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6/21/2025, 8:31:42 PM
>>528301837
My take on fleshmobs, they're a retard check. But not against fleshmobs themselves. They're a retard check against the watchers. There's no good efficient way to kill fleshmobs. They're just fat stacks of HP. With other enemies there are achilles heels that you can target to defeat them both quickly and with a minimal expenditure of ammo. But fleshmobs are just HP bloat. Some weapons like ABRL, WASP, and AC can kill them quickly, but at a sizeable ammo cost. Laser weapons can kill them ammo efficiently thanks to providing ranged ways to ignite targets, but it's still a time inefficient way to kill them. Fortunately they're not exceptionally common as ambient enemies. There might be two in a patrol, or four in a POI/objective. All pretty easy to keep under control. But during a reinforcement wave a good 8-12 of the fucking things can spawn, and that can just overwhelm your ammo supply as an individual.
Compared to marauders and every bug that can call for backup, watchers are both extraordinarily rare and extraordinarily conspicuous with their disco lights. But retards still manage to run off and pose for selfies with the damn things. Perhaps they still haven't realized that watchers are the only enemy that can call for backup. Because of this shitters are a MUCH bigger detriment to a team vs squids than vs bugs or bots. When you have a shitter or two running around both triggering reinforcement waves AND failing to contribute meaningful damage vs those reinforcements, then you reach a situation where eventually there's just mathematically too much HP bloat for one or two good players to chew through. We just don't have enough gun to keep up with maximum reinforcement rate fleshmob spam.
Pay attention to your games. There is a night and day difference between games where your teammates just spend 2-3 bullets killing the watchers when they appear, and those where they trigger reinforcements constantly.
My take on fleshmobs, they're a retard check. But not against fleshmobs themselves. They're a retard check against the watchers. There's no good efficient way to kill fleshmobs. They're just fat stacks of HP. With other enemies there are achilles heels that you can target to defeat them both quickly and with a minimal expenditure of ammo. But fleshmobs are just HP bloat. Some weapons like ABRL, WASP, and AC can kill them quickly, but at a sizeable ammo cost. Laser weapons can kill them ammo efficiently thanks to providing ranged ways to ignite targets, but it's still a time inefficient way to kill them. Fortunately they're not exceptionally common as ambient enemies. There might be two in a patrol, or four in a POI/objective. All pretty easy to keep under control. But during a reinforcement wave a good 8-12 of the fucking things can spawn, and that can just overwhelm your ammo supply as an individual.
Compared to marauders and every bug that can call for backup, watchers are both extraordinarily rare and extraordinarily conspicuous with their disco lights. But retards still manage to run off and pose for selfies with the damn things. Perhaps they still haven't realized that watchers are the only enemy that can call for backup. Because of this shitters are a MUCH bigger detriment to a team vs squids than vs bugs or bots. When you have a shitter or two running around both triggering reinforcement waves AND failing to contribute meaningful damage vs those reinforcements, then you reach a situation where eventually there's just mathematically too much HP bloat for one or two good players to chew through. We just don't have enough gun to keep up with maximum reinforcement rate fleshmob spam.
Pay attention to your games. There is a night and day difference between games where your teammates just spend 2-3 bullets killing the watchers when they appear, and those where they trigger reinforcements constantly.
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