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on: October 07, 2017, 10:15:36 PM
I see your point as much as it vexes me. I play Alicia primarily and I see merit in what you say. The Sargon mines is an area that amplifies on this concept of stalling and allowing the npcs to stack and crush the raiders, especially in the second half. I guess what it comes down to is the raider composition and what steps need to be taken to counter them.
Her ability to be seen no matter where she is on the map is still a disadvantage I still need the understanding to overcome. You can't ambush the opponents, but they can do it to you. I have tried the stay in the air tactic, but teams that know what to do can easily just slaughter you regardless of what you try. I think you are right in her viability and I'm just coming across some teams that really know how to counter antagonist in general. A team that knows how to hunt antagonist is not something that simple to overcome since I do this all the time.
In regard to patients, how do you do that when the enemy can alway see you and in many cases do what I do and crush them when they are susceptible? Really, lets agree that a lot of circumstances that determine how you will do with her depends on the map. An example I come across is the Kuzzman boss battle where the arena is low ground, wide open areas, and not much that allow your wall jump ability to be utilized to the max. You could say to have Kuzzman help, but I have found him unreliable against a team that takes cover often and aggros the boss wherever they please.
To summarize I agree that there is the fault on my part for how I see antagonist mode, but I would still like to see mechanics that can make the mode more interesting and allow different approaches to the game. Say you could direct troops, but the raiders could team-based abilities that they can activate with aleph. Instead of accepting the system as is, why not give it more flexibility to keep it interesting. Thanks for the feedback Jojoe, it stuff like this that can help things improve. Still vexing though.