Forum Discussion

Anonymous's avatar
Anonymous
12 years ago
Solved

Simple and Fair Idea to fix annoying and undeserved instant kills in multiplayer.

since the beginning of me3 there has been alot of problems with the ai for certain enemies that allows them to perform instant kills on players at seemingly random intervals even if the player is visually out of range or in the middle of making an attack move. this behavior while making the game more difficult causes significant problems in the higher tier difficulties. i came up with a what i belive to be a simple and fair method of having the game AI determine wether a instant kill is valid or invalid.

the first check would be a shield or barrier check.

if (playershield >0) do not execute instakill

one thing that always annoyed me is the seemingly arbitrary manner in which a enemy can simply and unblockably kill you with full protections. i have even seen a banshee grab a n7 paladin with full shielding directly through a deployed omnishield which is supposed to block attacks.  This brings me to the second check the ability check.

the ability check will check to see if a player has used an ability that makes it partially or completely immune to damage.

for example

If player used biotic charge within the last 1-2 seconds consider player invalid instant kill target.


is omnishield deployed between enemy and target instant kill move breaks the shield only and starts a delay timer before the ai is allowed a second attempt preventing the instant break and kill combo.

and lastly i am adding this specifically for the phantom to allow for proper melee engagement. if a player character is equipt with a sword as it's main weapon there should be a unique quick time event to parry the death strike. this would finally give the melee centric n7 classes the ability to perform their intended anti phantom rolls more effectivly. this parry check would also apply to a paladins omnishield.

the third check is what i like to call the lag safeguard.

banshee will initiate instant kill request. banshee will wait for next player location packet before snapping player into the death animation. client positional data always wins if the player has moved away from the banshee a sufficiant distance between the instant kill start and the next datapacket the instant kill will be aborted rather than teleporting the lagging player half way across the map into a death grip.

in all these basic checks make the instant kill a finishing move that can be executed only against a unshielded vulnarable opponant rather than a arbitrary FU as it currently stands.

  • I think it's best you post this over at the BioWare Social Network in the Gameplay or Multiplayer forum.

    But to be honest - with your suggestions, insta-kills would effectively be negated. They are meant to be a punishement for getting too close to the bosses. Since the Banshee magnet hand got mostly fixed I've never been grabbed when I didn't deserve it. As for the vanguard - you should get punished for charging into a Banshee, plain and simple. As for Phantoms - especially on higher difficulties the force of your charge is important, so you'd better spec into the power/force bonus tree of your passive skill-set. This way they can get staggered when you charge them and their insta-kill is disabled for this time.

    Especially the quicktime event would make an insta-"kill" an insta-"laugh". When did you last fail the quicktime-event from a Husk-attack? Plus, this would need considerable development effort. With the last DLC coming out tomorrow, I don't think they'll change parts of the game this drastically anymore, you're 1 year too late for that.

3 Replies

  • I think it's best you post this over at the BioWare Social Network in the Gameplay or Multiplayer forum.

    But to be honest - with your suggestions, insta-kills would effectively be negated. They are meant to be a punishement for getting too close to the bosses. Since the Banshee magnet hand got mostly fixed I've never been grabbed when I didn't deserve it. As for the vanguard - you should get punished for charging into a Banshee, plain and simple. As for Phantoms - especially on higher difficulties the force of your charge is important, so you'd better spec into the power/force bonus tree of your passive skill-set. This way they can get staggered when you charge them and their insta-kill is disabled for this time.

    Especially the quicktime event would make an insta-"kill" an insta-"laugh". When did you last fail the quicktime-event from a Husk-attack? Plus, this would need considerable development effort. With the last DLC coming out tomorrow, I don't think they'll change parts of the game this drastically anymore, you're 1 year too late for that.

  • Anonymous's avatar
    Anonymous
    12 years ago

    actually i forgot to mention this but if your character is in the middle of a instant death and succeeds at a quick time it would still incapacitate you you just wouldn't instantly die. so if you are in a deep cluster**bleep** and your teammates cant get to you are still open to bleeding out or being executed.

    the thing that always pissed me off is that in 90% of games most of the mobs will have a tell and slight delay to dodge. mass effect has no indication of a instant kill attempt. it has no quick time. it has no method of evading. and yes it would make the game god forbid a bit easier but when your talking in platinum the biggest issue is spawn management and lets face it the game is so badly stacked against players it is not even funny. nerfing instant kills is not really unballancing the game but finally bringing ballance to a completely arbitrary and rediculous mechanic that was not clearly thought out this isn;t mario where if you die you have 3 lives if you die your teammates are **bleep**ed and allowing a random mob to just say i think ill just rape this guy for no reason. if a creature has that ability they need something like a warning or a way out.

  • 1ago's avatar
    1ago
    12 years ago

    Yeah, this isn't Mario - you don't have three lives, you have unlimited. After each wave you spawn again. And Platinum is the highest difficulty level, of course it's hard, it should be! People are soloing platinum, hell, even I did, so it can't be impossible like you describe. Many enemies have a tell by the way - the Atlas and Brute do a melee before they grab you.

Featured Places

Node avatar for Mass Effect Franchise Discussion

Mass Effect Franchise Discussion

The fate of the galaxy lies in your hands. Join the Mass Effect community forums and tell us how you'll fight for it.Latest Activity: 5 hours ago
19,265 Posts