
i think the bigger issue with bosses is that they are too similar and too safe
Oh yeah I don’t mind most bosses, they’re either just serviceable or worst case not unfun, my point is that if we’re going to try and add complexity to them I can’t think of a worse method than just “here are non-combat tasks you have to do mid fight”
it's always one big guy blasting you or you blasting him and that's the end, the fun thing about armored transport was the damage check and the risk that could come with pushing it, it didn't always end with either of you dying, that alone just added enough depth to the fight without having tons of mechanics
and i think s2 would benefit from these types of boss fights - high risk high reward and a bit unconventional
instead we fight against the three arena grandpas with broken legs
Someone pitched an idea of killdozer boss fight, I was thinking it'd be a reverse transport where a giant streetsweeper is slowly moving towards you on a narrow strip and you have to kill it before you reach the end of the map
wall of flesh
Stop being cowards and make arena masters mirrors of the playable classes. Unlock their skills and weapon rarity based on terror level:
One is Commando or Breacher
Other is RG or HG
And the third one is Recon or MH
In this case friendly fire can be justified as “practice” xD
I like the idea of a mirror match boss instead of the "arena champions"
And yes absolutely bring back the armored transport fight, talk about risk vs reward
APC "fight" was honestly just an RNG check
it wasnt a fight
u were just there for the extra loot
If you got lucky and got something super powerful like U235, it was far more free loot than any other boss would drop.
once u you know the hp thresholds the enemies spawns are predictable, turret placements never change
its a walking freebie, and at most a damage check
If you got unlucky and had shit for guns/items, it was largely a waste of time.
So make it harder this go round!
Given how easy it is for melee classes to absolutely melt bosses, not sure there's a good way to balance any kind of APC reimagining.
Make it more gimmicky I guess, less of a damage check more of a “survive this wave, guaranteed quarter health gone from boss after this wave” etc but idk if that sounds very fun lol
It sucked when you couldn’t get the full loot from killing apc but even if you didn’t fully kill it you still got more loot usually than other bosses
Also dying in coop and having your friend get all the items and weapons....was a little sad
At least in S2 you can revive
Also, could we maybe get the random chest back after killing a boss along with the class upgrade? Maybe every other boss, but it was nice getting a random plating / money / item / weapon etc as well
Problem is that this could end up too much like the supposedly terrible Disco Room from S1, though I personally never had any issues with that encounter.
disco room is fine imo - stand next to objectives, avoid damage zones, and kill regular enemies.
the ONLY time i disliked it was when i was playing tactical, but i dont like tactical in general so eh
its just a more complex version of hack the server
Honestly, and this might be a Hot Take, this sounds like a good starting point for what the Turret/Pyramid Boss could be.
The turrets become more of a supporting element while you fight a few waves of specialized enemies (more Legion than Police forces) and...do something that causes the Pyramid to go kaboom after a bit.
And before anyone asks: yes, I am 100% in favor of Turret Boss becoming Disco Room Round 2.
As long as the floor doesn’t kill you I’m fine with it lmfao. That was the only problem with the disco room, it wasn’t that it took too long or was a grind I just hated the floor that would instakill you
Well, it would probably be the laser turret that instakills instead of the floor with my idea.
But that's nothing new, since the laser turret has always preferred violence.
This is all on 200%
Don't know if its planned already, but the Arena Champions definitely need a glowup. Currently in my runs I haven't lost to them once and I would say the first bosses are harder. They don't seem to be that aggressive or have that much health, and even the snipers bullet velocity seems extremely slow. The Jet boss at least forces you to dodge at certain points and that Beyblade fucker practically one-shots you if you clip his model.
hilariously enough they were also the weakest bosses in s1 as well, only the sniper providing any form of threat (they were focused to be oneshot because of that)
It feels bad when the sawblade boss just parks on top of you inescapably with slower characters, like heavy gunner
you're just stuck in the center of its hitbox waiting for death lol
I think its a glitch or something tbh. Sometimes when playing heavy gunner I can move full speed and other times I'm slowed to a crawl even if I haven't gotten hit.
Hey, recently started playing Synthetik 2 and am loving it! I do have a criticism about the buzzsaw top boss though. It seems to deal damage when it looks like it doesn't touch you, like from a significant distance away. It's totally cool if the hitbox of the boss is supposed to be that large, but I think maybe making the visible model larger or at least an indicator as to how close you can get would be much appreciated, purely for mid-fight clarity.
the saw blade does an attack that slows u
the slow + camp feels brutal, even if intended haha
maybe it's a git gud thing though
Is that the AoE flash it sometimes does? I always just thought that was it charging up because it usually completely stops moving when it does that and does the attack pattern with all the lines.