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« on: January 26, 2016, 02:53:30 AM »
I... can see your points in some of that. Though the shield is something I didn't really see as much of a problem; if the other players make a smart attack in tandem or he makes a careless mistake 5 seconds is still plenty of time to get torn a new one in a shooter game (though some people might consider it annoying if they can't catch up to one who does a hit-and-run; maybe extending the shield's wind-up would help?). I made a massive slip-up once and lost about a quarter of my health in a few seconds as a result. Heck, some classes like Megaman and Quickster are capable of outright killing him single-handedly.
If there's one complaint I had about Rogue, it's that for having such an extreme firing rate a lot of his attacks did buttloads of damage; if he caught you dead-on at close range you were pretty much screwed. The attacks' random nature didn't bother me all that much; I honestly feel like he did them better than the Hellbot bosses for various reasons and at least he had to stop moving when attacking. Yeah, there is some room for improvement but at least fighting against him doesn't feel like a total curbstomp where the survivors are the curb.
My main gripe with Sampi is even for a mod that was originally made to poke fun at the around half-dozen or so Saxton Hale mods, he's not really balanced at all. He doesn't even strike me as unbalanced; he's more anti-balanced. Just for good measure, let me run down his stuff.
His default mainfire and altfire aren't too bad; they're potent, sure, but they force you to play smart to get the maximum effect out of them since the mainfire has a pretty slow rate and the dash uses an ammo bar, as well as that I've noticed they tend to do more from longer distances.
Fire Wave Item: Effectively an RNG killer which, I should point out, spreads to Sampi's entire field of vision. If you're a survivor and the RNG god isn't on your side this will kill you before you even know where he is.
Jumping Shockwave Item: Dixieandoff's altfire and the Generic Boss's superjump rolled into one, with the added effect of a midair shot that doesn't appear to have much of a point. This is admittedly a pretty good move for pulling surprise attacks, but considering the degree of control you have over where it can go the amount of damage it does is ludicrous.
Fireball Item: I'm not even sure what this one does. Its effects aren't apparent to me in the slightest and it's largely pretty useless.
Pellet Spread Item: Damaging, but not very accurate even at medium ranges. Completely outdone by one of his other attacks. Heck, his default mainfire is a more efficient way of dealing with targets.
Stun Wave Item: Interesting concept, but not all that useful and I should mention it's probably bugged. If this close-range wave scores enough hits on someone it'll explode and send them straight into the air. If it only hits a few times for whatever reason they're stuck. They can't move until something else hits them and forces them out of the stunned state.
Large Spheres Item: Larger, lasts longer, and more accurate than the pellet spread at medium ranges, and more efficient in handling enemies both in front and around at closer ranges as it can easily kill more than just what is in front of him. Renders the pellet spread rather redundant in my opinion.
Crosshairs Item: You're pretty much dead if Sampi manages to nail you with this or set it off too close to you. Even if the resulting downpour of shots that follows this doesn't kill you he can easily follow up with one of his default attacks while you're sitting there during the windup, and that's not even counting that the crosshair does damage on its own without that.
Seriously, throwing a simple main or altfire right as the downpour starts to hit them never fails.
Mainfire Rage: No warning as to when it's built up, and I already summed up my thoughts on the rest. This rage alone paired with his outrageously high health pretty much ensures that if his player knows anything about flight at all it will sign your death warrant, guaranteed.
Altfire Rage: Unnecessarily long windup where nothing happens, and a brutal combination of the shockwave and a rain of meteors covering a single line of sight (granted, not to such an extreme as the fire wave). Pretty outrageous in stages with low ceiling clearance, but also pretty useless in comparison to his other rage.
I do realize the ton of work that was put into this and for the most the Unholy mod is done very well and holds a special little place in my folder as my favorite and the nuttiest mod in the history of ever, but in the hands of an even slightly competent player or AI Sampi is one of the bosses that basically prompts me to put down my keyboard and watch the chaos unfold; so at the very least I can thank my lucky stars he isn't seen much.