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Ops Fox
ZionTCD Unclaimed.
272
|
Posted - 2013.06.12 21:29:00 -
[1] - Quote
Simple suggestion, just make them take an = amount of damage to what they kill. and maybe add a Brush Guard module that reduce that to taking 20, 30 and 40% less return damage. |
Scheneighnay McBob
Bojo's School of the Trades
1541
|
Posted - 2013.06.12 22:28:00 -
[2] - Quote
shield/armor resistance = brush guards
But support- for every action, there is an equal but opposite reaction. |
Brutus Va'Khan
Tronhadar Free Guard Minmatar Republic
10
|
Posted - 2013.06.12 22:30:00 -
[3] - Quote
Scheneighnay McBob wrote:shield/armor resistance = brush guards
But support- for every action, there is an equal but opposite reaction. We have a genius in the room. |
Ops Fox
ZionTCD Unclaimed.
275
|
Posted - 2013.06.12 22:31:00 -
[4] - Quote
Scheneighnay McBob wrote:shield/armor resistance = brush guards
But support- for every action, there is an equal but opposite reaction.
I was think more specifically for hitting people not just taking damage in general |
Scheneighnay McBob
Bojo's School of the Trades
1542
|
Posted - 2013.06.12 22:54:00 -
[5] - Quote
Ops Fox wrote:Scheneighnay McBob wrote:shield/armor resistance = brush guards
But support- for every action, there is an equal but opposite reaction. I was think more specifically for hitting people not just taking damage in general Why would I fit a brush guard when I can just activate a hardener that works for more than running people over? |
Terry Webber
Turalyon Plus
111
|
Posted - 2013.06.12 23:10:00 -
[6] - Quote
I just want what OP wants: make LAVs get damage from roadkills. |
Ops Fox
ZionTCD Unclaimed.
275
|
Posted - 2013.06.12 23:25:00 -
[7] - Quote
Scheneighnay McBob wrote:Ops Fox wrote:Scheneighnay McBob wrote:shield/armor resistance = brush guards
But support- for every action, there is an equal but opposite reaction. I was think more specifically for hitting people not just taking damage in general Why would I fit a brush guard when I can just activate a hardener that works for more than running people over?
Ive always thought activating modules was kinda clunky this would be a more passive way of doing it |
Den-tredje Baron
The Unholy Legion Of DarkStar DARKSTAR ARMY
110
|
Posted - 2013.06.12 23:35:00 -
[8] - Quote
REVERT ALL LAVS BACK TO CHROMOSOME EHP LEVEL !! Give normal LAVs a bonus to small turret damage and a standard bonus to turret tracking speed.
Redo LLAVs to instead of have this clunky rep tool make it work liek a traige nanohive just with a range of maybe 30-40 meters. Any kind of dropsuit entering it's radius will begin to get reps. It can then rep as many as there can be in there an of course the driver will get WPs (restricted only by the current repping WP restrictions of course) for his repping duty.
Boom boom now give me some likes |
Cosgar
The Unholy Legion Of DarkStar DARKSTAR ARMY
1445
|
Posted - 2013.06.12 23:41:00 -
[9] - Quote
Just raise the amount of speed you need to OHK someone. You shouldn't be able to run someone over at 2m/s. HP is fine, but pilots should lose WP when their vehicles are destroyed. That way people driving murder taxis will actually try to do something other than using their front bumper to kill someone and put that turret to use. Also, aiming mechanics for turrets need to be reworked. I can count on one hand how many times I've seen someone die to an LAV turret in this build. Hell, one finger... |
ladwar
Dead Six Initiative Lokun Listamenn
611
|
Posted - 2013.06.12 23:55:00 -
[10] - Quote
Ops Fox wrote:Scheneighnay McBob wrote:Ops Fox wrote:Scheneighnay McBob wrote:shield/armor resistance = brush guards
But support- for every action, there is an equal but opposite reaction. I was think more specifically for hitting people not just taking damage in general Why would I fit a brush guard when I can just activate a hardener that works for more than running people over? Ive always thought activating modules was kinda clunky this would be a more passive way of doing it I have only two active modules on Charybdis and ones the infantry repairer guess what the other is. I have no problem with modules. and don't get me wrong I can the methena in the last build for a bit. active modules are not a big pain. |
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Scheneighnay McBob
Bojo's School of the Trades
1542
|
Posted - 2013.06.13 00:01:00 -
[11] - Quote
Ops Fox wrote:Scheneighnay McBob wrote:Ops Fox wrote:Scheneighnay McBob wrote:shield/armor resistance = brush guards
But support- for every action, there is an equal but opposite reaction. I was think more specifically for hitting people not just taking damage in general Why would I fit a brush guard when I can just activate a hardener that works for more than running people over? Ive always thought activating modules was kinda clunky this would be a more passive way of doing it I guess there could be a chassis mod for it- but there should probably be more to it than just reducing head-on collision damage.
Hell, make some chassis to reduce ALL collision damage! time to go make a chassis thread. |
Ops Fox
ZionTCD Unclaimed.
277
|
Posted - 2013.06.13 00:18:00 -
[12] - Quote
Den-tredje Baron wrote:REVERT ALL LAVS BACK TO CHROMOSOME EHP LEVEL !!Give normal LAVs a bonus to small turret damage and a standard bonus to turret tracking speed. Redo LLAVs to instead of have this clunky rep tool make it work liek a traige nanohive just with a range of maybe 30-40 meters. Any kind of dropsuit entering it's radius will begin to get reps. It can then rep as many as there can be in there an of course the driver will get WPs (restricted only by the current repping WP restrictions of course) for his repping duty. Boom boom now give me some likes
Simplest solution works best, the more they change the more that could go wrong with what we have now. Occam razor and Murphy law in practice. just give lav damage for hitting people and see what happens as far as balancing if more is needed afterwords go for it. |
SickJ
sephiroth clones General Tso's Alliance
71
|
Posted - 2013.06.13 04:44:00 -
[13] - Quote
Den-tredje Baron wrote: Redo LLAVs to instead of have this clunky rep tool make it work liek a traige nanohive just with a range of maybe 30-40 meters. Any kind of dropsuit entering it's radius will begin to get reps. It can then rep as many as there can be in there an of course the driver will get WPs (restricted only by the current repping WP restrictions of course) for his repping duty.
Oh man can you imagine having that on a HAV? |
XiBravo
TeamPlayers EoN.
116
|
Posted - 2013.06.13 07:12:00 -
[14] - Quote
Removing lav roadkills are the only solution to this abuse that makes sense.
- Taking damage for roadkill would not be enough to deter it and could be reped away with ease
- Adding cost to mlt lavs would not solve it. Most players don't even think about isk anyone else can afford mlt gear.
- Lower LAV HP this would solve most roadkill issues but would than make lavs not viable again. Especially logi lavs that are supposed to be able to heal during combat.
|
Silas Swakhammer
GamersForChrist Orion Empire
18
|
Posted - 2013.06.13 07:46:00 -
[15] - Quote
XiBravo wrote:Removing lav roadkills are the only solution to this abuse that makes sense. [/list] Incorrect. Reduce acceleration of LLAVS and grant warpoints for their intended purpose. |
XiBravo
TeamPlayers EoN.
117
|
Posted - 2013.06.13 07:48:00 -
[16] - Quote
Silas Swakhammer wrote: Incorrect. Reduce acceleration of LLAVS and grant warpoints for their intended purpose.
Correct. you are incorrect. |
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
145
|
Posted - 2013.06.13 08:45:00 -
[17] - Quote
Simple fix: make the people fly when I hit them, and only hurt them. When I'm going full speed in the road however, your dead. simple.
Peace, Godin |
Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
7
|
Posted - 2013.06.13 09:15:00 -
[18] - Quote
I think everyone agrees there is an issue, I just hope a solution is implemented soon, here's the suggestions that we've seen so far in this thread (and others).
- Taking damage proportional to the type of dropsuit (light frame less damage, heavy frame lots of damage): I find this idea realistic and balanced. If you've ever hit a deer with your car you'll now, I saw a car hit a boar, the car's engine block was toast.. the boar walked off limping. :)
- Driver takes damage (aka whiplash) when he hits a dropsuit, especially at terminal velocity: makes sense.
- Slowing down the car per collision (again, dependent on the frame you hit and at what speed): makes double/triple roadkills less likely
- below a certain speed, roadkill death is impossible. This one is really important, how many times have you been run over in a small space by a guy advancing and reversing at about 10 miles an hour.
- Increase the window size to be able to hit the driver. At the moment, if you're from the front, it is extremely difficult to hit the drivers head with anything without a scope. From the side it's easier, that window should be left alone.
- Decrease hitpoints of LAV's in general. Never really understood why they were increased by 70%, I felt this made a mockery of the entire beta. You could decrease them gradually until you find the sweet spot.
There we go, combining the above or just picking one would be a start - hopefully they'll be as reactive as they were when people cried about tactical AR's.
|
XiBravo
TeamPlayers EoN.
117
|
Posted - 2013.06.13 09:43:00 -
[19] - Quote
^ you forgot my suggestion. Which would also be the easiest to implement. |
Skihids
The Tritan Industries RISE of LEGION
1596
|
Posted - 2013.06.13 10:49:00 -
[20] - Quote
Justicar Karnellia wrote:I think everyone agrees there is an issue, I just hope a solution is implemented soon, here's the suggestions that we've seen so far in this thread (and others).
- Taking damage proportional to the type of dropsuit (light frame less damage, heavy frame lots of damage): I find this idea realistic and balanced. If you've ever hit a deer with your car you'll now, I saw a car hit a boar, the car's engine block was toast.. the boar walked off limping. :)
- Driver takes damage (aka whiplash) when he hits a dropsuit, especially at terminal velocity: makes sense.
- Slowing down the car per collision (again, dependent on the frame you hit and at what speed): makes double/triple roadkills less likely
- below a certain speed, roadkill death is impossible. This one is really important, how many times have you been run over in a small space by a guy advancing and reversing at about 10 miles an hour.
- Increase the window size to be able to hit the driver. At the moment, if you're from the front, it is extremely difficult to hit the drivers head with anything without a scope. From the side it's easier, that window should be left alone.
- Decrease hitpoints of LAV's in general. Never really understood why they were increased by 70%, I felt this made a mockery of the entire beta. You could decrease them gradually until you find the sweet spot.
There we go, combining the above or just picking one would be a start - hopefully they'll be as reactive as they were when people cried about tactical AR's.
Some of that is already in the game:
My LLAV already slows down on a collision. I hit a heavy at moderate speed and stop dead.
I do partial damage to a suit unless I'm driving pretty fast.
Some of your suggestions are just bad:
I disagree with the driver damage. I wear my seatbelt and that's enough to prevent any damage.
Exposing the driver further or reducing the eHP of the vehicle will just make the LAV useless overall. |
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Mortedeamor
Internal Error. Negative-Feedback
72
|
Posted - 2013.06.13 11:39:00 -
[21] - Quote
Ops Fox wrote:Simple suggestion, just make them take an = amount of damage to what they kill. and maybe add a Brush Guard module that reduce that to taking 20, 30 and 40% less return damage. your there ..but not quite...the only way to do this would be to scale the damage the lavs recieve by the type of frame for example..light33% medium 33%and heavy99%....then maybe the number by the lav's res...if the suit has resistances which ccp could apply to things like sentinel suit another reason to go sentinel over amar for forge users...so for example a sentinel suit proto jacked up say has 1300 hp ...25% run over res charybdis tanked all hpand booster max res skills has around 50% res so 1300*.25+325 so charybdis takes 975....now vs mlt lav no res's say 1300 hp.....so we take the res skill 25% and add the 325 to the heavies dmg dealt so 1625 lav dies heavy walks through it....i suppose the proto sentinel should actually has the equivilant of the proto logi lav so...48% now this res stat only applies to runover but i would like it to apply to vehicle damage period..and have runover just be a factor. so even a charybdis should pause when hes thinking about runing over those 3 heavies and theyre logi crossing the street...god forbid one or 2 of them are packing serious av nades |
Garth Mandra
The Southern Legion RISE of LEGION
17
|
Posted - 2013.06.13 11:48:00 -
[22] - Quote
Rather than pulling numbers out of the air why not just base the damage off the HP of the victim? Maybe not 1 for 1 but at least proportional.
Perhaps x hp worth of armour should deal more reciprocal damage than x hp worth of shield?
Also make vehicles deal damage to dropsuits depending on their speed (and weight?) rather than just insta-killing.
Slowing the vehicle down is also a good idea.
I'd like to see dropsuits (whether they survive the collision or not) go flying too. But that would be harder to implement. |
Harpyja
DUST University Ivy League
115
|
Posted - 2013.06.13 12:55:00 -
[23] - Quote
Skihids wrote:Justicar Karnellia wrote:I think everyone agrees there is an issue, I just hope a solution is implemented soon, here's the suggestions that we've seen so far in this thread (and others).
- Taking damage proportional to the type of dropsuit (light frame less damage, heavy frame lots of damage): I find this idea realistic and balanced. If you've ever hit a deer with your car you'll now, I saw a car hit a boar, the car's engine block was toast.. the boar walked off limping. :)
- Driver takes damage (aka whiplash) when he hits a dropsuit, especially at terminal velocity: makes sense.
- Slowing down the car per collision (again, dependent on the frame you hit and at what speed): makes double/triple roadkills less likely
- below a certain speed, roadkill death is impossible. This one is really important, how many times have you been run over in a small space by a guy advancing and reversing at about 10 miles an hour.
- Increase the window size to be able to hit the driver. At the moment, if you're from the front, it is extremely difficult to hit the drivers head with anything without a scope. From the side it's easier, that window should be left alone.
- Decrease hitpoints of LAV's in general. Never really understood why they were increased by 70%, I felt this made a mockery of the entire beta. You could decrease them gradually until you find the sweet spot.
There we go, combining the above or just picking one would be a start - hopefully they'll be as reactive as they were when people cried about tactical AR's.
Some of that is already in the game: My LLAV already slows down on a collision. I hit a heavy at moderate speed and stop dead. I do partial damage to a suit unless I'm driving pretty fast. Some of your suggestions are just bad: I disagree with the driver damage. I wear my seatbelt and that's enough to prevent any damage. Exposing the driver further or reducing the eHP of the vehicle will just make the LAV useless overall. ^^ I've even had cases where I come to a dead stop and my rear wheels come off the ground and my front bumper rams into the ground after hitting medium and heavy dropsuits.
I've been shot out of my Charybdis more times than I would prefer! So no to increasing the 'windows'. |
Scheneighnay McBob
Bojo's School of the Trades
1553
|
Posted - 2013.06.13 14:21:00 -
[24] - Quote
Harpyja wrote:Skihids wrote:Justicar Karnellia wrote:I think everyone agrees there is an issue, I just hope a solution is implemented soon, here's the suggestions that we've seen so far in this thread (and others).
- Taking damage proportional to the type of dropsuit (light frame less damage, heavy frame lots of damage): I find this idea realistic and balanced. If you've ever hit a deer with your car you'll now, I saw a car hit a boar, the car's engine block was toast.. the boar walked off limping. :)
- Driver takes damage (aka whiplash) when he hits a dropsuit, especially at terminal velocity: makes sense.
- Slowing down the car per collision (again, dependent on the frame you hit and at what speed): makes double/triple roadkills less likely
- below a certain speed, roadkill death is impossible. This one is really important, how many times have you been run over in a small space by a guy advancing and reversing at about 10 miles an hour.
- Increase the window size to be able to hit the driver. At the moment, if you're from the front, it is extremely difficult to hit the drivers head with anything without a scope. From the side it's easier, that window should be left alone.
- Decrease hitpoints of LAV's in general. Never really understood why they were increased by 70%, I felt this made a mockery of the entire beta. You could decrease them gradually until you find the sweet spot.
There we go, combining the above or just picking one would be a start - hopefully they'll be as reactive as they were when people cried about tactical AR's.
Some of that is already in the game: My LLAV already slows down on a collision. I hit a heavy at moderate speed and stop dead. I do partial damage to a suit unless I'm driving pretty fast. Some of your suggestions are just bad: I disagree with the driver damage. I wear my seatbelt and that's enough to prevent any damage. Exposing the driver further or reducing the eHP of the vehicle will just make the LAV useless overall. ^^ I've even had cases where I come to a dead stop and my rear wheels come off the ground and my front bumper rams into the ground after hitting medium and heavy dropsuits. I've been shot out of my Charybdis more times than I would prefer! So no to increasing the 'windows'. Yep. The biggest issue last build with LAVs was that eHP of the LAV doesn't matter when an AI blaster turret still headshots you out of the driver's seat every time. |
Skihids
The Tritan Industries RISE of LEGION
1600
|
Posted - 2013.06.13 14:31:00 -
[25] - Quote
Honestly, my kill count has dropped quite a bit over the past couple weeks as people wise up.
I don't find many mercs playing in the street any more and most are sticking near enough to cover or hills that they can get away before I can get to them. Light and medium frame suits do a good job of jumping and dodging as they run to cover so I miss a lot of them too.
I've lost more LAVs to getting stuck or tipped over as I try for the harder to get players. |
Ops Fox
ZionTCD Unclaimed.
279
|
Posted - 2013.06.13 15:35:00 -
[26] - Quote
I thought it would be simplier to just do it like iif you hit a scout with 170 hp and kill him the LAV take 170 damage, if you hit a heavy with 500 hp and kill him you take 500 damage. if that same heavy were to lets say be injured and only have 300 hp at the time you run him over the LAV would only take 300.
This would be the simplist solution and would take into account any new suits or different fits, i mean wouldn't a heavy covered in complexe plates cause more damage than a vanilla heavy, even though they are both Heavy suits.
I think just dealing the damage delt back on to the LAV is the quickest and simplest solution and then we can add or take away more things. The more things we change the more we risk ruining the current balance so changing as little as possible is important and this would get the most reaction for the smallest actual change. |
Munin-Frey
Fish Spotters Inc.
7
|
Posted - 2013.06.13 16:50:00 -
[27] - Quote
I like the LAV taking the same amount of damage they inflict. It is good and simple. Although I haven't seen any dev blogs about it I can safely say that LAVs have already had some of the changes: The "bumper" is smaller so it's harder to hit people, they stop when they hit a heavy, and they don't instakill people when going slow like they used to. Also, they die super easy to AV grenades when they get slowed down.
What I really really really want is for the turrets to be useful. Better aiming and a shield so you don't get shot instantly when trying to use them. |
RoundEy3
Condotta Rouvenor Gallente Federation
62
|
Posted - 2013.06.13 17:49:00 -
[28] - Quote
I honestly don't see how there can be so many consistent complaints about being run over by lavs. It's never been something I've even taken seriously.
I mean there is a near free militia AV fit that will destroy most lav's end of story. I do not see how one could be run over more than twice in a row before they're like f**k it I'm blowing that sunuva b***h up.
How? Just how do LAV's ruin these peoples' days soo much????
Swarm Launchers... use em |
Silas Swakhammer
GamersForChrist Orion Empire
19
|
Posted - 2013.06.13 18:23:00 -
[29] - Quote
People need to stop calling for nerfs for LAVs when the real issue is that they simply refuse to adapt. Well, maybe not the real issue. Cause the real issue is that LLAVs aren't used for their intended purpose, cause their's no incentive for their intended purpose.
Also, that other poster was right on the money: what does LAV mean? |
RoundEy3
Condotta Rouvenor Gallente Federation
62
|
Posted - 2013.06.13 18:23:00 -
[30] - Quote
Silas Swakhammer wrote:Well, maybe not the real issue. Cause the real issue is that LLAVs aren't used for their intended purpose, cause their's no incentive for their intended purpose.
Also, that other poster was right on the money: what does LAV mean?
Light Assault Vehicle
Also, I can't agree with the whole intended purpose argument. Any piece of equipment brought to the battle field is intended to help you win the fight. Running people over helps win the fight. Intended purpose right there. |
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NextDark Knight
Hellstorm Inc League of Infamy
24
|
Posted - 2013.06.13 18:42:00 -
[31] - Quote
LAVs are fine as is.. The more people in them. The more warpoints for me. |
Anarchide
Greedy Bastards
81
|
Posted - 2013.06.13 18:52:00 -
[32] - Quote
NextDark Knight wrote:LAVs are fine as is.. The more people in them. The more warpoints for me.
...I used to be a Merc like you, then I took an LAV in the knee. |
xKainx Death
Algintal Core Gallente Federation
0
|
Posted - 2013.06.27 04:53:00 -
[33] - Quote
The one thing that is starting to p-i-s-s me off to the point of not playing this game. Is in the middle of a gun fight and then I get ran over. I wouldn't care if I get some damage I would be good with that. I also like spawning in and then here comes the LAV. |
Lightning Bolt2
DUST University Ivy League
10
|
Posted - 2013.06.27 07:15:00 -
[34] - Quote
Skihids wrote:Justicar Karnellia wrote:I think everyone agrees there is an issue, I just hope a solution is implemented soon, here's the suggestions that we've seen so far in this thread (and others).
- Taking damage proportional to the type of dropsuit (light frame less damage, heavy frame lots of damage): I find this idea realistic and balanced. If you've ever hit a deer with your car you'll now, I saw a car hit a boar, the car's engine block was toast.. the boar walked off limping. :)
- Driver takes damage (aka whiplash) when he hits a dropsuit, especially at terminal velocity: makes sense.
- Slowing down the car per collision (again, dependent on the frame you hit and at what speed): makes double/triple roadkills less likely
- below a certain speed, roadkill death is impossible. This one is really important, how many times have you been run over in a small space by a guy advancing and reversing at about 10 miles an hour.
- Increase the window size to be able to hit the driver. At the moment, if you're from the front, it is extremely difficult to hit the drivers head with anything without a scope. From the side it's easier, that window should be left alone.
- Decrease hitpoints of LAV's in general. Never really understood why they were increased by 70%, I felt this made a mockery of the entire beta. You could decrease them gradually until you find the sweet spot.
There we go, combining the above or just picking one would be a start - hopefully they'll be as reactive as they were when people cried about tactical AR's.
Some of that is already in the game: My LLAV already slows down on a collision. I hit a heavy at moderate speed and stop dead. I do partial damage to a suit unless I'm driving pretty fast. Some of your suggestions are just bad: I disagree with the driver damage. I wear my seatbelt and that's enough to prevent any damage. Exposing the driver further or reducing the eHP of the vehicle will just make the LAV useless overall.
I was just about to quote Justicar and tell him that he's an AR stupid who thinks thier AR is supposed to be the only useable weapon in the game (so far its well on track ) wanting LAVs to be only usable for troop transport and be impossible to hit a stray scout without killing myself. just carry AV nades with you or TRY speccing into AV and see how easy they pop! |
I-Kick-Ass For-The-Lord
Ametat Security Amarr Empire
0
|
Posted - 2013.06.27 10:03:00 -
[35] - Quote
Lightning Bolt2 wrote:I was just about to quote Justicar and tell him that he's an AR stupid who thinks thier AR is supposed to be the only useable weapon in the game (so far its well on track ) wanting LAVs to be only usable for troop transport and be impossible to hit a stray scout without killing myself. just carry AV nades with you or TRY speccing into AV and see how easy they pop!
I guess this whine thread is not about making LAVs useless. That would be completely pointless. The problem is that LAVs are currently used primarily as roadkill hunters, which is most probably not their intended purpose. If vehicles in DUST follow some basic real-world concepts (and I think they should), then this situation would be like, say, US troops in WWII using Jeeps primarily to roadkill enemy troops. Although I'm not an WWII expert, I very much doubt that was the case.
Futhermore, it seems very unrealistic that a LAV can just bump and insta-kill a person wearing a piece of equipment that can stop supercharged plasma, hypervelocity slugs and whatnot. Driving full speed and insta-killing - that's fine. But I've been in quite a few situations where a LAV was at full stop 10m away from me, and then accelerated towards me and killed me. That's crappy. |
Robert JD Niewiadomski
NULLIMPEX INC
221
|
Posted - 2013.06.27 10:26:00 -
[36] - Quote
Me copying and pasting myself again, sorry. We could use our inertia dampeners to protect ourselves from vehicle impact. If only we could activate them at will and not during fall only. Tap X for jump, hold X for dampeners... If you are bad at predicting impact you still loose...
It would have no effect on slowly moving (compared to vehicles) mercs. Only high inertia would be dampened by it. Like we have it during free fall now.
Have you ever happened to break into pieces an "earthworm" jelly candy by holding it on one end and slapping it on the table fast? It will break at least in half. If you squeeze it slowly nothing bad will happen. But it "hardens and stiffen" upon impact.
Same for dampeners. No worry over abussing it imho...
One should not be able to move or shoot upon activating dampeners. Don't know about taking no damage from shots. But should not be invincible to melee or nova knife for sure |
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