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Also, there is zero reason for it to drop anything worthwhile; its entire purpose is to murder you, so the only thing it will ever drop is a bunch of bombs.
During RIval Presence, the nemesis can spawn alongside other enemies during and outside of swarms, so you have to be careful.
It really should stay quiet and not break terrain until it ambushes dwarves, and not have a map marker. It would be more lore consistent and mean it can catch you off guard more, like how bulks can be quite stealthy at times.
I don't think it needs a reward for defeating it though, it's like a bulk - your reward is it not killing you. Maybe its difficulty can be increased by spawning shredder drones from behind it to disrupt a team trying to focus it down.
- Give it more ranged attacks. A giant laser (as doom said) would be awesome. Especially if it went through terrain so you couldn't just hide from it.
- Non-lethal (but dangerous) melee attacks, like just swiping at a Dwarf to fling them.
- Make it easier to free a grabbed Dwarf. As of now, to free someone you need to break an ENTIRE weakpoint, which can take 2-3 mags of ammo depending on what you're using. I would make it so a weakpoint appears on the claw when it grabs a Dwarf, and shooting that enough would make it drop them.
- I dunno, more voice lines? Or actually make the voice lines it has LESS glitchy, so that it could actually fool someone. As of now, it's obvious when it's a Nemesis talking vs a Dwarf shouting. I want that unknown horror element, man...
Mon, 2 May
- Extended the cooldown for Nemesis spawn a bit
- Rival Nemesis now only gets alerted when it sees the players or takes damage
- Fixed Nemesis being able to grab hacking pod
- Fixed Nemesis being able to grab Hack-C (and the hacking pod)
- Fixed issue where the Nemesis had a much higher chance to spawn repeatedly in Rival Incursions than what was intended
Thu, 2 May
- Increased the time it takes for a Rival Nemesis tentacle to see you until it starts grabbing
- Decreased the size of the area you have to get outside to escape the grab of the Nemesis slightly
- Tweaked the range at which the Nemesis will try to grab you to be more consistent
Mon, 16 May
- Reduced the chance of multiple Nemeses spawning in a row and scaled it based on team size
- Extended the delay between when a Nemesis spawns and when it can attack giving players more time to relocate
- The Nemesis should now consistently die when set on fire
- Made the Nemesis a little less aggressive on low hazards
also a fix
agree with this, really dunno why it has a map marker