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Message: [quote author=sarge945 link=msg=138139 date=1611409795] If you decided you wanted to make psi reavers more difficult to fight, this sounds like the right road to go down, but it would probably need to be more gameplay focused rather than being horror focused. A good example might be for them to be able to create "hallucinations" of themselves, which look and attack normally, but with reduced damage. They disappear the moment the original reaver projection dies. This would be designed to confuse the player, rather than causing more damage, so their damage would be next to nothing. Simply making them more scary doesn't really make them more threatening or interesting to fight against. Also, I think some more differentiation between Psi Reavers and Greater Psi Reavers could be done through this system too (although it's probably out of scope.) I bet most people on their first playthrough didn't even know the Greater Psi Reaver was a different enemy. Maybe if it had more powerful support powers, it could be more unique to fight. Imagine a greater psi reaver dropping psi mines (the same ones you get) around itself for protection every so often. I guess the biggest issue I have with psi reavers in general is that they are the ultimate enemy, encountered last and considered the most threatening by the game's story. Yet they are significantly easier than rumblers (especially your modified rumblers). Although this largely comes down to them being slow to do anything, and their supporting entities being so easy to find and kill that they usually die before doing anything. This is especially true in the brain of the many fight where quick players can take out all of the psi reaver brains without any of them really doing much of value. Then the rest of the fight is easy. I do think focusing on melee cheese was a good idea. Ranged enemies can be cheesed in some ways too, like stutterstepping, but it's a lot more difficult to do, is less directly and obviously abusable, and if you fail it you're in trouble. It's never as simple as just moving backwards endlessly and winning every fight. That said, having some targets lead their shots could be quite interesting. Especially for robots. I tend to find Military bots a lot less threatening than the Security bots because their projectiles are so slow and so easy to dodge. Leading targets may or may not address this, and could even give them a bit more of an identity as mechanoids with onboard targeting computers. Of course, some aspect of dodging is designed into the game so it's not something I (or I assume anyone else) would want to actually limit or get rid of. I guess it could be argued that, by leading the player, the player needs to be more engaged with their dodges and not just mash the directional buttons, increasing depth. At the same time, it can also make dodges less useful or effective. Where the melee enemies were broken, I would think that at most maybe some ranged enemies need a handful of tweaks. But even then, this mod is so much of an improvement overall it has still fixed the vast majority of AI cheese without even touching ranged enemy behaviour much (except grenade hybrids and midwives). Grenade hybrids would probably benefit the most from shot tracking. You've already made them not completely useless, having them actually hit their target occasionally could help even with their higher throw speed. [/quote]
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