Today’s thoughts as I was driving in to work were about the new weapons in enemy hands, and what that might mean to gameplay. Some thoughts;
Atlas. If we can target enemies and have homing bullets with Atlas, so will our enemies. So if being attacked by Atlas, what will we do?
I am thinking that we’ll possibly have a enemy locked indicator in our HUD
, and there will be a skill, or possibly relics, that have a break lock capability. Notice a lock, press a button to break lock. Also might have a line-of-sight limit, so dodging behind something could break lock.
Tediore- I’ve never noticed, nor do I think, current games have Tediore reload damage from enemies, this might be only because I haven’t noticed it in 1,000s of hours.
But if enemies do, and the whole running reload is a thing, I’m going to assume that, first, minions, mechs, or gadgets can draw aggro from a Tediore chasing reload. Also each chasing gun has it’s own health bar and can be shot.
Hyperion. Shields built into guns is not going to be too different. It will reduce the target area of an enemy, but that’s very similar to what happens now with a BUL or PWR loader, or a shielded nomad. I don’t think we’ll have to do anything particularly new to adapt to that.
Dahl and Vladoff. No real change. Those makers just add new projectile and damage types, so again, we’ll be using the same tactics.
Torgue. Sticky projectiles are gonna stink. Imagine suddenly being pelted with 5 projectiles that stick to you and you know in a few seconds you’ll be blown up. Looks like another potential for a skill, something like a name I’ve picked, Greased Pig, you do something or other and the projectiles fall off you. Also I can imagine certain shield that are sticky repellant and don’t allow Torgue pellets to adhere to the player.
Maliwan. Mutiple elements. Maybe new types of Adaptive shields that have multiple element resistances. You’re going into a particular area, for example, and need to find an Adaptive shield that handles Fire and Corrosive, perhaps with different percentage reductions. Lots of farming to find the right shield for a particular area.
CoV. Infinite ammo is not really anything different, again, just handle taking damage as always. But the overheat mechanic could be interesting. If each gun has an overheat delay statistic in, say, seconds, the Vault Hunter could plan to either take damage or take cover as they wait for the enemy gun to overheat, then pop out and nail the attacker.
My random thoughts. Any other thoughts on new guns in enemy hands?