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Its strongest form of attack is its grab. So... why does it use a repulsion shot? It blocks your own shots, sure, but it also pushes you away. Why would it want to potentially push you away from its most lethal attack? I suppose in a narrow space it's a good defensive choice, but in a wide open space, it's literally to its own detriment.
It also has a huge payload of phase bombs... Which it refuses to use until it dies. It could force you to dance and potentially run closer to it by occasionally using them during active combat, but it just decides not to.
It's a very strangely designed enemy. I feel like it was meant to behave very differently than the end product. I personally imagined something much faster and more aggressive, with arm attacks similar to the Caretaker's arms, but it's really just a slowly hovering ball of "get too close and you die." People can argue that Detonators are the same, but Detonators don't fly, don't have a ranged attack, and can be slowed (even briefly frozen) in a variety of ways to quite good effect. The Nemesis also doesn't affect the environment like Detonators do, which is a shame. If the phase bombs (and its own explosion) left rather large craters, at least it'd have some kind of fun interaction there. I guess they didn't want to surprise people familiar with the Caretaker's phase bombs.
At the end of the day, I'm just trying to learn to accept its existence. I don't much like it, but it's clearly here to stay, at least for the season.
Driller's my most played class, and even running Triple Filtered Fuel, I've only successfully ignited a single Nemesis, and it almost felt like a bug with how instant it was. Otherwise I can empty tank after tank into the big things and it just will not ignite. Am I missing something? I did see someone mention laying fire in the Nemesis' path. I figured it was a flying enemy, am I wrong and it actually has a much lower hitbox than I imagine, or something?
I also have trouble igniting them unless I get right up on them for radiance but that's suicidal. I'm guessing there is some mismatch between where the robot looks like it is and where it actually is and hitscan weapons don't have this issue.
I'd rather they act more like cave leech grabs, where Bosco or a friend could knock you out. But as it stands it is an "insta-kill" that takes an annoying 10 second animation.
https://youtu.be/Kcya_3vDzFA
The Nemesis also has a beam or pulse ranged attack from it's eye.
I'd like to see some changes to the Nemisis such as having one of both of the grabber-arms use a scanning beam like the Caretaker arms, and "breaking" that hitbox causes that arm to retract for a short time, basically meaning no grab from that arm. And those arms should wave around a bit to make it a challenge to hit while they lock onto a target. Keeping it at range is fine for some situations where that is an option, but there should be an option to get in a bit closer to brawl it. I use Shield-Blocks as gunner to tie up Detonators especially on Escort and Salvage runs.
Really though, that's a good video. I didn't realise sticky flames worked so well. Better remember that.
The NEmesis as wwwJam said up there is an "odd duck"
I don't completely get the design decision behind it. Or maybe i just didn't encounter it often enough.
But till now this game was perfectly balenced to be played in solo and in coop too.
But the nemesis has kicked that balance up into the clouds. It has that grap attack which you can't escape only if you have someone shooting the arms. It's like a mactera grabber or a cave leech. You need someone to save you. In solo you have Bosco. With 3-4 ppl even if the 2 arms have grabbed 2 dwarfes, you have someone to save you. But the struggle comes with 2 people. If both of you are in his claws......that's gg.
Check the video above