OK, I went a little hyperbolic with the topic name but I do think they are overpowered.
For obvious reasons I was fooling around with Mechanic in Escape the other day (a class I never take) with Custom Robotics on (something I have no reason to do in Horde). I’d picked up an EMBAR at the initial balcony of The Split and sniped one of the Deadeyes across at the second balcony, and when its death animation finished, it exploded and killed the full health drone next to it.
This was just Escape tuning on Beginner, and since I had the EMBAR weapon out, the explosion damage must have been boosted by the card. But still it made me wonder: why should a silly death explosion do damage at all, let alone be so powerful?
Lambent are the worst, where it’s a guaranteed self-down if you’ve got any poisons applied, even after a Lancer execution kicks them away. OK, I get that Lambent explosions is their gimmick, so I can see the argument for making damage a penalty for forgetting and meatshielding them. But a guaranteed full down unless you have stim or class damage resistance?
And the seemingly 5 mile radius for Reject, DR-1, Shock Tracker death stuns that mandate defenselessness and dropping heavy weapons?
I can accept something like a giant Carrier gore explosion (once they thankfully seemed to have fixed the frequent bugs where you were permanently stunned by boss deaths) since those are big, bloated, and rare. Everything else, I personally think should be toned down.
I didn’t realize Lambent were in Escape. Makes me wish more than ever that I had half-decent internet. But WTF, you can down and meatshield them? Nice
Agreed that Carriers/Snatchers/Pouncers should deal explosion damage upon their deaths (even if it’s minimal and just creates an area-denial patch of ooze). But there are too many enemies in Campaign that cause minor stuns when they explode. I hope TC leaves the small amount of damage and the character’s grunt when such a minor enemy dies, but remove most of the stun animations.
Though, please remember that headshotting a Deebee leaves their powerpacks intact, causing much larger explosions when they die. And that’s a decent game mechanic.
Sorry, my poor post organization was undoubtedly misleading. I don’t believe Lambent are in Escape anywhere, unfortunately (I certainly would welcome more enemy variety like that, though). They were only enabled as AI enemy types in Horde in Operation 6, which is after they abandoned Escape development. So my comments on them were about Horde. The Escape part was just where I was reminded of the unexpectedly damaging DeeBee enemy explosions.
Lambent can’t be downed. But Gears 5 has the stun mechanic where a Flash grenade, melee 3 hit combo, or mantle kick that puts some bipedal enemies (a fairly arbitrary set ) into a state where you can meatshield them instead of just knife-execute. Grabbing something stunned/downed and then immediately releasing it is a common technique because it’s considerably faster than executing. (The Tactician class also has the Interrogation card that automatically marks all enemies in a large radius when you meatshield something.)
Off the top of my head I can’t remember if any Lambent can’t be meatshielded, but I know some can, because I keep stupidly forgetting that if you do that, you’re guaranteeing to down yourself if you release it. You can’t get far enough away to avoid the excessive (IMO) explosion size and power. (I like data; I should probably quantify that if someone hasn’t already…)
lol you’re right, but somehow grenades are too precious to me to “waste” on a self-preservation bag-and-tag. With the annoying effective limit of 1 grenade (since you can’t restock through ammo boxes if you’re empty, and only a few classes have a Grenade Satchel-alike card or resupply perk), I hang on to those things like they were diamond-encrusted.