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From what ive noticed you dont take any direct damage from the smash, but an enemy can attack into you while you smash, still causing damage that way.
Those are a bit confusing to me as well. They seems to come in two flavors.
1.: The ones that can turn on and off. If you hit those while they are on you take damage.
2.: The perma "on`s". You don`t take damage hitting them as far as i`ve noticed but they take less damage themselfs. Dunno if those arent a bug thou since King always says to wait for them to turn of (shrug).
On a side note, hitting enemy armor with a non-piercing weapon bounces you back and deals damage to the arm in question, dont remember if smashing the bloodhount damages your cockpit thou.
Hope this helps a bit and happy "Gorilla SMASH!" to you ^^
1. Bashing doesn't damage your cockpit, bash away as much as you like!
2. I think you're refering to Alphadogs, enemies that go blue (Turbo) when they attack and orange (overheat) when they're done. Alphadogs intercept your arms and it's very hard to avoid them when they're Turbo. ATM you should steer clear when they are, but we're probably going to be fiddling with their behavior in an upcoming patch.
3. We think of the fight leading up to the boss as foreplay, something to get you warmed up. But I think we're currently overdoing it a bit and it needs to be shorter/easier. We'll be looking at patching that up as well.
These enemies I found annoying as well, and for a few reasons:
1: They have no build up to going "turbo" they just do it. So sometimes I am winding up a swing and taking it and they go turbo mid swing and then grab your arm, which is not good.
2: They go turbo almost constantly. It's just non stop, like half the time they exist they are turbo.
3: Being grabbed is a HUGE detriment and to have so many enemies doing it so frequently is a problem.
If it was just one enemy you could manage it; but like 3 different ones going turbo at different intervals is a frustrating thing to deal with.
So my suggestion with them would be to give them a visual queue that they are starting to go turbo and have them transition into it over a few seconds; to have it happen less often, and to make it so they do not go turbo at all until a certain amount of damage is done.
This would solve all three problems. Afterwards, if you feel that made things too easy, you can increase their damage while in turbo or whatever else freely; without re-creating those problems.
Yeah, I agree. Alphas are currently problematic.
Those are some good suggestions, and indeed I have some designs for their rework as well. Not sure when we'll get to it, but they will be improved.