#Reduce the speed of flying enemies.
1134 messages · Page 2 of 2 (latest)
lagging? in this game??
ive literally never had the game lag from too many things going on so far
I'm surprised there isn't a pack mechanic with some creatures where they have a specific pattern they use depending on how many there are that could make them fun or at least predictable and avoidable, but idk if the engine can do that personally
I play on steam deck; it's not the beefiest machine.
ah fair ig
i haven't had enough Ws on deck yet myself to be experienced
Would possibly add in some leeways to approach fliers and give them better paint
hm true honestly
i dont think engine would limit that at all
should be possible
Thought: bugs should pause their flight, flash green, shoot, then take a moment to recover.
And only aim based on when they pause.
Replace archer bugs with blind pests
(I'm just throwing ideas at the wall at this point)
Honestly, I wouldn't mind that.
So... They always miss unless you're standing still?
predict your position
they lead their shot so if you keep moving, you get hit anyway
(or heading directly towards or away)
They can also shoot through walls

that too that too
Blind pests deal contact damage and always spawn as elites due to being a low cost
basically it would be borderline unwinnable
or like really hard and annoying to deal with
But it's hitscan; nothing to predicted.
they'd do the thing that spitters do
where they have a delay to their shot
but they'd lead to compensate for that
this would make it more fair while still being annoying as fuck
infact it would make it way funnier
cause like just juke them out lil bro
Ah, I actually am not opposed to flying spitters.
now imagine a dozen of them at once
juke one out, the next one proceeds to hit you unavoidably
And make sure that blind pests CAN shoot you across the map at ANY range
you'll want those archer bugs back real fast
honestly
now i kinda wanna make this a mod sdfhsdkfsdf
when the game's mod support comes out
They never deactivate/despawn, no matter how far away.
Make sure to call it "archer bug rework"
im gonna add blind pests to returns and they'll be flying spitters and they'll just replace archer bugs and they'll be infinitely more annoying
overloading ones will have an electrical contact damage attached to their hitscan telegraph
teehee
And on temple of the elders it's a guaranteed horde of many boss fight where all of them are a random elite type
nah that's going too far
Make sure they bob up and down and only slowly descend, like in ror2.
that's OVERKILL lil bro
the worldspawns during the tp event will do the job just fine
they'll fly upwards the moment they're horizontally aligned with you
literally cant ever hit them unless you're pilot
teehee
unironically honest to god i wanna do this as an esoteric shitpost mod now
And even then, their bobbing ensures only some of pilot's shots will hit.
i dont think that's how it would work but whatever
What would be funny is if someone makes a mod the reworks target acquired to be horizontal aim
Lol
All the pilot mains will go nuts
low-tier humour
I mean, blind pests bob up and down, and left and right; need them to be at a specific angle at a specific time to hit all the shots.
ehhhh
target acquired's projectiles are probably fast and thicc enough
and blind pests dont bob that much
Fair enough.
I just hate missing shots cause of the bobbing in 2.
If we could translate that annoyance, that would be perfect.
not being able to hit them at all as most survivors will be annoyance enough methinks :3c
tbh by themselves they would probably be relatively easy to juke and not get hit most of the time, atleast just enough to survive
but now imagine fighting 2 toxic beasts on stage 5 simultaneously
and now that's a proper consistent run-ender 
https://youtu.be/-Wj0yeqgLvQ?si=4iyCKHzz6NqSjP6n&t=475 It always makes me laugh to see random people talk about archerbugs
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A bit before that he was saying that the "bigger threats" are the bugs
Actually why didn't I timestamp it there
I'm a dumbass
there
You will eat ze bugs
WHERE DO YOU GET THE GOLEM PLUSHIE
sell your soul
I think archer bugs are also a particularly unique case. They combine two of the worst enemy types in the game:
Flying + projectile, add to that the fact their projectiles don't only go left/right like most projectile enemies and you've yourself the most annoying enemy to deal with
Birds you can dodge, lemurians you can bait into charging in certain ways/angles but bugs shoot AND fly and if you don't have the items to deal with them some survivors may as well just let them kill them and quit the run
And I think some people are confusing the call to nerf flying enemies with decreasing the game's difficulty. No enemy/enemy type should monopolize the game the moment they appear on the screen the way fliers do. Give more power to other enemies take some away from fliers
archer bugs deal low dmg, low hp, flying enemies are fine
I have literally never felt bothered by archerbugs
they deal almost no damage, a bunch of elites stacked up still wont deal too significant damage if you need to cross them in a way you get shotgunned
i could get behind the idea of making most enemies less anemic garbage, and maybe toning down swifts to compensate. swifts are fine being strong as they are because theyre basically the only pressuring enemy that can actually chase
But then you create lots of other problems. Imagine you make lemurians, clay men, spiders, golems etc more relevant... cool, works well, until you get a blighted horde
If you wanna do something so significant to the balance, you need to fix basically everything that is built around most enemies being anemic trash, aka basically overhaul everything
Didn't I say like
They control the game entirely when they spawn in
Isn't that an extremely short summary of what you said there
there's nothing wrong with flying enemies big shrug
especially considering how impotent ground enemies are when you have platforms to work with
they're really annoying but their attack patterns are pretty predictable once you get used to them
archer bugs aren't even that hard they're just intimidating
swifts are the hardest flying enemy but they always dive towards you when you're vaguely under them, which is good for baiting them into an attack
evolved lemurians you can typically get to follow you in a predictable manner and flock together, then blast with aoe even in the worst of situations
evolved lemurians have a really hard time landing dmg if you just keep movingt
Blighted clay men already are a persistent chasing threat
they struggle very hard actually landing an attack though
The overloading frenzied clay man in question
That's all enemies in this game and in fact the ability to avoid getting hit is out only way to keep up with enemy dmg scaling
If there was any more "unavoidable damage" it'd be doomed
not necessarily given ||archerbugs work fine||
Part of why archer bugs are so bad is also that they will trigger your cape and/or guardian heart cooldowns
Meaning they get rid of most of your staying power against other enemies too
This game has a lot of unavoidable damage
And a lot of people refuse to acknowledge that for some reason
two disproportionally overtuned items can be countered by one thing, thats nice at least
You will take chip in almost every encounter
It's a fact of life in this game
Overtuned items that are often necessary to not die, not nice at least
it has a few, and its not large because ror1 damage is much lower
and its whatever
if the archerbugs can singlehandedly shut down the usefulness of your gheart/cape then there may be a problem on the player's end
like their fingers and stuff
Or maybe the 100 missiles they shoot between the 50 of them
One hitting you is enough to trigger cape
https://cdn.discordapp.com/attachments/1176783167932354623/1177389325755879587/2023-11-23_18-23-50.mp4 And sometimes
It's pretty high
Also some survivors are fine with them but deal with them as a commando with no procing items that target flyers
Some survivors do not have the necessary means to deal with the elite swarm of archer bugs you'll eventually encounter
If that blighted decided to proc ukulele again that would've been game
And that makes the game unfair for those survivors
Since all survivors should have a more-or-less even-ish chance at winning a run by playing well
I was recording for something completely unrelated btw
But it just became a "Wow overloading is fucking stupid" clip
That's how common it is
Ukulele should proc on hit not on cast like it currently does tbh
So it cant just randomly decide you take damage from a football field away
also i want it to shred groups better from multiple procs at once
how does uke work with abilities like chef's sear
does it proc at the end of his beam
at the start of it, middile or wherever it happens to connect with an enemy
but on which part of the hit box
The center
I see, I was wondering how it worked with laser turret