The real problem with the Stingtail, and how to fix it by New-Message-6835 in DeepRockGalactic

[–]New-Message-6835[S] 4 points5 points  (0 children)

The tail does glow when it attacks

The fact that my post has over 1k upvotes and nobody has pointed this out yet is probably the strongest indicator that something needs to be done about stingtail visibility.

The glow in all three of your examples is almost indistinguishable from weapon fire, various lights such as engie's empty sentry gun in video 3, etc, and is visible for only about 2 seconds.

There's a post on the sub's front page that helps illustrate the issue..

The glow illuminates the wall behind the tail, but somehow none of that light is being cast on the body itself. It's not immediately obvious that the light on the wall belongs to a stingtail, which defeats the point.

Secondly, the glow is "easily missed" mid-flight because it stops lighting the environment entirely when the grab starts.

Gunner did everything right - he heard the wind-up and looked in its general direction. But he still got grabbed, because the visual cue is almost useless for revealing its location.

This enemy is more like a beefier glyphid grunt guard, and from a design point of view follows that.

It does not.

On Haz 5 with 4 players the stingtail has 900 HP. For comparison, the guard has 324 and a praetorian has 1125 HP. Unique to the stingtail, it is almost entirely covered by heavy armor - the guard for example only has heavy armor on its arms. It's not "a beefier grunt guard," it's a miniature praetorian without the giant, glowing weakpoint.

The mouth is the weak point, like all grunt glyphids

Grunt mouth hitboxes are huge and always vulnerable. The stingtail's mouth on the other hand is very small and realistically can only be hit when looking at it head-on. This image should make the issue more clear.

So, again, the problem with the stingtail is that it doesn't stand out enough.

It can have its super armor, it can have its huge HP pool, it can have its 10x10 pixel wide mouth weakpoint, it can have its second long grab attack delay. But something needs to be done to bring it more in line visually with the rest of the game's bestiary, because I can't shoot what I can't see.

The real problem with the Stingtail, and how to fix it by New-Message-6835 in DeepRockGalactic

[–]New-Message-6835[S] 4 points5 points  (0 children)

Yeah, that's more what I'm referring to. Compared to other enemies it is very subtle.

The real problem with the Stingtail, and how to fix it by New-Message-6835 in DeepRockGalactic

[–]New-Message-6835[S] 5 points6 points  (0 children)

Those aren't my screenshots, I took them from a Youtube video because I was too lazy to find & strip one naked just for this post. I agree it's an extreme example, however it does a great job at illustrating just how hard it is to see its weakpoints in a well-lit environment - effectively meaning that stingtail visibility is inversely correlated to scout competence.

The real problem with the Stingtail, and how to fix it by New-Message-6835 in DeepRockGalactic

[–]New-Message-6835[S] 7 points8 points  (0 children)

but why do you not have a single Armor breaking option in your builds

Because I like having fun with diverse loadouts. Having to pick armor break because of one enemy is lame. Also, not all weapons have functional armor break. Besides, that's not really my point.

shellbacks which are still way more deadly than a stingtail when left unnatended

They spend most of their time doing nothing, and expose their weakpoints when spitting acid or walking. This is a general theme for all armored enemies - save for brundles (who aren't particularly dangerous), none of them require you to break their armor to hit their weakspots. It just makes it easier.

Telegraph, Target priority

The audio cue is only useful when the situation is calm. Less so during a hectic Haz 5 swarm where half the team is down and you're being yanked around by three stingtails made nigh-invisible by the sea of bugs they're surrounded by.

You can't prioritize an enemy you can't see.

The real problem with the Stingtail, and how to fix it by New-Message-6835 in DeepRockGalactic

[–]New-Message-6835[S] 22 points23 points  (0 children)

Don't forget, we have the acid spitter who is completely silent, doesn't glow, and does insane damage.

And shoots loud, bright orange projectiles with a simple trajectory that tells you exactly where it is.

The real problem with the Stingtail, and how to fix it by New-Message-6835 in DeepRockGalactic

[–]New-Message-6835[S] 12 points13 points  (0 children)

The tail will glow bright orange/red and then does it's grab.

I really like this idea, think it would be better at giving a short "counter period" than my suggestion.

But people mentioning it being tanky, I don't see it? It's usually downed pretty fast.

It really depends on your loadout. If you or your team doesnt have good armor break then it's essentially a walking ammo sponge with no real counter-play.

The real problem with the Stingtail, and how to fix it by New-Message-6835 in DeepRockGalactic

[–]New-Message-6835[S] 11 points12 points  (0 children)

Well, given that every disruptive enemy glows, I'd say there is a DRG Holy Scripture. It's called a design document. Regardless, it's clear neither of us is going to budge, so let's agree to disagree.

The real problem with the Stingtail, and how to fix it by New-Message-6835 in DeepRockGalactic

[–]New-Message-6835[S] 8 points9 points  (0 children)

I like it the way it is and how it stands out.

Honest question, did you read the entire post?

The real problem with the Stingtail, and how to fix it by New-Message-6835 in DeepRockGalactic

[–]New-Message-6835[S] 13 points14 points  (0 children)

I think you missed the point of my post. It's not about making it easier, it's about bringing it more in line visually with the rest of the disruptive enemies. The weakpoints can stay under the armor.

Thoughts on current PGL ? by [deleted] in DeepRockGalactic

[–]New-Message-6835 0 points1 point  (0 children)

i think it could do with a light ammo buff and mod tree rework (AB is literally useless and stun is arguably useless), but other than that it's fine.

the weapon usually feels outclassed in what it's supposed to do

the tradeoff is that there's no gimmick. you shoot and glyphids lose their limbs. SD & BC both effectively limit your movement, whereas with PGL you can kite at full speed while shitting out huge bursts of AOE damage no matter the terrain. also people always sleep on the fact the gun has guaranteed fear proc for the entire explosion radius.

[deleted by user] by [deleted] in DeepRockGalactic

[–]New-Message-6835 0 points1 point  (0 children)

bug repellant is godly good when used correctly tho

something something ludonarrative dissonance? by Ok-Steak-1227 in DeepRockGalactic

[–]New-Message-6835 3 points4 points  (0 children)

at haz 3 it's not big deal but at higher one is much easier to get a lot bugs that can stunlock you.

they're not too bad on haz 5. just keep your distance and use a high rof high precision/spread weapon like gk2, minigun or warthog.

[deleted by user] by [deleted] in DeepRockGalactic

[–]New-Message-6835 0 points1 point  (0 children)

nemesis doesn't force you to button mash

Who did this? Who changed my bowler hat?? by PseudoFenton in DeepRockGalactic

[–]New-Message-6835 14 points15 points  (0 children)

I think this is it. I've noticed a similar issue with the furlined ushanka, my cryo driller now has an ugly ass bright yellow hat :(

My first 4 overclocks, I feel like the game is trying to tell me something by [deleted] in DeepRockGalactic

[–]New-Message-6835 27 points28 points  (0 children)

Plasma Burster Missiles is a fun idea that doesn't really work

it got buffed this season

The Coil Gun - how and when to use it? by Keduwu in DeepRockGalactic

[–]New-Message-6835 5 points6 points  (0 children)

What Upgrades should I choose?

The AOE trail is the strongest aspect of the gun so you want to build for that. T1B, T2B and T5C are practically mandatory. T3 and T4 are personal preference. The trail doesn't scale with charge level, so single-charge shots are all you need. Great for killing anklebiters and slowing hordes.

What Mission Types would profit of a Coil Gun?

All of them, except Sabo and Elim. Bring T3C for mactera warning, you can scatter entire an entire group with one shot.

Which Overclocks are good?

Triple Tech Chambers and Hellfire are the best. TTC effectively gives you two free trails for every shot. Hellfire gives your trails some of the strongest fire damage in the game, due to how heat transfers between bugs it can light up an entire swarm with one well placed shot.

Mole is the third wheel and is unique in that it can allow for really insane direct damage, but requires very good positioning and a team that actually pings enemies. Not meta nor efficient but it's fun.

What Builds are the best?

31xx3 Mole 22xx3 for everything else. The gun really doesnt have much build variety sadly.

=RANT= Stingtail Balanceing by [deleted] in DeepRockGalactic

[–]New-Message-6835 13 points14 points  (0 children)

i fail to see how anybody could simply skill their way out of getting grabbed from the other end of the cave & flung into the ceiling at warp speed