Any word on fixing grenade spam and near impossible to kill NPC's in FPS missions, regardless of level?

Odd since patch 2 I have not had as much grenade spam as was getting in the earlier versions.
Used to have 4 or 5 NPC's all throwing grenades at once, now they seem to throw them individually so its not just a synchronized grenade spam event.

Also as have upgraded armor a couple of grades now, so survive a bit better as well and can take a few grenade hits.
 
I was in a CZ the other day with a friend in a ship doing "close air support" for the laughs. They were the most dangerous thing for me in that battlefield by a wide margin. One misplaced rocket and you're in that dropship again, spawning in. It was really funny.
Yeaaah, it's best for CAS to stick to spawncamping the dropships.

I tried intercepting the dropships in the air and blowing them up before they reached the ground, but they're pretty tanky even without evading. I burned my way through a full set of multicannon ammo on a corvette just to clear a low zone, and even then it seems that blowing up the dropships just makes them drop the troops in midair - sure, it can end up dropping them like half a klick from the zone so they have to spend ages hoofing it over there so that does let your guys have some breathing room to capture the points, but it's not really worth it.

Plus there was one guy left at the end of the zone who didn't go in and I couldn't shoot from the air as I didn't have explosives. I ended up having to switch to the fighter and ram him.
 
The combat is different for sure. To some extent my early whining was just whining but there is one aspect I'm still standing on as needing adjustment. That's the threat level and the numbers. Being told "just take low threat missions" then going to a T2 and getting I'm pretty sure 14 enemy to take on is just outrageous. ESPECIALLY as it will be the noobs that don't know the ropes that will take those T0/1/2 missions. The guy that heads into that and opens up with his G1 laser, G1 suit, and G1 rifle as he saw in the videos is going to get curb stomped like instantly. I know. My very first settlement mission was a T2. The mob chased me onto a roof with no health packs left and 1 battery. Then they circled my ship and blew it up, and killed me as I raced to save it. That's actually an awesome event, but not what one expects in a "green" T2 mission. If I had taken on a 4 and that happened.... cool, I was too big for my britches. In a T2 that seems - punishing.

The numbers in low threat missions are what makes or breaks it. The Executioner is just about mandatory not to end up with all 14 aggro'd and coming at you. I think some changes there would go a long way to making things less rage-inducing than they are now. Thing is when the numbers were a bit more reasonable in my early combat then it went from overwhelming to challenging but approachable. That not surprisingly was FUN. That's what the threat levels should do, let you select reasonable challenges for your skill level.

I do like the randomness of the encounters to some extent so I don't really want that to go away. I like that sometimes a T3/4 settlement power up comes with no opposition but then I'm on edge the whole time in that Mav suit listening for a drop ship. It's fun sometimes to try and kill the fewest I need to in order to power up the settlement and get the heck out of there. I just think they need to set some better caps on the numbers for those low threat missions and let the players get some success in that is not just. "Open a crate and come back" as the only missions they can do or "just use the SRV".
 
Uh huh.. whatever you say.. You are wrong however. Completely.. It has nothing to do with jumping around and running away.. When NPC's continually lob grenades one after the other non stop, that is a bug. PERIOD. Using them here and there or in certain situations, sure.. But just constantly throwing them without any hesitation even after they just threw one, that is a bug. PERIOD.
Hammer Bros confirmed.
 
I do like the randomness of the encounters to some extent so I don't really want that to go away. I like that sometimes a T3/4 settlement power up comes with no opposition but then I'm on edge the whole time in that Mav suit listening for a drop ship. It's fun sometimes to try and kill the fewest I need to in order to power up the settlement and get the heck out of there. I just think they need to set some better caps on the numbers for those low threat missions and let the players get some success in that is not just. "Open a crate and come back" as the only missions they can do or "just use the SRV".
Getting stomped on a lot taught me that the energy tool and overload is great way to clear a path by taking out the odd few with the overload, to sneak into the power room.

But if get spotted as miss timed a move it does end up as a fire fight, luckily now have keybinds for the med and energy packs, I don't now come to a stand still while trying to use them.

but still end up doing the 'run away' tactic a lot, until my shield regens and can get the enemies separated a bit so can take them out easier.
I only have G3 un-engineered gear (all manually upgraded) but like to use the 'TK Aphelion G3' as my primary weapon with mu upgraded Maverick G3 suit.
once weapon was upgraded it does reasonable damage with quite a good range.

But agree sometimes seems to be a lot of enemies to deal with around 12 usually on level 3 or 4 restore missions, if lucky they not all grouped together.
 
The combat is different for sure. To some extent my early whining was just whining but there is one aspect I'm still standing on as needing adjustment. That's the threat level and the numbers. Being told "just take low threat missions" then going to a T2 and getting I'm pretty sure 14 enemy to take on is just outrageous. ESPECIALLY as it will be the noobs that don't know the ropes that will take those T0/1/2 missions. The guy that heads into that and opens up with his G1 laser, G1 suit, and G1 rifle as he saw in the videos is going to get curb stomped like instantly. I know. My very first settlement mission was a T2. The mob chased me onto a roof with no health packs left and 1 battery. Then they circled my ship and blew it up, and killed me as I raced to save it. That's actually an awesome event, but not what one expects in a "green" T2 mission. If I had taken on a 4 and that happened.... cool, I was too big for my britches. In a T2 that seems - punishing.

The numbers in low threat missions are what makes or breaks it. The Executioner is just about mandatory not to end up with all 14 aggro'd and coming at you. I think some changes there would go a long way to making things less rage-inducing than they are now. Thing is when the numbers were a bit more reasonable in my early combat then it went from overwhelming to challenging but approachable. That not surprisingly was FUN. That's what the threat levels should do, let you select reasonable challenges for your skill level.

I do like the randomness of the encounters to some extent so I don't really want that to go away. I like that sometimes a T3/4 settlement power up comes with no opposition but then I'm on edge the whole time in that Mav suit listening for a drop ship. It's fun sometimes to try and kill the fewest I need to in order to power up the settlement and get the heck out of there. I just think they need to set some better caps on the numbers for those low threat missions and let the players get some success in that is not just. "Open a crate and come back" as the only missions they can do or "just use the SRV".
Agreed. The Threat levels are a problem. I did a “Threat 2“ raid on scavengers, and there were 11, plus a drop ship showed up when I was doing some looting. (I guess that’s on me; I could have left earlier.)

I guess it’s reasonable that a raid would have more scavengers than a power up mission, but “threat 2“ is not a realistic description of 11 scavengers.

(I blew them up from my ship, so I wasn’t exactly concerned. 😀)
 
Agreed. The Threat levels are a problem. I did a “Threat 2“ raid on scavengers, and there were 11, plus a drop ship showed up when I was doing some looting. (I guess that’s on me; I could have left earlier.)

I guess it’s reasonable that a raid would have more scavengers than a power up mission, but “threat 2“ is not a realistic description of 11 scavengers.

(I blew them up from my ship, so I wasn’t exactly concerned. 😀)
My guess it's not just the number of scavvies per threat level, but also what mix. For instance, were there any sharpshooter in the mix? How many? I suspect there's differences in the AI as well, so their behavior might change with TL.
 
My guess it's not just the number of scavvies per threat level, but also what mix. For instance, were there any sharpshooter in the mix? How many? I suspect there's differences in the AI as well, so their behavior might change with TL.
They were the kind of scavengers that stand in the open firing kinetic weapons at a ship with two size 2 hard points equipped with missiles. 😀
 
They were the kind of scavengers that stand in the open firing kinetic weapons at a ship with two size 2 hard points equipped with missiles. 😀

Yeah, my Python with 3 missile racks is for those #$#$* this moments. "Sure pumpkin... keep firing that laser rifle, you've aaaallllllmmmmmost got me. No wait, you're mist now". They are even more precious than the DBX's that interdict my Cutter.
 
A lot of good advice has been given here. I won't repeat what people have said but add a little something;

Pay attention to what class the NPCs are and plan accordingly, from what I gather, (correct me if I'm wrong)

  • Commando - Assualt Rifles - Powerful at mid-range MAKE USE OF COVER. (They tend to shoot at the cover and waste ammo, get them reloading)
  • Striker - Shotguns - Powerful at short-range KEEP DISTANCE (Their shotguns are weak at a range)
  • Scouts - SMGs - Good at short/mid-range PAPER THIN SHIELD/HEALTH
  • Sharpshooters - Snipers. - Powerful at long-range USE COVER AND CLOSE THE DISTANCE (forces them to use pistol).
 
Ok, so I finally had a situation where the scavvies were grenade spamming me. Really annoying. Basically 1-2 grenades every 3-4 seconds, and they always got the grenade where I was. Really skilled throwers all of them. Took me forever, but exterminated the first wave. Then I went to my ship to change costume--since I have the tool necessary for re-powering in my other suit--and while doing that, dropship with more grenade spammers. sigh And the door bell rings in the house, and I have to figure out how to save myself quickly, so I get to my ship, leave, safe, but now I have to go back and probably do all of it all over again. Bleh. Oh, well. I don't want it changed, but it was seriously annoying with the constant fire in hole and throw a grenade. At one point I had like 3 grenades thrown at me at the same time. I estimate about 20-30 grenades (maybe even more) in about 10-15 minutes combat, or so, total. Luckily, no sharpshooter... no, wait, one, which I got early on. Anyway. True grenaspam experience. Got the T-shirt.
 
It not only sounds easy, it is.

Appreciate not everyone's skillcap is the same but the FPS elements of EDO are not exactly the most complicated by any stretch.
I mean if they lower the skill cap required for this part of the game you may as well have a Bubble Gun and throw out some friendly waves instead. o/
If they nerf it, we'd end up shooting with nerf guns. :D
 
@the100thmonkey Thanks for your well thought out response. I should at least explain some of my thinking in response.
Has anyone actually said that? I don't think they have. What people have responded to, in this thread and elsewhere, is people saying that the combat is too difficult and therefore is not fun. Alternatively, they have said that in order to succeed in combat they have to do things they find not to be fun, which is a personal opinion. In the case of the latter, personal playstyle is sufficient to explain it, IMO. For instance, I have no idea how someone can play a Battlefield game as a sniper humping a hill 400m away from the nearest flag and get 4 kills per round. Clearly, however, some people enjoy it enough to spend their time doing it.
This is a fair point. I'm somewhat hijacking the thread here. I think it was the third of fourth response that triggered me writing mine. I've taken on the FPS combat as my crusade, so I am always thinking about it.

You make a comment later about your strawman reference, but I'm not sure how to interpret it, to be honest. If you're introducing it into the argument in order to get someone to defend the proposition, you're asking people to defend a proposition they haven't actually made. If you introduced it into the argument because you really believe people have said that, and think it's an illogical argument, then it doesn't take your argument further -- people haven't said it.
Not a specific response. It's why I called it a Strawman. A lot of arguments can be boiled down to "The combat is good. You just have to get good at it."
Is there one single response that truly encompasses the Strawman? I haven't looked through every post in this thread, there are a few on the first page that brush close.
The Strawman has definitely been made in other threads. I understand that it is not this thread specifically.


TTK is rather high, but that works both ways - I think it's intentional so that the forum dads* players who aren't particularly experienced with FPS combat aren't just outright slaughtered: The first thing to learn is how to not die, and a high TTK/TTD does help with that - the lower the TTK, the more players will perceive combat as punishing. I wouldn't oppose a somewhat lower TTK, but I'm not sure the devs want their first foray into FPS combat to be perceived as instagib OP trolling. Perhaps this goes some way towards explaining your dissatisfaction with TTK that you express. Other people have discussed what they like about combat, either explicitly or implicitly, by making guides, responding to posts and trying to help people git guder (and there is room for suggesting that someone become better at combat in discussions about combat in Odyssey.)
Only Frontier will know for sure, but I am thinking along the same lines as you. It might have been designed this way to help certain players learn. But it also might have been to incentivize the Grind.

One good argument for that assumption is that there isn't much to do outside of the grind. Not so much that there literally isn't, but that Frontier thinks there isn't. So they create the Grind and pad the grind so that players are stuck in a loop.

In the case that you present. I wouldn't necessarily agree that it teaches players not to die, at least, not effectively. It might actually get them locked in bad habits(not using cover, not using shield generator grenades). I find this the case personally.
The Soulsborne types of games have the opposite approach, but with the same end. You typically learn pretty quickly how to not die, or determine that the game isn't for you.

I read your post before (and disagreed with some aspects of it at the time but didn't respond). With regard to CZs as the centre of balance, I don't agree: Scavengers are frankly squishy. Conflict zones can (and arguably should) be much more difficult. It's much easier to manage how the NPCs engage you in a massacre mission than it is in a CZ. The Vulture drops can be brutal - one minute you're capping a flag and reloading, the next you're fighting off 6 soldiers on your own. I'd also point out that there may be design and use decisions you haven't considered. I did my first few raids and CZs to understand their mechanics; I only really do them now in a targeted manner to support minor factions. In that respect, even a trivially easy mission to massacre scavengers is interesting and fun because it furthers my goals in other ways. Maybe try a speedrun? My current record is less than two minutes in combat to kill 7 scavs. You've been grinding - you said so yourself.
I actually disagree here. I have done a lot of Combat Zones in the Alpha. Not much has changed about CZs since the Alpha, or at least nothing game changing, so I think those experiences are still valid. Although, I will admit that I didn't necessarily bring up the fact that I did a lot of CZs in any my posts. That was my mistake.
Combat Zones will be populated by enemies of all Ranks 1 through 5. I've seen and fought rank 5, but I have never actually seen rank 4. I am assuming that if there are ranks, 1, 2, 3 and 5, that rank 4 has got to be in there somewhere.
Scavengers are usually Ranks 1 through 3.

You might have been fighting low ranked Scavengers and high ranked Combat Zones. In my experience, there was no noticeable difference between the same rank in combat zone or outside of one. In terms of AI, equipment, or TTK.
I generally found Combat Zones to be less frustrating then combat outside of Combat Zones.

What I have been doing most recently, is raiding Anarchy settlements, solo(not scavengers, but it is similar enough).
 
  • Sharpshooters - Snipers. - Powerful at long-range USE COVER AND CLOSE THE DISTANCE (forces them to use pistol).
I'd add it's worth noting that their pistol is the Plasma pistol which still packs a punch.

I'd also throw in:
  • if the enemy(ies) use Kinetic weaponry; and
  • There's no enemies using energy or plasma weapons; and
  • You have full shields

...you can afford to be a bit more fearless. Kinetics are quite weak vs shields, so you can stay out of cover and continue hosing the target with either the Plasma Rifle/Pistol for a quick kill.

Being shieldless and facing energy weapons is a different beast though. You can soak a fair bit of damage, but it's permanent and won't regenerate like shields (unless you pop a medkit). This might not seem like a problem, but less health means if you fluff it up and cop a big hit from a shotgun, you're likelihood of survival reduces greatly.
 
Ok, so I finally had a situation where the scavvies were grenade spamming me. Really annoying. Basically 1-2 grenades every 3-4 seconds, and they always got the grenade where I was. Really skilled throwers all of them. Took me forever, but exterminated the first wave. Then I went to my ship to change costume--since I have the tool necessary for re-powering in my other suit--and while doing that, dropship with more grenade spammers. sigh And the door bell rings in the house, and I have to figure out how to save myself quickly, so I get to my ship, leave, safe, but now I have to go back and probably do all of it all over again. Bleh. Oh, well. I don't want it changed, but it was seriously annoying with the constant fire in hole and throw a grenade. At one point I had like 3 grenades thrown at me at the same time. I estimate about 20-30 grenades (maybe even more) in about 10-15 minutes combat, or so, total. Luckily, no sharpshooter... no, wait, one, which I got early on. Anyway. True grenaspam experience. Got the T-shirt.
I know I'm necroing, but it was amusing how the one poster (you) who actually shared the same experience chimed in and was largely ignored, while a plethora of posters who were clueless about what "grenade spam" actually was spent most of the thread patting each-other on the back and insulting those who had actually experienced the issue - even going to the rather passive-aggressive approach of writing "guides to be "helpful". Guides which, somewhat ironically, were completely irrelevant to the issue at hand.

Anyways, the only solution to grenade spam situations where 5-6 NPCs throw grenades with pin-point accuracy is to move constantly.

The complaint is of course not the difficulty. Grenades spam in the open (aka. not bases) is one of the few times that the FPS content is actually challenging. It is rather that there is a very large disconnect between the NPCs ability to shoot and their ability to throw grenades. So you can run completely harmfree between 5-6 NPCs firing at you, but those same useless grunts which can't land a bullet between them will throw grenades with inerrant precision. It is yanky game behavior.
 
Anyways, the only solution to grenade spam situations where 5-6 NPCs throw grenades with pin-point accuracy is to move constantly.
This is a rule for FPS combat in general, especially when you're outnumbered.

Never be not moving.

This applies to ED's stealth as well. Even if you haven't aggroed the entire base, if you end up shooting a guy with a nonsilent weapon (or they return fire on you) then MOVE. Doesn't matter if you get seen by someone that's still cautious/yellow as long as they don't see you standing next to the body. They'll run towards you and tell you to stop for a scan if they get close enough to yell.

But you can avoid that too if you just keep moving. They never move faster than the basic run when they're merely suspicious, so you can just lead them off. Run around a building. Break line of sight, then break line of sight with the place where you broke line of sight. Then break line of sight with that spot too. Only be still when you're sure nobody is going to walk in and find you.

And even then - why be still? You waiting for a containment unit to open or something? Come on pal you're here for a reason ain'tcha, you can sit down when you're back in your ship.
 
Just a warning you're going to get alot of replies on how you're terrible at the game and you don't know what you're talking about- a lot of facetious faux-intellects with snarky remarks implying their superiority at everything.
Pseudo-profundity is a good word I like to use too
 
NPC grenade accuracy is where I'd expect it to be, meaning it still sucks because they have no ability to anticipate where my CMDR will be when the grenade explodes.
 
I know I'm necroing, but it was amusing how the one poster (you) who actually shared the same experience chimed in and was largely ignored, while a plethora of posters who were clueless about what "grenade spam" actually was spent most of the thread patting each-other on the back and insulting those who had actually experienced the issue - even going to the rather passive-aggressive approach of writing "guides to be "helpful". Guides which, somewhat ironically, were completely irrelevant to the issue at hand.

Anyways, the only solution to grenade spam situations where 5-6 NPCs throw grenades with pin-point accuracy is to move constantly.

The complaint is of course not the difficulty. Grenades spam in the open (aka. not bases) is one of the few times that the FPS content is actually challenging. It is rather that there is a very large disconnect between the NPCs ability to shoot and their ability to throw grenades. So you can run completely harmfree between 5-6 NPCs firing at you, but those same useless grunts which can't land a bullet between them will throw grenades with inerrant precision. It is yanky game behavior.

Congrats on a 2 year necro.

Anyway, certain posters made the assumption that "Grenade Spam" was the result of a bug that made NPG to have infinite grenades (which is not the case and never was) - and they were mocked for that and were advised to git gut
The truth is if 4 guards are attacking you and they're throwing 4-6 grenades at you, that's perfectly plausible - a dominator can carry 3 frags and 3 emps - and while not all guards will throw grenades (snipers wont) most will

Same discussion happened in the past, more than once, in Horizons where NPCs were accused of cheating by having infinite chaff or infinite SCBs etc - which again - it's not true
 
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