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If you're having trouble with an enemy, it's probably because your build is bad against them, and that's fine, not all builds are good against all enemies. I play solo, so this can be a pain if I'm just bad at taking down Oppressors but kill everything else quick, but builds shouldn't be 100% amazing in all circumstances.
If you're playing with others, then hopefully somebody else will have a gun that's good at dealing with the thing you struggle with.
For example, if I fire a breach cutter at a goo bomber, it usually takes off the sacks without doing a whole lot of harm. Meanwhile, if I light it up with a volatile bullets Subata, I can sometimes kill it before I even break a single sack.
This leads me to think it's bonus damage VS raw damage, but I won't say anything for certain. Likewise, this applies to just about anything with a destructible weakpoint, like bulk detonators.
But, that is kind of their point. They're devoted shot-makers, for slashes, other mactera and the rest of the bugs. By themselves, they are less a threat than a mactera spawn.
They're meant by design to be annoying.
If the typical spawn ratio was larger I could see it being a problem, but speaking generally, they tend toward being an uncommon bug.
Plus I like the way they die.
Spitballers, Barragers, Goo Bombers, Oppressors, all of these enemies need sustained single target damage to take out which Gunner excels at. When you have a minigun, nothing in the game feels like a bullet sponge. If you were playing a class with less sustained single target - such as Driller - you would find these enemies tough to take down efficiently.
This. Every notable enemy has a new way that you have to deal with it, and that it can deal with us. And then when they come together, that's where the fun comes in; Moving about, picking targets, dodging attacks.
Are some enemies spongier? Yes. But that's the point. They are tanks. Large, slower moving or stationary, high health targets. Are they aren't even that spongy, they all go down fairly fast when hit right. The game is a horde shooter, after all. The only enemies that need true sustained damage are bosses, and that is good design.
I'm going to disagree here. I think those enemies are the perfect example of when burst damage is needed - notable threat, you get in position, quickly blast them away, then get into a better position to deal with everything else.
That said, I'll agree that gunner is still good for them, because all his secondaries have good burst potential. I know every time I see an oppressor, my secondary is coming out, regardless of which I'm using.
Showing Yet Again,
'Bata Is Better™
Well, Technically Those Enemies Are STILL Bullet Sponges-
But Gunner With The Minigun Has Even More Bullets Then They Can Handle
(Spins Minigun Barrel)
"Brrrrr" [clank]
If there's never a reason to take burst damage builds, there's no point in making the sacrifices necessary in taking them (mainly that a vast majority of burst damage builds don't do nearly as well against crowds or glass cannons).
If there's no point to taking burst damage builds, it unnecessarily hurts build diversity.
If every enemy is a lightweight cannon fodder that puts out a lot of damage, all the enemies will start to feel samey.
If all the enemies start to feel samey, combat starts to feel samey.
Oppressors, Goo Bombers, and the Spitballer family are partially unique and special enemies because they take more than two seconds to kill (sometimes). The Oppressor in particular is specifically designed to be super tanky and hard to kill to disrupt defensive setups and punish pure AoE. They, along with the Goo Bomber, Spitballers, and a few other notable tough enemies like Menaces, Bulk Detonators, and Shellbacks are refreshing to encounter because they take more concerted effort than just clicking left mouse at them a few times and avoiding their on-death effects.
This^