The Best Solution to Solve Bullet Sponges - Weakpoints Shred Armor + More
Bullet sponges is an easy to go mechanic when scaling up "difficulty"
In reality, it doesn't add difficulty it simply extends a fight to irritating levels.
You don't feel strong, you don't feel it was an accomplishment, it feels like work not a game.
What adds salt to the wound is you end up getting terrible drops at the end of the slogfest.
SOLUTION TO SPONGE-FEST
- Weak points that matter
- Abilities that Matter
A simple and effective solution to solving this sponge fest is 2 simple things weak points and abilities.
That means Destroying a Weakpoint on an enemy unit will either almost completely reduce their armor ( based on the type of enemy ) or open them to direct health damage.
This allows for skillful play to bypass Sponginess.
The Grenaider
Take Grenadier, for example, they have an explosive pouch, currently on Challenging + with 3+ players the pouch has 2 million HP by itself.
If you destroy the pouch it only removes 2 Armor bars ( Which is roughly 2 million HP - They have 10 million HP+ in armor alone )
Instead, when you destroy the Grenade pouch it should shatter their armor.
- This makes skill shots meaningful.
- This makes Gameplay Knowledge meaningful.
Black Tusk Tank
- Lowering his Helmet HP to 2 million HP MAX
- Lowering his Rear End Armor
- Giving him a Berserker Mode when his helmet is destroyed
What does this do? This makes the Tank more Dangerous the more weak points are exposed.
It makes skill shot on head meaningful. Destroying his helmet allows players to do Direct damage and take him down quicker.
While giving him a small speed boost once his helmet is gone.
A tactic could be to let him roam around - kill other mobs and deal with him in the end before you activate his berserker mode.
Also again promoting skillful play.
Corrosive Chem gun
Corrosive Chem Gun is one of the least used abilities, while powerful the problem comes to the fact high-level enemies will either jump out of it or take so little damage because DoT is so slow that it's not meaningful. At most enemies will either stay there for 1 - 2 ticks.
Instead Corrosive Chem gun can apply a Debuff to
1. Prevents armor repair
2. Makes armor brittle and reduces a base of 10% of their total armor per second before mods.
Weak point Firefly
Because of how Weakpoints will destroy armor and sponginess - Weakpoint Firefly will become popular.
Assault Turret by Default Auto shoots Grenades
Turrets in general pretty much instantly die in Higher difficulty thanks to
- Low HP
- and Elites having the Ability to 1 shot Turrets - cause reasons.
This makes this ability extremely useless as at higher difficulties where they simply charge at the turret and destroy it while taking 0.001% damage from turret fire. ( Tank Elites have roughly 40 million HP in Challenging + Turrets do about 35,000 damage a second )
By having the Turret prioritize attack on Explosive Drones ( Black Tusk \ Rikers ) + Grenades + Moltovs while in Air.
It changes the turret from offensive damage to Defensive Support.
Making the ability extremely useful.
Flame Turret
Again Flame turret is pretty useless for obvious reasons
- Short Range
- Can be 1 shot
- Extremely little damage at higher difficulties ( Because it gets destroyed so easily )
- RIDICULOUSLY LONG COOLDOWN
Change Flame Turret into Molotov Launcher.
Can fire 10 rounds of Moltovs at player designated locations
This would make a great solution to push enemies out of cover and deny them flanking options.
Again this moves away from damage and adds more utility.
Black tusk Medkit
Weak to Explosive Damage - reduces HP by 25 - 100% based on explosives. ( Seeker Explosive Ball can 1 shot it - since its pretty useless with long cooldown otherwise )
These are extremely frustrating especially because of placement + infinite charges + can heal through walls
Seeker Explosive Ball
Seeker Explosive Ball is the black sheep of the Seeker family. Since it only has a single charge and can RIDICULOUSLY EASILY be destroyed by elites, no one uses it.
People rather use Cluster where a few at least will do damage.
To make it useful in PvE
1. Cannot be Destroyed only Dodged
2. It destroys the equipment in 1 hit. Turrets \ Medkits
3. Reduces enemy Base armor by 50%
Seeker Cluster Ball
Reduces enemy base armor by 10% before mods.
10% may not sound like a lot but when you have 7 seekers damaging 10 million armor guys. That means total damage is 70 million spread out before mods and gear is calculated.
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