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Resident Evil Nemesis. Mechanics that balance him ?

Yamaoka
Yamaoka Member Posts: 4,321

If Behaviour was to add Nemesis as the next licensed killer and they gave him all the good stuff he's used in the Resident Evil franchise (gatling gun, rocket launcher, awkward tentacle attacks that remind us of innocent cartoons) what kind of balance mechanics do you think would be used to balance him/his weapons ?

Personally I think:

1) movement restrictive mechanics

2) camera/pov restrictive mechanics

3) charge up bars

4) aim restrictive mechanics

5) and most obviously: Cooldown mechanics

I believe his regular M1 attack would be the tentacle ish whip like attack.

His gatling gun could be a M2 attack but the mechanics would probably make it work it like this:

- you get a charge up bar similar to a chainsaw but with a longer charge up time. Let's say around 3.5 seconds.

- while charging up the gatling gun emits audio warnings (you know the scary rattle sound of gatling guns before they shoot).

- once the bar is charged up it automatically starts shooting like Hillbilly's chainsaw (mechanically).

- the gatling gun then shoots for X-seconds while Nemesis has highly reduced movement speed and a shacking camera/pov making it difficult to hit survivors especially with the spread of the spread of the Area-Of-Effect attack.

- the gatling gun won't instadown a survivor but it shoots long enough to get a double-hit if survivors don't use the hit-speed boost to break line of sight or vault a window immediately (think of speed limiter Bubba)

As for the rocket launcher:

The same mechanics could be applied to the rocket launcher but with a static blast-like cooldown (maybe even twice as long) and it's an instadown.

I could keep writing but I feel like it's already too much text so feel free to say what you think if you want.

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