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originally posted in: Idea Center for Strike Improvement
8/30/2015 12:38:00 AM
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Zone for Sepiks Prime
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  • You know, funny enough for this being the first strike you do, I think its probably one of the best and well done there is. Like, the whole thing is just crafted very well, although I like the idea someone else had in another thread about the Ghost should need actual protecting. Meaning it could result in a mission failure/wipe if the Ghost actually gets destroyed.

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  • In the beginning? Oh yeah definitely. This would prevent camping in the halway with the train cars as people would need to protect Dinklebot/Nolandroid

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  • This may seem unrelated, but I feel like the Devil Walker's legs should only be damaged by Rockets and Grenades. When the legs are damaged, they should break permanently. When the core opens up it should be exposed until it dies instead of a periodic cycle of shoot legs, shoot core.

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  • Actually, i think was was done correctly, at least for this strike. But with one major change. Each time you blow out a leg he hits his face on the ground damaging his head armor/shield. Then once all legs are damaged the Core becomes exposed for finishing it off.

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  • Yeah I like that idea. I just feel like the walker mechanic is really arcade like currently. More so than most things. This would be a solution as well.

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  • Fire his ranged attack faster , right now it's so slow and easy to avoid, the suck attack is the only thing you need to worry about!

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  • I think his attack needs three settings. Think the Way Nova bomb works, each setting is like the three settings for that. And make it random, it would be a hell of a variable!

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  • Add a mechanic where we have to break the servitors connection before we can do damage. Have that repeat 3 times.

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  • Like each time enemies spawn in that shield goes back up? If so brilliant!

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  • Increase the size of the fight area. Add more small bits of cover to quickly slide behind. Add more weak enemies like dregs.

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